Page 1 of 1
Question About Land Combat
Posted: Sat Jun 22, 2019 12:34 pm
by canuckgamer
In a previous thread you posted the following:
All land units have different attributes that fire in sequence affecting combat.
Round 1 – Artillery.
Round 2 – Defender Guns.
Round 3 – Tanks (halved in rugged terrain).
Round 4 – Attacker Guns (halved attacking).
Round 5 – Firearms.
Can you clarify what the difference is between "Guns" and "Firearms"?
Which one is infantry?
What about cities, and their impact on defense? I would think that a tank unit attacking a city defended by a infantry unit is going to have a negative modifier similar to when they attack in to "rugged terrain", and does this take place in Round 3?
RE: Question About Land Combat
Posted: Sat Jun 22, 2019 7:06 pm
by AlvaroSousa
Guns are assault guns, smaller artillery
Firearms are heavy machine guns, assault guns, and rifles.
Urban areas are tougher to take and have higher defensive values besides being rugged.
RE: Question About Land Combat
Posted: Sun Jun 23, 2019 1:08 pm
by canuckgamer
Thanks for the reply. Considering that the game is strategic scale I am surprised that there multiple rounds for land combat. Usually having multiple rounds means that losses are taken before the next round. For example, let's say an armoured unit is attacking an infantry unit. The armour unit would fire in round 3 and any casualties it inflicts would be taken off the infantry before it fires in round 5. Am I correct?
I hope that the program will be doing all these calculations so that there will be one "die roll" per attack. If not having to resolve as many as five rounds per attack is going to involve a lot of mouse clicking.
RE: Question About Land Combat
Posted: Sun Jun 23, 2019 1:20 pm
by ncc1701e
ORIGINAL: canuckgamer
Thanks for the reply. Considering that the game is strategic scale I am surprised that there multiple rounds for land combat. Usually having multiple rounds means that losses are taken before the next round. For example, let's say an armoured unit is attacking an infantry unit. The armour unit would fire in round 3 and any casualties it inflicts would be taken off the infantry before it fires in round 5. Am I correct?
I hope that the program will be doing all these calculations so that there will be one "die roll" per attack. If not having to resolve as many as five rounds per attack is going to involve a lot of mouse clicking.
Well, I hope the infantry has some artillery and some "defender" guns for support. Otherwise yes, stopping a tank with firearms may not work... [:D]
RE: Question About Land Combat
Posted: Sun Jun 23, 2019 7:53 pm
by AlvaroSousa
Yes on the combat rounds
Yes the game takes care of it for you
Yes defender has a mix of attributes
All these little things are tiny modifiers within the game. It isn't something catastrophic if you put an assault infantry with engineering specialization vs an anti-tank infantry with tank destroyed specialization in a defending spot. It is a small modifier. At worst case it is a 10-15% difference in the combat strength of a unit with the example above.
WarPlan has more units being reduced in effectiveness than destroyed than other games. A lot of production will go to reinforcing but the player can choose how much.
RE: Question About Land Combat
Posted: Mon Jun 24, 2019 9:39 pm
by Michael T
I saw a post from a tester where he said if the Maginot line is attacked form the rear it was still receiving a fortress benefit.
Has that been fixed?