Combat CV predictions

A complete overhaul and re-development of Gary Grigsby's War in the East, with a focus on improvements to historical accuracy, realism, user interface and AI.

Moderator: Joel Billings

Post Reply
rocketman71
Posts: 491
Joined: Tue Feb 20, 2007 8:43 pm

Combat CV predictions

Post by rocketman71 »

It seems to me that the predicted CV value for an attack is based on the ground condition your units are and not the hex you are attacking into. If I'm in "mud" and attacking into "heavy mud", which hex is used for the calculation? Or is it an average of both? Since heavy mud degrades CV so much more it would be wrong to use "mud" for the prediction. Is this a design decision or am I missing something?
Jango32
Posts: 813
Joined: Mon Mar 15, 2021 4:43 pm

Re: Combat CV predictions

Post by Jango32 »

The light mud hex from where you attack is used for attack CV calculations, and the heavy mud where the defenders are is used for defensive CV calculations IIRC.
rocketman71
Posts: 491
Joined: Tue Feb 20, 2007 8:43 pm

Re: Combat CV predictions

Post by rocketman71 »

That would mean a constant risk of over- or underestimating the chance of successful combat results in areas with mixed ground conditions. And that you have to check both hexes every time to make sure and make your own prediction of CV if conditions aren't the same. Not ideal I think. Resulting in more micro-management and time consuming fiddling around.
Stamb
Posts: 2470
Joined: Tue Oct 26, 2021 1:07 pm

Re: Combat CV predictions

Post by Stamb »

I was actually thinking if there is a way to abuse this system. When attacker attacks from a light mud with high CV, but defender is in heavy mud with low CV. I tested it some time ago in my game vs AI and I can not tell if it benefits attacker or not. Maybe this is just display CV issues.
Слава Україні!
Glory to Ukraine!
User avatar
loki100
Posts: 11708
Joined: Sat Oct 20, 2012 12:38 pm
Location: Utlima Thule

Re: Combat CV predictions

Post by loki100 »

rocketman71 wrote: Tue Mar 08, 2022 1:40 pm It seems to me that the predicted CV value for an attack is based on the ground condition your units are and not the hex you are attacking into. If I'm in "mud" and attacking into "heavy mud", which hex is used for the calculation? Or is it an average of both? Since heavy mud degrades CV so much more it would be wrong to use "mud" for the prediction. Is this a design decision or am I missing something?
All weather effects key off the attacker hex, so its actually possible to have one unit attacking from heavy mud/poor roads and its neighbour from light mud/average roads.

Hexside effects (basically rivers), are on the line attacking unit-defending unit (so again an attack can be facing mixed criteria)

In hex terrain (incl fortifications) key off the defender's hex (& only affect the defender)

Quirks are in terms of how reserve reactions are treated (I believe they enter the battle via the shortest MP route) and to a lesser extent SU (again the same applies). So its possible that different HQ deployments might give slightly different attacking CV (but this will be marginal given the value of most SU).

A while back, I tested this as I wasn't sure if it was road connection that drove the relationship but its not, its road in the attacker hex.
Post Reply

Return to “Gary Grigsby's War in the East 2”