Combat Mechanics - For Discussion

Decisive Campaigns: Ardennes Offensive is the fourth wargame in the Decisive Campaign series. Covering the battles in the Ardennes between December 1944 and January 1945, it brings to life Operational wargaming by lowering the scale to just above tactical level.

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warnevada
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Joined: Thu Feb 05, 2015 4:00 pm

Combat Mechanics - For Discussion

Post by warnevada »

The combat mechanics in all the DC games and ATG is based on that developed for the original Civilization game. As a consequence there are some very unrealistic and occasionally bizarre results. I'm setting this thread up to get suggestions as to how to improve them. The combat mechanics consist of a number of phases. I'm going to set up a separate thread for each phase so that suggestions for a specific phase don't get muddled with suggestions for other phases.

The phases are as follows: Initial Match-up, Combat Round Setup, Target Acquisition, Hit Determination, Fire Result, Battle Result.

I've discussed this with Vic and he's open to any practical suggestions. I'm also hoping that he will supply some of the nitty-gritty detail.

Some definitions:
element- a distinct part of a unit. So if a unit consists of several types of troops, such as infantry, AT-guns, staff, machine-guns, etc. each type will be a different element. If there are many members of each type then they will be subdivided into individual elements. For example, if a unit contains 100 infantry then there will be 10 elements of 10 infantry each. Each vehicle and heavy weapon is a separate element.

I'll start the ball rolling with a description of the Initial Match-up. A battle consists of an attacking side and a defending side. All the elements on both sides are identified and listed. Then each element on each side is assigned a value which indicates how quickly that element will react to the enemy. The value is calculated based on several factors (I'm hoping Vic will tell us what they are). Then the elements are sorted highest to lowest using the value and the elements of the attacking and defending sides are merged based on the value.

Then the battle commences by stepping through the merged list and allowing each element to try to fire at the enemy.
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ernieschwitz
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Re: Combat Mechanics - For Discussion

Post by ernieschwitz »

The initiative is a score that each individual has. It is determined by a dice roll, where the sides are the number that the initiative is. The individual then gets assigned that number. A list is generated, where the individuals with the highest score come first, and then combat begins.

(Source: http://www.vrdesigns.net/atwiki/doku.ph ... lculations)
CombatLoop.jpg
CombatLoop.jpg (85.76 KiB) Viewed 421 times

The initiative can be set on subformations in the editor of previous titles of DC and ATG. For instance the attached picture is from DC:Case Blue

Editor example initiative.jpg
Editor example initiative.jpg (112.98 KiB) Viewed 421 times

Note that there is an Offensive initiative and a Defensive one.
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