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[Essay] Terrain Defense Modifiers

Posted: Thu Oct 20, 2022 9:33 pm
by Wiedrock
Hey guys. At first I just wanted to find out what "+1 Defense Modifier" actually means. It is used for Fortifications and Terrain. But I may have encountered some issues with the Terrain Modifiers.


Fortification
Living Manual (1.16 - patch 01.02.41) p.406 wrote: The combat value of each defending unit is modified by multiplying the CV by one plus the total fortification defense modifier. [...] Each fort level gives a +1 Defense Modifier.
....or for the sake of ease: [+1 is *2][+2 is *3][+3 is *4]

From Testing the different Fort levels this means a CU with 10defCV in unfortified/clear Terrain will get:

Code: Select all

Fort 1: 10defCV * 2 = 20moddefCV
Fort 2: 10defCV * 3 = 30moddefCV
Fort 3: 10defCV * 4 = 40moddefCV

Okay, now that I understood what this +1 Defense Modifier means I tried to figure out how the "dense" Terrain modifier interacts with this.
Setup
For easier Testing I created a ID with 500 Rifle Squads and a PD with 100 Panzer and edited their TOE(OB)s and supplied/freighted them with 100%. All tests were done in the Editor mode.
110th ID Editor Data
110th ID Editor Data
Infantry_110th_Unit_Editor.jpg (575.5 KiB) Viewed 1393 times
1st PzD Editor Data
1st PzD Editor Data
Panzer_1st_Unit_Editor.jpg (588.67 KiB) Viewed 1393 times

Terrain Modifiers
WITE2 Game Manual p.274 wrote:
Source: WITE2 Game Manual p.274
Source: WITE2 Game Manual p.274
Terrain_Modifiers.jpg (48.43 KiB) Viewed 1393 times
Notes
(1) In dense terrain, the CV of infantry type ground elements is
doubled and the CV of AFV and combat vehicle type ground
elements are halved (23.8.3).
(2) In double dense terrain the CV of infantry type ground
elements is quadrupled (x4) and the CV of AFV and combat
vehicle type ground elements is quartered (x1/4).
(3) Mountain and type 0 non-motorized combat units are more
effective during battles that take place in a mountain hex
both defending and attacking such hexes.
So, my ID has a defCV of 7,5 and my PzD has a defCV of 4,5 while on Clear Terrain without weather/fortification
modifiers (see next Screenshot).
Using the numbers of the Game Manual the Results should be as follows:
Terrain [CV ID] [CV PzD] Defense Modifier Dense Multiplier Wrong to Testing Results Testing Result
  • Clear [7,5] [4,5]
  • Light Woods [7,5*2=15] [4,5*2=9]
  • Heavy Woods [7,5*3*2=45] [4,5*3/2=6,75]
  • Rough [7,5*4*2=60] [4,5*4/2=9]
So far the Numbers match up (see next Screenshot) and Bocage and Swamp also worked fine as well, but entering the sphere of housing areas everything seems to be wrong. Keeping the numbers of the Game Manual the results should look like the red ones but testing resulted in the {green ones}.
  • City [7,5*3=22,5 {45}] [4,5*3=13,5 {6,75}]
  • Urban [7,5*7*4=210 {120}] [4,5*7/4=7,875 {4,48}]
  • Heavy Urban [7,5*9*4=270{150}] [4,5*9/4=10,125 {5,6}]
Results from testing, red terrains have contrary results.
Results from testing, red terrains have contrary results.
Terrain_Modifiers_Testing.png (1.03 MiB) Viewed 1393 times
Let's try to find out what's wrong with those numbers. :geek:
  • City.
    • The ID should have [7,5*3=22,5]defCV in a City Hex, since there is nothing else stated in the Manual than "+2 Defense Modifier" (which means *3) but actually it has 45defCV (see previous Screenshot).
      How to get to that 45defCV?
      7,5*3*2=45
      OR
      7,5*6=45
      Which means that there is a missing "Dense (1)" in the Manual OR the Defense Multiplier is wrong and should rather be +5 (so *6).
      But hey, we still have the PzD with 100 AFV to look at!
    • The PzD should have [4,5*3=13,5]defCV in a City Hex, but actually it has 6,75defCV.
      The Relation here seems more obvious [4,5*3/2=6,75].
    • So I assume there is a "Dense (1)" missing in the line for City Terrain Modifiers.
  • Urban:
    • The ID should have [7,5*7*4=210]defCV in a Urban Hex, since there is a "+6 Defense Modifier" (*7) and a "Dense 2" (*4 for Infantry) stated.
      Testing resulted in 120defCV, how to get that? Well, let's assume the "Dense 2" note is correct and it's multipliers are *4 (for inf) and /4 (for AFVs). If we do this, we get to the 120defCV as follows:
      7,5*4*4=120
    • Using the same assumptions for the PzD which by testing had 4,48defCV we get
      4,5*4/4=4,5
    • So I assume the stated "+6 Defense Modifier" in the Game Manual actually should be a "+3 Defense Modifier" for Urban Terrain.
  • Heavy Urban:
    • The ID should have [7,5*9*4=270] but by testing it actually has 150defCV. Let's keep the same assumtions used in Urban and we get
      7,5*5*4=150
    • For our PzD which should have [4,5*9/4=10,125] we get the tested 5,60defCV by
      4,5*5/4=5,625
    • So I assume the stated "+8 Defense Modifier" in the Game Manual actually shoul be a "+4 Modifier" (so *5).

Final Words:
I may be wrong with all of that, but my assumtions are
  • City terrain is missing a "Dense (1)" in the remarks column.
  • Urban terrain has a "+3 Defense Modifier" (*4)
  • Heavy Urban terrain has a "+4 Defense Modifier" (*5)

I used the Editor Mode for all of this. I am not sure yet wether this is messing up results in any way but testing in "live games" is almost impossible due to loss of Supplies and the gain of Fatigue while moving.

Would be nice if someone could re-try-proof this, cause finding ones own mistakes in a setup isn't that easy. :lol:
If there are mistakes in this you find out/see, let me know!

P.S.
I also haven't found out why all basic CVs are divided by 2. A Rifle squad has a CV of 3 so a 500 RifleSquad Division should have 500*3CV=1500CV but without buffs/debuffs it's always half of that, so 750 (shown as 7,5 in the CounterUIs). It may be to keep numbers below 4 digits, or as a multiplier for a whole faction which could be changed by the scenario/time. If someone has a answer to that I'd appreciate.

Re: [Essay] Terrain Defense Modifiers

Posted: Fri Oct 21, 2022 4:30 am
by MarkShot
Well done!

It is very challenging task to validate software as you have attempted. Normally, as developers we build logging/debugging tools into the design along with a testing harness and suites (super useful for each new release to perform regression testing).

I am impressed, since yesterday, I was studying battles reports and this stuff just shows up as HQ(X%) ... so I was reading CV battle modifiers.

* Regression Testing: when we enhance or bug fix we assuming we manipulated a single desired feature. But it can often be the case either by error or poor understanding, we introduce unwanted side effects. Development that just relies on adhoc testing almost always tests for the expected results; and not for what is considered stable and unaltered. Thus, testing automation is great aid to ensure quality in this particular type of scenario.

Re: [Essay] Terrain Defense Modifiers

Posted: Sun Oct 23, 2022 6:46 pm
by Wiedrock
MarkShot wrote: Fri Oct 21, 2022 4:30 am Well done!

It is very challenging task to validate software as you have attempted. Normally, as developers we build logging/debugging tools into the design along with a testing harness and suites (super useful for each new release to perform regression testing).

I am impressed, since yesterday, I was studying battles reports and this stuff just shows up as HQ(X%) ... so I was reading CV battle modifiers.
I have no idea about programming. I stopped it when the html-era ended and after that I only did some PLC-programming where I encountered the "Hydra"-problem with adding/fixing stuff. :lol:

Re: [Essay] Terrain Defense Modifiers

Posted: Sun Oct 23, 2022 9:03 pm
by Wiedrock
PARTS OF THIS POST ARE NO LONGER CORRECT, AT LEAST STARTING WITH GAME VERSION 1.52 THE BATTLE PREDICTOR-TOOLTIP NOW INCLUDES A LOT MORE FACTORS INTO THE SHOWN ATTACKER-CV!!!

What I want to add to my initial post for now is a little paint-job I've created for myself to understand which modifiers are used in which cases, since my initial assumtions (coming from "Hearts of Iron") were mostly wrong. And since I am sure some others may be confused as well it may help.
Additional some more remarks concerning the CV predictor (Attack Tooltip), some Questions and some contrary stuff of the Game Manual I ran into which I hope someone has an answer to. :?:

Notes:
  • I am still learning the game, so take this with a grain of salt!
  • I do not (yet) care about the Combat Sequence in detail and so this table is more of an "view from above"/overview
    • As an example: Terrain is only influencing the Defender (from my view) but in detail it is also influencing the attacker, since it affects the initial combat range...and so on.
CV Modifiers V1.png
CV Modifiers V1.png (72.64 KiB) Viewed 1234 times
Quick (without concidering MPs):
Terrain buffs Defender (Defenders Hex) visible
Fortification buffs Defender (Defenders Hex) visible
Dense buffs/debuffs both (Defenders Hex) AttackerCV invisible/ DefenderCV visible
Weather debuffs Attacker (Attackers Hex) visible
Roads reduce Weather Debuff (Attackers Hex) visible
River debuffs Attacker (Between Hexes) invisible
+ SU and CU in "Reserve" are treated different! (SU takes Defenders Hex Weather; CU Reserve takes it's own Hex's Weather)
Further Remarks:
  • General:
    • Here the marked modifiers are not included in the CV predictor (Attack Tooltip).
      WITE2 Game Manual p.278f wrote: 23.8.3.
      The CV predictor that is available as a hex pop up
      (6.8.2) when the normal or hasty attack symbol appears
      on the map (indicating an attack can be conducted in
      the hex) provides the adjusted CV values of the units
      that accounts for factors such as terrain, forts, dense
      modifiers
      , weather, fuel and ammunition shortages.

      It is not adjusted for the factors in sections
      23.8.4 to 23.8.7.
  • River-crossing:
    • What's also not included: River-crossing debuff.
      WITE2 Game Manual p.278 wrote: 23.8.2.
      Note that the displayed CV’s in the combat resolution predictor
      window will reflect disruption caused by any cross river
      attack
      (23.8.9).
    • WITE2 Game Manual p.274 & 281 wrote: 23.6.
      Support units committed to support a cross river attack
      will be subject to additional disruption (23.8.9).
      ___________________
      23.8.9. [...] All ground elements that
      cross the river to attack are subject to a disruption check
      prior to the initial computation of combat value.
      It's not stated which Leader skill is used to check, anyone knows? (Initiative? Infantry/Mechanized? ...next quote leads towards Infantry/Mechanized)
    • WITE2 Game Manual p.281 wrote: 23.8.9.
      Ground elements with longer range indirect fire devices
      will normally not check for disruption while infantry and
      combat engineers most likely will check.
      Infantry type ground elements will tend to suffer
      approximately the same amount of disruption for both
      minor and major rivers, but AFV and combat vehicle
      ground elements will suffer more disruption in crossing a
      major river than a minor river. [...]
      I am guessing this is related to the MP penalty for River crossings on different ice levels.
      River Crossing MP Modifiers (Editor)
      River Crossing MP Modifiers (Editor)
      River Costs.png (196.06 KiB) Viewed 1234 times
    • WITE2 Game Manual p.281 wrote: 23.8.9.
      [...]
      Since disrupted combat units do not contribute to
      overall CV, players can anticipate a reduction in overall CV
      of up to half for minor rivers and up to two-thirds for major
      rivers
      prior to any other modifications.
      If every ground element is checked for disruption (by the leader?!), isn't it more related to the leader skills how many ground elements will participate in the cross river attack?! So a Leader with a 3 checked leader skill would commit vastly less ground elements to a battle than a 9 skill leader would do?
  • Ground Weather/Roads:
    • Interaction between Ground Weather and Roads.
      Interaction between Ground Weather and Roads.
      GroundWeather_Roads_Attacker.png (95.6 KiB) Viewed 1234 times
      This can also be found in the Game Manual screen/table (38.5.4.).
    • WITE2 Game Manual p.143 & 280 wrote: 8.5.
      Ground operations are only affected by the ground
      weather in a particular hex.

      .
      .
      .

      23.8.4.
      The worse the weather, the more likely it is that some combat
      elements will not be available during the actual combat. This
      is particularly likely in blizzard and heavy rain turns.
      In effect, if attacking under these conditions it is
      worthwhile to try to have higher notional odds before
      committing your forces as a number of elements will not
      be available during the actual battle.
      Which one is correct? If it's the 2nd what are the numbers/multipliers?

Re: [Essay] Terrain Defense Modifiers

Posted: Mon Oct 24, 2022 12:19 am
by DeletedUser1769703214
Wiedrock wrote: Sun Oct 23, 2022 9:03 pm
If every ground element is checked for disruption (by the leader?!), isn't it more related to the leader skills how many ground elements will participate in the cross river attack?! So a Leader with a 3 checked leader skill would commit vastly less ground elements to a battle than a 9 skill leader would do?[/list]

Ya, tooltip popup does not have all the idiosyncracies but is a good baseline. As for lower skill leaders they will also stay in a bad combat situation longer taking more losses(there is a Joel post on this). So looks to me you are looking for the grey areas that may or may not be disclosed by the DEV's :)