[Essay] Terrain Defense Modifiers
Posted: Thu Oct 20, 2022 9:33 pm
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
From Testing the different Fort levels this means a CU with 10defCV in unfortified/clear Terrain will get:
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.
Terrain Modifiers
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
Final Words:
I may be wrong with all of that, but my assumtions are
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.
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.
Fortification
....or for the sake of ease: [+1 is *2][+2 is *3][+3 is *4]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.
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.
Terrain Modifiers
So, my ID has a defCV of 7,5 and my PzD has a defCV of 4,5 while on Clear Terrain without weather/fortificationWITE2 Game Manual p.274 wrote: 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.
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]
- 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}]
- 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.
- 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).
- 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.
- 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.
- 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).
- 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
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.
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.