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Multiple Targets-Single Attacker--Priority Order
Posted: Fri Jan 09, 2026 3:27 pm
by DWReese
If a unit has multiple missile launchers (say 8) and the scenario designer has assigned the unit to attack 6 targets, how is the order resolved if each of the targets requires (say 2-4 "harpoons") to kill it? Does it start with the target requiring the most? Does it use the geographic closeness to he firing unit? Do they spread them out, one for you, and one for you, until they are done? Do they load up on whichever is the first, then move to whichever is the second, and fulfill those before moving on to the next?
I'd like to know this because it would help to understand what criteria needs to be met for the attack. Is it better to have six structures with at least one missile assigned and some expected damage to each, or two structures with four missiles assigned completely obliterated, leaving the rest untouched and in need for future attacks.
In other words, what can I expect? I have tested it several times, and I tend to get varying results.
Thanks in advance for your input.
Re: Multiple Targets-Single Attacker--Priority Order
Posted: Sat Jan 10, 2026 7:56 am
by Correcaminos
Regarding the AI logic: Unless heavily scripted, the AI generally processes the target list sequentially based on threat or detection order. It will check the WRA (Weapon Release Authorization) logic for the first target, fire the allocated salvo (e.g., 2 missiles), move to the second target, fire, and repeat until the magazine is empty. It generally does not dynamically calculate "I have low ammo, so I will ignore targets 4, 5, and 6 to ensure a kill on target 1."
Regarding your tactical question ("Better to damage 6 or destroy 2?"):
The answer is almost always: It is better to completely destroy 2 targets.
Threat Removal: A damaged unit (radar, ship, or hangar) can often still function, report your position, or launch weapons. A destroyed unit creates a permanent gap in their capabilities.
Overcoming Defenses: If you spread 8 missiles across 6 targets, you maximize the efficiency of the enemy's Point Defenses (CIWS/SAMs/Jammers), likely resulting in zero hits. If you concentrate 4 missiles on just 2 targets, you have a much higher chance of saturating their defenses and achieving a hit.
** Recommendation:** Go into your WRA settings and increase the "Salvo size" per target. It's better to run out of ammo ensuring a kill than to empty your magazines just to scratch the paint on multiple targets.
Re: Multiple Targets-Single Attacker--Priority Order
Posted: Sat Jan 10, 2026 12:39 pm
by DWReese
Thanks for the detailed info. You explained the portion about using enough to completely destroy before moving onto the next target.
But, I do have a follow-up question.
What if I'm not programming the WRA. What if the scenario designer programmed it, and there is really no data other than 6 targets to be attacked, fired by 4 launchers with 2 missiles each? (This brings me back to the original question.) AI sees 6 target and a total of 8 missiles to allocate.
When the list appears for the AI side and no WRA indication of anything is identified, a list of the targets, let's say for simplicity sake, buildings (small, medium and and large) etc., which will the AI function select first? Will it go for the one that requires the most missiles to kill it (i.e. the biggest), or the first target (building) that is the closest to the launchers?
Please understand, I'm trying to figure out what the AI does, and not what I am trying to do to win the game. This is more of a "what can I expect if I were to design a scenario by doing this.....?
Re: Multiple Targets-Single Attacker--Priority Order
Posted: Sat Jan 10, 2026 3:59 pm
by Correcaminos
To be honest, unless you micro-manage it with the WRA, the AI is pretty simple-minded. It doesn't really 'think' strategically like 'Target A is bigger, so I should prioritize it.'
From what I recall digging into the manual and old dev notes (I think the devs explained this back around the v1.06 update), the logic is actually pretty straightforward:
Proximity rules: Generally, the AI defaults to engaging the closest valid target it has detected.
It's a sensor lottery: The 'varying results' you are seeing are likely due to the sensor processing cycles (the famous OODA loop). If your sensors pick up Target #4 a split-second before Target #1, the AI might engage #4 first just because it 'saw' it first.
So yeah, in your design, expect the AI to just dump missiles on the nearest thing it spots until the magazine is empty. It's more about brute force than brains unless you script it!
Re: Multiple Targets-Single Attacker--Priority Order
Posted: Sat Jan 10, 2026 8:37 pm
by thewood1
Don't forget the target prioritization in RoE. That does a lot of the heavy lifting for the AI. The AI might be "simple-minded", but the devs give you and the designer the tools to guide it properly.
Re: Multiple Targets-Single Attacker--Priority Order
Posted: Sun Jan 11, 2026 12:27 pm
by DWReese
Thanks for responding.
Yes, you can use the PRIORITY method, and that can help, for sure.
But, I was only interested in finding out the default mechanism for the method of attack if left to the game AI itself to decide.
In play testing, things never really seemed consistent. I do believe that closest is the first determiner, and then the attacker fires its limit before moving on to the next closest.
In viewing some of these user-created scenarios, I don't know that I would have taken the same approach for targeting. Of course, I can always edit it myself, but by then the surprise is over, as the attack has already been revealed.
Thanks to everyone who responded.