Combat Advisor

Korsun Pocket is a the second game using the award winning SSG Decisive Battles game engine. Korsun Pocket recreates the desperate German attempt to escape encirclement on the Russian Front early in 1944. The battle is a tense and exciting struggle, with neither side having a decisive advantage, as the Russians struggle to form the pocket, then try to resist successive German rescue efforts and last ditch attempts at breakout.
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CBase
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Combat Advisor

Post by CBase »

I have heard the term "combat advisor" mentioned several times in this forum and an curious as to exactly what this is and how it assists the player.
I ask because in my experience, hex based war games that use odds-based combat algorithms can take a long time to play because there are so many combat permutations for each player to take into account each turn. This is especially true when there are dozens of units attacking a line being held by many defending units. "Should I attack this unit at 4 to 1 and this other unit at 3 to 1? Or, would I be better off attacking this other unit at 6 to 1 while attacking that other unit at 2 to 1?". My observation is that trying to optimize all of the attacks can take excessively long. I was wondering if the Combat Advisor is suppose to alleviate some of this workload.
Wilhammer
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Post by Wilhammer »

It works like this:

You turn it on, and enemy stacks that can be attacked this turn are highlighted.

If FOW permits, the highest odds you can get are shown atop the enemy stack; if not, a question mark is all you see.

What 'can be attacked' means is that it looks at all the units that can reach the target, and calculates the potential of that attack. It even includes artillery that is out of range but could be moved into range.

Click on a stack so marked, and all your units that can aid in the attack are highlighted, and those that cannot are overlayed with generic icons.

Now, some overlap must exist; for if you choose to execute attack A, it might involve units that could of done attack B.

Combat advisor can be turned on and off at will during your turn, so you can check before, during, and after you moved stuff.

Does it help with the tedious effort of traditionally counting MPs and calculating odds on your own?

Its assistance is immeasurable.

Its pure wargaming Gold, that feature.
elmo3
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Post by elmo3 »

I agree with Wilhammer, the feature is very helpful. Just last night in my PBEM game with him I was able to quickly set up a 6-1 attack that would have taken much longer to work through without the adviser. Of course I then proceeded to roll a 1... :(
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Sonny
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Post by Sonny »

Originally posted by elmo3
I agree with Wilhammer, the feature is very helpful. Just last night in my PBEM game with him I was able to quickly set up a 6-1 attack that would have taken much longer to work through without the adviser. Of course I then proceeded to roll a 1... :(


Last night was my night for "1"s also. Can't tell you how frustrated I was - my guys just could not shoot straight!

The combat advisor is fantastic. You spend your time planning strategy instead of counting numbers and column shifts and additions to the die rolls etc. In my PBEM games I get in one and usually two turns a night. Without the combat advisor I might get two turns completed in a week. It is a blessing.:)
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Fred98
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Re: Combat Advisor

Post by Fred98 »

Originally posted by CBase


1. My observation is that trying to optimize all of the attacks can take excessively long.

2. I was wondering if the Combat Advisor is suppose to alleviate some of this workload.



1. Yes I agree.

2. Yes, the combat advisor does just that.

Other hex based games at this operational level are now obsolete.
IJN_Shinano
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Re: Re: Combat Advisor

Post by IJN_Shinano »

Originally posted by Joe 98
Other hex based games at this operational level are now obsolete.


Ain't it the truth. :D
CBase
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Post by CBase »

Thanks for the responses. I may have to buy this game...
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BrubakerII
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Post by BrubakerII »

I would like to see the combat advisor selectable individually per side as a form of 'weighting' the game, as opposed to either on or off which affects both sides as it is now. This would be a better tool for evening out skill differences .

Brubaker
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e_barkmann
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Post by e_barkmann »

I would like to see the combat advisor selectable individually per side


I raised this briefly during the test. I think if enough people ask for it, it would be considered.

Cheers Chris
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Sonny
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Post by Sonny »

O.K. I'll ask for it.
Seems like a reasonable balancing mechanism.:)
Quote from Snigbert -

"If you mess with the historical accuracy, you're going to have ahistorical outcomes."

"I'll say it again for Sonny's sake: If you mess with historical accuracy, you're going to have
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e_barkmann
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Post by e_barkmann »

In terms of balance, I would suggest it should only be used in cases of newbie vs veteran. It really would tilt the scales than much - even if just to point out where all the overrun action is...

Chris
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