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Combat
Topic Started: Nov 5 2014, 12:37 PM (28 Views)
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LAND COMBAT


Each major formation will be given ratings out of 100. The categories are:

1) Hard Attack & Firepower
2) Soft Attack & Firepower
3) Ground Defense
4) Toughness (Hardness)
5) Equipment Protection and Ruggedness
6) Mobility
7) Flexibility
8) Mass and Manpower
9) Organization and Cohesion
10) Experience and Training

In addition, there is also a Field Medicine rating, which affects casualties.


The definitions of the ratings are as follows:

1) Hard Attack / Firepower - the unit's total "hard" firepower, such as artillery.
2) Soft Attack / Firepower - lighter firepower (small arms, grenades, mortars etc.) used against softer targets, such as open infantry.
3) Ground Defense - a measure of how well a formation can hold its ground. This may be higher than the sum of HA and SA due to the presence of certain defensive weapons, such as Great War machine-guns.
4) Toughness (Hardness) - a percentage out of 100 indicating how armored a unit is, for want of a better term.
5) Equipment Protection and Ruggedness - how effective the unit equipment (e.g. armored vehicles) is at protecting the individual soldier.
6) Mobility - ability to maneuver on the battlefield.
7) Flexibility - a rough measure of the ability to respond to changing circumstances in the heat of battle. Correlates highly with national doctrine and leadership.
8) Mass and Manpower - how many men, tanks, etc., are engaged.
9) Organization and Cohesion - the organization of the engaged units.
10) Experience and Training - the total combat skill of the engaged units' troops.



Once a battle has started, we will post the number of men for both sides. The battle will go in parts, in other words it will not be a "all out battle". The leaders from both sides can see the results come in and decide if they want to withdraw or such.
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NAVAL COMBAT

Each class of ship will be given ratings in the following categories:

1) Sea Attack (Surface Guns, Usually Main)
2) Sea Defense (Hull & Belt Armor)
3) Air Attack (AAA)
4) Air Defense (Deck Armor)
5) Missile Attack
6) Missile Defense
7) Convoy Attack
8) Submarine Attack (Depth Charges, Squid, etc.)
9) Torpedo Attack
10) Torpedo Defense (Netting, Bulkheads, etc.)
11) Shore Bombardment (Compare to Land Artillery Bombardment)
12) Speed (Maximum, in Knots)
13) Firing Range (Yards)
14) Sea Detection
15) Evasion (Submarines Only)
16) Fire Control
17) Experience & Training
18) Missile Interception
19) Submarine Attack Accuracy

Additionally, any aircraft based aboard carriers will be taken into account.

Naval Battles are calculated in the same way as Land Battles.
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AIR COMBAT

As with land and sea units, aircraft receive ratings in several categories:

1) Firepower (Guns)
2) Maximum Speed (MPH)
3) Maneuverability
4) Defensiveness (Ability to take damage)
5) Physical Size
6) Missile Attack
7) ECM

Additionally, several other ratings come into play:

1) Pilot Experience (1-100)
2) Jet technology
3) On-board Radar
4) Ground-based Radar
5) Special Weapons
6) Weather, etc.
7) Total Number of Planes
8) Overall Battle Intensity

Intensity simulates how determined each side is to destroy the other and is used to calculate the total number of combat turns available. A high intensity value could signify orders to destroy anything that crosses the squadron's patrol path; a low value would be appropriate if the player sent in orders to skirmish and then fly away.

Intensity is most important for bombing missions, which often involve both a fighter-vs-fighter and a fighter-vs-bomber engagement. In those cases, the enemy fighters must first engage the escorting fighters before they can attack the bombers. Depending on how long the dogfighting takes, the fighters may not have much fuel left before they must withdraw. The battle intensity (and damage inflicted) for the bomber attack is thus lower.


Running a Battle

Battles with more than one type of aircraft are handled in steps: each air unit is treated separately, similar to the way divisions are used for ground combat. Bombing missions that trigger aerial interceptions are handled like any normal dogfight except in stages, as noted above.

Each combat instance is divided into a number of phases:


Initiative

At the beginning of an air battle, a special roll is done to determine which side gains the initiative. Very broadly, this represents spotting the opponent first and attacking. Initiative is determined by the overall attack capability of the planes, whether they are jet or prop craft, the pilots' experience, and the presence of radar.

The winner of the initiative roll gets an attack bonus the first few combat turns.
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