Formula for Assault Power - Printable Version +- Forums (https://www.theblitz.club/message_boards) +-- Forum: The Firing Line (https://www.theblitz.club/message_boards/forumdisplay.php?fid=1) +--- Forum: Tiller Operational Campaigns (https://www.theblitz.club/message_boards/forumdisplay.php?fid=11) +--- Thread: Formula for Assault Power (/showthread.php?tid=66576) Pages:
1
2
|
Formula for Assault Power - RJMI - 06-10-2014 What is the formula for calculating the power of an assault? For example, a German unit with 190 men, C Quality, and Assault Value of 12 assaults with a value of 142 with no modifiers. If you take 1/10 of the men, which is 19, and multiply it by the assault value, which is 12, you get 228 not 142. Thanks for the help RJMI RE: Formula for Assault Power - Ricky B - 06-10-2014 Sorry, no idea so can't really help. I have tried working through the calcs before and got reasonably close, but don't pay attention and use my gut - mainly do I have superiority in numbers enough to make the losses come out close. Rick RE: Formula for Assault Power - BigDuke66 - 06-11-2014 Was maybe the Optional Rule for "Alternative Assault Resolution" active? In that case the Hard Attack value would have been used. RE: Formula for Assault Power - RJMI - 06-14-2014 (06-11-2014, 12:32 PM)BigDuke66 Wrote: Was maybe the Optional Rule for "Alternative Assault Resolution" active? I know about the hard attack value. I was speaking of the Assault value for soft attack. But even when the hard attack value is used (such as against a Bunker), the numbers do not add up. RE: Formula for Assault Power - BigDuke66 - 06-14-2014 Next time you could maybe make a screenshot of the participating units so one can see the values and also deactivate the on-screen results to get a more detailed report about the combat. At last that helped me to figure out some details in the Napoleonic series were I also had results that didn't match with what I knew of that engine. RE: Formula for Assault Power - Aaron - 06-14-2014 From the manual Aaron Terrain Modifiers in an Assault · The maximum hexside modifier of all hexsides between attacking units and the defending units, is used to modify the attackers assault value. · If any of the attacking units consist of vehicles, then the terrain modifier of the defending hex is applied to the attackers assault value. Note: this modifier applies to motorized and mechanized infantry when they are in Travel Mode, but not when they are Deployed. Unit Modifiers Each attacking and defending unit has a modifier calculated as the sum of the Quality and Fatigue modifiers. The Quality modifier is: · +20% for Quality A · +10% for Quality B · -20% for Quality D · -40% for Quality E · -60% for Quality F. The Fatigue modifier is · -10% for Medium Fatigue · -20% for High Fatigue · -40% for Maximum Fatigue. For the attackers, the lowest unit modifier of all the attackers is applied to the total attacking assault value. For the defenders, the highest unit modifier of all the defenders is applied to the total defending assault value. Combined Arms Penalty When vehicles assault attack into non-Clear hexes, they may suffer from a lack of infantry support. If there is at least as much attacking supporting infantry as there is defending infantry, then no Combined Arms Penalty occurs. For attacking infantry to be considered supporting, it must be stacked with attacking vehicles and only that portion within 10 times the number of vehicles is considered. Otherwise, for each attacking hex, the number of infantry and the number of vehicles times 10 is compared. If the number of infantry exceeds this adjusted number of vehicles, then no Combined Arms Penalty occurs. Otherwise, for every 10 defending infantry, or fraction of 10, in excess of the attacking infantry, the Combined Arms Penalty is applied to the excess number of vehicles by having them attack at half strength. When units from differing divisional-level organizations combine in an assault attack, a modifier of –20% is applied to the attacking forces. While the penalty applies when corps-level forces from different corps combine in an assault attack, it does not apply when corps-level forces combine with forces from a division within that corps. Special Bocage Rule When units that consist of vehicles assault into Bocage hexes, their defense value is halved. This also applies to motorized and mechanized infantry when they are in Travel Mode, but not when they are Deployed. Note: bocage is a terrain type common to Normandy in France consisting of small fields bordered by thick bushes and trees built on low mounds of dirt and rock built up over centuries of farming. Vehicles had a particularly hard time crossing these mounds and would be vulnerable to enemy fire while doing so. Assault Resolution To resolve the assault, the total assault value and the average defense value of the attacking units, as well as the total assault value and the average defense value of the defending units, are calculated with the modifiers mentioned applied to the assault values. Total assault values are calculated using the individual assault values of each unit times its strength, with vehicle and gun units having their strength value multiplied by 10. Average defense values are calculated by taking a weighted average of the defense values of the individual units based on their relative strength. Then two Combat Results are applied: one using the assault value of the attackers against the defense value of the defenders, and the other using the assault value of the defenders against the defense value of the attackers. The Low and High Combat Values used for these Combat Results is determined by Parameter Data (see the Parameter Data Dialog in the Main Program). RE: Formula for Assault Power - RJMI - 06-22-2014 Assault Power Email Three Pictures are inserted below. They are from the Mius 43 Campaign scenario. I have a Russian infantry unit assaulting a German unit and show the assault powers. And then I have the same German unit assaulting the same Russian unit and show the assault power. There are not modifiers. Both units are C quality. Both units are on clear terrain. Both units are at 100 meter height. And there are no rivers, obstacles, or fortifications present. When the Russian unit assaults the German unit the assault power shown is 262 to 142. When the same German unit assaults the same German unit the assault power shown is 142 to 262. Here are the stats on the units: The Russian Unit has 418 men divined by 10 = 41.8. Its assault power is 10. Hence 41.8 x 10 = 410.8 not 262, which is what its assault power shows both when assaulting and when assaulted. The German Unit has 190 men divided by 10 = 19. Its assault power is 12. Hence 19 x 12 = 228 not 142, which is what its assault power shows both when assaulting and when assaulted. There can be no random factor in determining these numbers, for they are always the same. I tried several things to try and come up with the assault power shown but with no successes. PS: When I assault the German unit with two Russian Units, the second one having 415 men. The German assault power is the same 142 and the Russian Assault power is 524 (262 x 2). Thanks for your help RJMI RE: Formula for Assault Power - Ricky B - 06-22-2014 Okay, if you walk through the assault resolution portion that tazaaron posted, you can figure this out when there are no modifiers, using the information you posted RJMI. So calculate the total assault value for each side. And you don't divide by 10 - I assume you did that to try to get closer to the values displayed in the game. Doing this, I get 4180 and 2280. Then divide by the other side's defense value, in this case 16 for each side. That comes from this part: "one using the assault value of the attackers against the defense value of the defenders, and the other using the assault value of the defenders against the defense value of the attackers.". Anyway, conducting this division by the defense values gives you, ta da 261.25 and 142.5. I can tell you why one is rounded down and one is rounded up, but you have your values. As a matter of curiosity, are you planning on calculating the odds yourself, as in a board game, before actually deciding to assault? Of course, that wouldn't help much if playing with FOW on, although you could calculate your value for your side, if you knew the defender assault value. Rick RE: Formula for Assault Power - Mr Grumpy - 06-22-2014 Indeed, with FOW on and the figures hidden assaulting becomes a matter of experience and gut feel about the resisting power of the unit(s) being attacked, of course it was nice to know when playing a board game you needed a certain dice roll to be successful and that if you got a bad roll you knew why you had failed, but personally I like the uncertainty of the FOW system and have I found that with enough playing experience you see a pattern of success/ failure which allows you to modify your tactics going forward. So although it is useful to understand how the numbers stack up, successful assaulting like many other aspects of these games is down to experience which can only be gained by playing multiple scenarios with FOW on. RE: Formula for Assault Power - RJMI - 06-23-2014 Thanks for your help. I always play with FOW on. It is more realistic and one of the great advantages of a computer war games over a board war games, although I like board war games also. The calculating of the odds does help to get a general idea of your power and how it relates to defense values. Hence if you have a good idea of the power of a defending unit, you can know more about your chances of success or loss. I agree that an important and necessary thing is to play the game a lot and thus get a feel for what succeeds. From my experience so far, the game is one of the best regarding combat results and many other factors that give a real feeling for moral, experience, fatigue, supply, engineer capabilities, artillery, head quarters command control, etc. RJMI |