RE: Formula for Assault Power
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).
Rangers Lead the Way
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