(02-12-2022, 04:30 AM)ComradeP Wrote: As far as I can tell, 3 things determine the VP value of a unit:
-Quality. Each quality level up/down raises/lowers VP cost by 1 point. This is unfortunately rather crude and doesn't accurately reflect the (dis)advantages quality rating gives.
-The various stats of the unit.
-The "flags"/special capabilities of a unit.
Single Use, Low Reliability, Jet Aircraft, Naval Target Only, Night Flying, Deception Unit, Irregular Unit and Demolition Unit don't raise or lower the VP value. That's somewhat curious for some of these abilities considering the (dis)advantages offered, but maybe it is felt that they are too situational.
Indirect Fire, Mine Clearing, Amphibious, Mountain Unit, Paradrop and Bridge Eng raise the VP value.
As every unit uses the same formula, I don't think there's a way to make a specific nation lose more VP's when taking casualties.
VP's apply to losses and points from removing units from the map in exit hexes. As most scenarios don't feature exit hexes, it's mostly loss points you need to worry about/aim for.
During tests I ran several years ago, the system keeps track of fractional VP's from losses (to use Green's example: 0.11 VP per man lost in that infantry unit), but it doesn't show them. I haven't checked whether that is still the case in the new WDS versions yet.
Everything you say is correct. The calculation is based on the three things you mention.
The formula is crude, particularly in terms of reflecting Quality but it does provides a rough approximation of a units worth.
John