Combat maths - unsupressed strength

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CrimsonStorm
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Combat maths - unsupressed strength

Post by CrimsonStorm »

Sorry but can someone explain the maths to me here

Unit strength 11 Unit Strength 10
Initiative 3 Initiative 0
Dice roll +2 Dice roll +2
Effective Init 5 Effective Init 2
Soft Attack 5 Ground Defense 2
Experience Bonus +1 Entrenchment/2 +4
Effective Attack 6 Effective Defense 6
Ground Defense 8 Soft Attack 4
Experience Bonus +1
Effective Defense 9 Effective Attack 4
Unsuppressed Strength 11
Miss 50%, Suppress 10%, Kill 40%
4 Killed 2 Suppressed
Unsuppressed Strength 7
Miss 72%, Suppress 7%, Kill 21%
3 Killed


Ok now my attacking unit clearly won the initiative. They then effectively removed 6 of the enemy. So why does it say unsuppressed Strength 7?

Evens on the attack = 40% kill
4vs 9 =21%? That seems bit high given that its less than 1/2
Horseman
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Post by Horseman »

Unlike in PG where if you shot 1st what you destroyed couldn't shoot back some of the "dead" will still get a shot off.

For every point of difference in initiative 20% of casualties wont return fire....

So in your case with 3 points difference in initiative 60% of deaths/suppressed will not fight...you killed 4 and suppressed 2 for a total of 6....60% of 6 is 3.6, assuming the computer rounds down thats only 3 steps out of the fight leaving an unsurpressed strength of 7

Hope that helps

EDIT: as to the kill ratios remmeber this is also subject to a "dice" throw....they may have rolled well you may have rolled badly or both!
TheGrayMouser
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Post by TheGrayMouser »

Horseman wrote:Unlike in PG where if you shot 1st what you destroyed couldn't shoot back some of the "dead" will still get a shot off.

For every point of difference in initiative 20% of casualties wont return fire....

So in your case with 3 points difference in initiative 60% of deaths/suppressed will not fight...you killed 4 and suppressed 2 for a total of 6....60% of 6 is 3.6, assuming the computer rounds down thats only 3 steps out of the fight leaving an unsurpressed strength of 7

Hope that helps

EDIT: as to the kill ratios remmeber this is also subject to a "dice" throw....they may have rolled well you may have rolled badly or both!
I think the game rounds to the nearest whole # not rounds down...... so 60% of kills (.6*4=2.4 ) "2" 60% supressed (.6*2= 1.2) "1" , for 3, so only 7 of the 10 enemy unit get to shoot back.
Horseman
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Post by Horseman »

TheGrayMouser wrote:
Horseman wrote:Unlike in PG where if you shot 1st what you destroyed couldn't shoot back some of the "dead" will still get a shot off.

For every point of difference in initiative 20% of casualties wont return fire....

So in your case with 3 points difference in initiative 60% of deaths/suppressed will not fight...you killed 4 and suppressed 2 for a total of 6....60% of 6 is 3.6, assuming the computer rounds down thats only 3 steps out of the fight leaving an unsurpressed strength of 7

Hope that helps

EDIT: as to the kill ratios remmeber this is also subject to a "dice" throw....they may have rolled well you may have rolled badly or both!
I think the game rounds to the nearest whole # not rounds down...... so 60% of kills (.6*4=2.4 ) "2" 60% supressed (.6*2= 1.2) "1" , for 3, so only 7 of the 10 enemy unit get to shoot back.
It would make more sense to round to whole numbers....I never considered that it would calculate seperately for kills and suppression then add the 2 rounded numbers, probably need a bit more research to confirm that its right but I'd bet good money that you've hit the nail on its head!
TheGrayMouser
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Post by TheGrayMouser »

Maybe, maybe not, I too am going on assumptions to back into the answer (which in this case is 7) isnt necasarily correct:)

Actually before i saw your post i had a completely differnt conclusion on how the game factored in initiative bonus
I thought the 60% would apply to your strength points that can fire ist and so 60% of your strength points would roll "segeregated dice" and those results would immedietly take effect against the enemy unit, then the program would roll the remaining dice for both units together.
This probobly isnt how its done becauee you could have the effect that the ist batch of dice all miss, which would sometimes devalue the effect of having better initiative. The way you highlighted and i commented on, ensures that the initiative bonus always has some effect, even if minor.
CrimsonStorm
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Post by CrimsonStorm »

Thanks for the explanation that actually makes quite a lot of sense.

I'm not annoyed about the kill ratios as that is purely down to the dice, but the kill% ie attack 6 defense 6 = 40% kill chance, attack 4 defense 9 = 21% kill chance. This still seems quite high to me, or maybe there are other items factored in?
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