I'm guessing that there's something like two calculations...
Attacker = ('Attack against' value) x Efficiency x (Attacker's Combat Factor for the defender's terrain) +/- (Support from adjacent friendlies/enemies) + (Commander bonus, if assigned) + random dice throw
Defender = ('Defend against' value) x Efficiency x (Defender's Combat Factor for its terrain) + (Entrenchment bonus, if dug in) + (Commander bonus, if assigned) + random dice throw
The result determines how much strength/efficiency is knocked off both units?
But is there anything that I've missed?
Does 'direction facing' affect this at all? So for a torpedo bomber or submarine, does it matter whether I'm attacking a ship bow/stern on, or towards a large side profile?
Does movement matter? If a ship moves, is there a defender bonus versus gunnery shells? Versus bombs or torpedoes? Does it affect the accuracy of my bombs if a target ship moved faster (its maximum squares per turn) or slower (one square or less)? Or if the target ship turned (did not take all of its movement in a straight line)?
How do terrain features affect these calculations? If a defender is on a river hex? Or holding a bridge over a river? Do attacking/defending units still use the underlying terrain Combat Factors (eg. open ground or jungle)? Or are there different Combat Factors for rivers and bridges? (Right now, the terrain info just shows for the underlying terrain). But it's got to be harder to hold a river hex or a bridge (both relatively open) than holding a defensive position in a jungle?
How does 'Cover' work? Does this defend against all types of combat? Or just against attacking artillery/aircraft?
(Sorry, lots of questions.

