Page 1 of 1

Attack/defence mechanics (units + terrain)

Posted: Fri Sep 04, 2015 7:49 am
by GottaLove88s
Is there a file in the OOB 'package contents' where we can explore Attack/Defence mechanics?

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. :shock: Thanks for your help :D :D :D )

Re: Attack/defence mechanics (units + terrain)

Posted: Fri Sep 04, 2015 2:59 pm
by uran21
GottaLove88s wrote: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?
I don't think facing matters.
GottaLove88s wrote: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)?
If you are targeting some ship with a torpedo it will have greater effect if your target has not moved but this definition of "not moved" counts only ships that fired. So ship that fires but does not move will suffer bigger damage. Those ships that moved, moved and fired or stayed idle will suffer less damage from torpedo.

When ships use their guns, increasing or decreasing range towards target can lower accuracy of fire but moving without changing distance to the target does not change prediction. More on rules about naval combat can be found in game manual.
GottaLove88s wrote:How do terrain features affect these calculations?
Combat occurs on defenders terrain. This is where cover rating for particular terrain comes into play reducing the effect of attack but you also have entrenchment levels an so on. River definitely brings some penalty. Not sure about exact in game formulas though but exploring the manual will give you insight in some basics mechanics like how cover works.