johanvc
Posts: 7
Joined: 9/29/2004 Status: offline
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A while back a tried to make sense of what units work where and ended up compiling this little table based on the comments in the manual: ____________________________________Defense____________________|_Defensive_Attack____|_______ ____________________________________Infantry__Static__Vehicles_|_AntiArmor__AntiPers_|_Recon_ fortified____________________________x8________x6______x3______|__x5_________x4,5____|__x2,5_ badlands_____________________________x4________x3______________|_____________________|__x3___ dense urban (ruin)___________________x4________x2______x1,5____|__x3,5_______________|__x2,5_ mountain_____________________________x3________x2______________|__x3,5_______x1,5____|__x2___ entrenched___________________________x3________x2______x1,5____|__x3,5_______x3______|_______ urban (ruin)_________________________x3________x1,5____________|__x2_________________|__x2___ bocage_______________________________x3________x1,5____________|__x2_________x3______|__x2,5_ defending____________________________x2________x1,5____________|__x2_________x1,5____|_______ marsh__________________________________________________________|__x2_________________|_______ forest_______________________________x2________x1,5____________|_____________________|__x3___ jungle,hills,wadi____________________x2________x1,5____________|_____________________|_______ croplang,hills_________________________________________________|_____________________|__x1,5_ As far as I understand things (and I'd be happy to be corrected here) the "Defense" multipliers influence how well your defensive unit will be protected from hits (i.e. how many casualties it will take), while the Defensive Attack multipliers determine how well the defensive units will be able to inflict casualties on the attacker. The bottom line with regards to terrain seems to be: - Avoid using armour to attack any units in mountain and dense urban hexes (and to a lesser extent urban, bocage and marsh) as you'll risk incurring serious casualties as a result of the Anti-Armour defensive attack multipliers (assuming the defender has at least some anti-armour capability) - For the same reason, infantry should avoid bocage and mountains - The best terrain to place infantry in a defensive position would be in "non-clear-hex" terrain and preferrably dense urban, urban, mountain or bocage, as the multipliers will increase survivability. The downside is that these terrain types also have a negative effect on the supply flow if they don't have rail or roads. Pretty much the same thing goes for static equipment (AT guns etc) - Terrain has very limited influence on the vulnerability of vehicles (including Armour) Best use for armour seems to be to operate in "open" terrain where infantry would be vulnerable ("unprotected" by terrain multipliers) to attack and artillery. Although the armour (being vehicles) will not benifit from terrain multipliers, it will require attackers with sufficiently powerful anti-armour values to dislodge them. Of course, if the armour quality is crap (i.e. low armour values) and enemy AT capability is good, they'll be sitting ducks no matter where they are. Johan.
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