Zovs
Posts: 6668
Joined: 2/23/2009 From: United States Status: offline
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And the full Monty: 13.0 All Battles Are Resolved Whenever you wish during your Turn, you may request that attacks and bombardments planned during your movement be resolved. Click on the Switch Sides / Combat Resolution button to make the request. The battles are resolved before control of the game is returned either to you or your opponent. The battle for each location is fought separately. Computer-controlled units scheduled to Attack any given location are combined into a single Attack, and all available Support units on both sides are automatically added to the battle. Support units may participate in more than one battle (if so, they attack using half their Attack Factors). If a Support unit instead is assigned to exclusively support one battle (by left-clicking on it), it attacks at full strength, but cannot be used in other battles during this round of combat; see sections 13.16 (Amphibious Attacks), 13.17 (Airborne Attacks), and 13.18 (Airmobile Attacks) for details. Attacks are resolved in order of complexity, with simpler Attacks occurring before more complex Attacks. See 13.15, Attack Complexity, for more details. Individual battles are resolved in a series of Tactical Rounds. Each player Turn is divided into ten Tactical Rounds, and individual battles begin on the Round that most closely corresponds to the proportion of the attacking units’ Movement Allowance expended before the combat. Example: A unit with a remaining Movement Allowance of 12 and an initial Movement Allowance of 18 begins its Attack on Round 3. These rounds are used only for combat purposes and have no direct effect on your game play. On each Tactical Round, combat is resolved in the order of Local Bombardment, then Anti- Armor combat, and then Anti-Personnel combat. During Local Bombardment, all supporting units fire their Bombardment Strengths at the enemy. Air units are subject to Interception and Anti-Aircraft fire. Then, enemy armored equipment is fired on by the combined friendly Anti-Armor strength and all enemy equipment is fired on by the combined friendly Anti-Personnel strength. Generally, only actively defending equipment is subject to losses during Anti-Armor and Anti-Personnel fire. Much of the equipment “lost” during combat is not actually destroyed. Instead, it is considered damaged or temporarily unserviceable. This damaged equipment goes to the Replacement Pool unless the owning unit is Out of Supply. In the case of Air equipment, the fraction of damaged equipment going to the Replacement Pool is proportional to the owning unit’s Proficiency. Naval equipment never goes to the Replacement Pool. After each Round, all involved units check for “break off”. The chance that a unit will break off depends on losses, Orders emphasis, coordination difficulty, and the duration of the individual Attack. Attacking units that break off simply cease their participation in the Attack. Defending units that break off attempt to disengage and retreat. Unit Supply and Readiness Levels are reduced in each round of combat. Readiness Losses are increased if chemicals are in use. Air units involved in combat are subject to more Quality Checks than other units. Air units failing these additional Quality Checks attack with lower Strengths. Retreat From Combat Determination • At the end of each combat round, units that have not dropped out of the attack or retreated from the defense will be used to determine the current Assault Strength Ratio. This ratio is then further modified by terrain and deployment scalars of the defender’s position appropriate to the equipment types in that defense. • This final ratio then scales the quality of each defender for purposes of Retreat from Combat (RFC). So, the higher the ratio, the greater the chance of RFC, and vice-versa. Units set to Minimize, or Limit Losses must face further tests due to any losses they suffered. This scaling is split between a check for whether the net adjusted odds are > 1 (favors the attacker) or < 1 (favors the defender). In the first case, the defender’s quality is directly scaled down by the adjustment. In the second case, the defender’s headroom over his quality is scaled down by it. In other words: • IF (Adjusted Odds > 1) THEN • Defender Quality = Defender Quality / Adjusted Odds • ELSE (Adjusted Odds < 1) THEN • Defender Quality = 100 – (100 – Defender Quality) * Adjusted Odds • A ratio of 3 invokes the unmodified quality of the defenders for the quality check (Adjusted Odds = 1). So, a ratio of 6 would halve the quality while a ratio of 1.5 would halve its headroom, etc. For example, if the defender had a quality of 70 (headroom of 30) and the radio was 1.5, the check would use an adjusted quality of 100 – 30 * 0.5 = 85. If the ratio was 6 it would use an adjusted quality of 70 / 2 = 35. • Note that there is a Game Parameter (Force RFC Scalar) (see 8.5.1) that scales the ratio needed for the quality to be unmodified. 3 is the default value. So, the scenario designer can adjust how easy or hard it is to gain ground. • Remember that the ratio takes into consideration to what extent the defenders are armored or not and the assaulter’s AP vs. AT strengths. The net effect is that terrain effects and combat odds scale the Quality check. This means that terrain affects RFC odds yet even fortified locations can be overcome via employment of heavy combat odds. After the “break off ” check, any defending Reserve units that can respond will move toward or into the location of the attack. It is possible for these units to arrive as other defenders are retreating. Battles continue until all units of one side have broken off, but not beyond Tactical Round 10. Individual attacks will tend to last longer and cause greater losses if both sides are evenly matched or have aggressive (Ignore Losses) Orders emphasis. You can determine how much of your Turn currently remains and when the last planned attacks will begin by looking in the Information Panel at the bottom of the screen while your mouse cursor is on the Progress Pane at the bottom of the Unit Panel. Turn Used refers to the amount of the Turn that was already used, while Planned Combats refers to the Turn Used percentage at the commencement of the current series of planned attacks. For example, Turn Used (20%) and Planned Combats (40%) means that your previous series of combats left you with 20% of your Turn remaining, and at least one combat that you have currently planned will begin on Tactical Round 4. The Combat Planner’s “Time Expended” pane can show which of your combats may be starting late. This can also be easily seen on the Planned Combats dialog. When using larger screen resolutions (at least 1152 x 864), there is also a graphical approximation shown in the proportion of gold and silver stars remaining displayed in the circlet around the TOAW IV logo in the bolted plate. Gold stars represent the proportion of the Turn left at the commencement of the current series of battles, while Gold plus Silver stars represent the proportion of the Turn left from the end of the previous series of battles. The above only applies if the Legacy Control Panel is in use. If not, the Progress Pane at the bottom of the new Unit Panel shows the same via gold and gray cells.
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Beta Tester for: Flashpoint Campaigns: Sudden Storm War in the East 1 & 2 WarPlan & WarPlan Pacific Valor & Victory DG CWIE 2 SPWW2 & SPMBT scenario creator
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