JacquesDeLalaing
Posts: 88
Joined: 10/7/2016 Status: offline
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So, in more intuitive terms, the Panther tank element from the screenshot would have the following stats: Ranged Combat: 245 (vs. hard) / 53 (vs. soft) // MODIFIED BY "RANGE" Close Combat - Attack: 245 (vs. hard) / 53 (vs. soft) Close Combat - Defend: 184 (vs. hard) / 39 (vs. soft) Protection against direct fire units (both in ranged and close combat): 281 Protection against indirect fire units (both in ranged and close combat): 165 And for the infantry element: Ranged Combat: none (no range) Close Combat - Attack: 5 (vs. hard) / 10 (vs. soft) Close Combat - Defend: 7 (vs. hard) / 15 (vs. soft) Protection against direct fire units: 112 Protection against indirect fire units: 112 ------------------------------------------------- In close combat, both sides try to hit each other, with the attackers using their "Close Combat - Attack" stats against the defenders' "Protection". The defenders counter-attack with their "Close Combat - Defend" stats against the attackers' "Protection" stat. In ranged combat, the unit initiating the fire combat usees its "Ranged Combat" stat (modified by range) against the target's "Protection" stat. From combat round 2 on, the unit under fire might return fire (if it has any weapons with sufficient range), using its "Ranged Combat" stat (modified by range) against the aggressors' "Protection" stat. ---------------------------------------------- That being said, there are a lot of situational modifiers that come into play as well - XP, HQs, terrain modifiers (basic cover modifiers and "automatic entrenchment"), elevation differences, prepared defences ("entrenchment"), LOS quality, start-up penalties for the attacker in assaults, combat type (probe/recon in force), uncertainty/randomness rolls, river crossing penalties, supply and fuel issues, etc.
< Message edited by JacquesDeLalaing -- 1/30/2022 5:32:10 PM >
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