Damage/Replacements (Full Version)

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murx -> Damage/Replacements (7/19/2006 3:21:14 PM)

At the moment TOAWIII handles damage in a way that might need some refinement.

Basically a fixed % of 'destroyed' units (that show up in battle summary) go back into the replacement pool without regard to any realism.

TOAWIII has several parameters available that should influence the actual amount of (temporary) destroyed (going back to replacement pool) and completely destroyed equipment.

At the moment it just uses one value - supplied or unsupplied.

Proficiency - while a recruit might still forget his personal rifle every now and then - a veteran soldier acts different (or better 'professional'). While in a retreat low skilled soldiers might run the wrong corner - 'elite' ones might even sneak out of a hopeless overrun position.
Recruits will (probably) just run - while veterans still have the guts to pull their AT-gun with them and so on.

Readiness - a unit in good shape can conduct an orderly withdrawal, esp the heavy, slow pieces need time, if they don't get that time because the rifle squads panic the enemy has a much higher chance to capture/destroy mortar positions, heavy artillery and other slow equipment.

Supply - basically any motorized equipment without fuel can not retreat. So any motorized equipment on a unit that is seriously undersupplied will be lost - completely.

Attacker/Defender and winner of the 'hex'.
Some equipment is only damaged in a fight - but it depends on 'who owns the place' to fix it the damage and get the tank rolling again.
A failed attacker has little chance of recovering damaged units within the defenders field of fire (his hex) - a retreated enemy has little chance to 'get back' and fix up equipment that has been left behind. But equipment that has a great fire range is not affected by this.

'How many ways to escape' - if a unit retreats into the only left direction it has more losses on retreat occur - this means all 'sub-units' that tried a different direction run into oppositing forces - the more directions a unit can retreat to - the more likely it is that dispersed formations can find it back to their lines and regroup (go to replacement pool).

Infantry and all kind of personal basically have the same chance to retreat and regroup - one might argue horse back units have a higher chance, but the again a horse is a bigger target - and for regrouping both horse and soldier are needed to again regroup as horse back 'replacement'.

Type of equipment - well tankers will have a much easier time retreating with their tank then horse pulled heavy artillery.
Light artillery has a better chance then heavy artillery (even tho the lighter ones are closer to the lines) since more personel is needed to man them - two guys can pull a light AT-gun to the truck, link it and drive away - now try this with heavy equipment!
To determine if equipment is 'heavy' or light one could use the firepower and range of the equipment.
It is not unkown of units in WWII to destroy their heavy equipment - allowing for a faster retreat but denying the enemy to use it.

Planes should (of course) have different 'complete loss' rates too.
A veteran pilot might land a damaged plane in a way that allows it to be repaired - while a rookie might crashland a perfectly new plane. (proficiency)
A well tend to plane just flies a lot better then a rag-tag, half maintained one. (readiness)
Supply - well - either there is enough supply to fly (and bomb) or there is not. Thus supply does not influence the loss/recover ratio.
But type of plane and 'ligh/heavy' class of plane influence loss ratio. A small two engine two seater is just easier to land with one engine off then a big 4 engine bomber.
Again firepower (and to some extent range) should be used to determine how likely the unit marked as destroyed in the battle info screen will be put into replacement pool.

(Of course ideally each unit should have a 'survivability after damage value' since some planes can fly with one and a half wing while other are completely unstable with a few small holes in the wing)

Just a few ideas that might either go into a next TOAW - or if the engine allows be added to the current version at some patch.

murx




golden delicious -> RE: Damage/Replacements (7/20/2006 4:35:00 PM)


quote:

ORIGINAL: murx

Proficiency


This already influences how much equipment goes to replacements in at least some cases.

quote:

Supply


This is worth thinking about. Already mentioned on another thread.

Overall, it's worth noting that a lot of the equipment which is sent to replacements is still there in the hex in real terms, but is just not able to fight for whatever reason. Especially with units which evaporate, the equipment is just working its way back independently. A tank which goes to replacements probably wasn't abandoned on the battlefield.

quote:

A failed attacker has little chance of recovering damaged units within the defenders field of fire (his hex) - a retreated enemy has little chance to 'get back' and fix up equipment that has been left behind. But equipment that has a great fire range is not affected by this.


The trouble with this is that at most if not all of TOAW's scales, a "failed" attack might leave the attacker in possession of the battlefield- just that the battlefield only ever got one tenth of the way into the hex.

quote:

'How many ways to escape' - if a unit retreats into the only left direction it has more losses on retreat occur - this means all 'sub-units' that tried a different direction run into oppositing forces - the more directions a unit can retreat to - the more likely it is that dispersed formations can find it back to their lines and regroup (go to replacement pool).


It could also be influenced by the size of the units blocking retreat. In other words, if you complete an encirclement with an AA battalion, more of the trapped units will get out than if you put an infantry regiment in there.




murx -> RE: Damage/Replacements (7/20/2006 8:54:44 PM)

quote:


It could also be influenced by the size of the units blocking retreat. In other words, if you complete an encirclement with an AA battalion, more of the trapped units will get out than if you put an infantry regiment in there.


Well, this of course would be nice.

Of course 'ZOC' might already be reconsidered [:D]
An AT-company (horse drawn)  vs a mechanized German recon batallion (those would sent out patrols up to 80Km on 3 day patrols) - or consider 'Stoerfeuer' of Artillery, they would fire a few rounds at distant moving targets (several hex away) - maybe allow 'interdiction' command for artillery [&:].

Also I think HQ units for instance and other truck/motorized units pay a much too high MP cost when moving out of contact (HQ/Artillery are a good way behind their own lines and should have an easier time withdrawing - as long as some infantry or tank are covering their withdrawal?)

murx




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