Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

Land combat calculator

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> War in the Pacific: Admiral's Edition >> Land combat calculator Page: [1]
Login
Message << Older Topic   Newer Topic >>
Land combat calculator - 10/2/2010 11:04:36 PM   
Enforcer

 

Posts: 320
Joined: 3/14/2002
From: New Smyrna Beach, Fla
Status: offline
Is there anything out there to calculate land combat values? such as assault points required to lower and/or defeat different levels of fortifications?

_____________________________

Post #: 1
RE: Land combat calculator - 10/2/2010 11:09:10 PM   
Rainer

 

Posts: 1210
Joined: 11/21/2000
From: Neuching, Bavaria, Germany
Status: offline
Yes, it is. It's a computer program called "War i the Pacific - Admiral's Edition".

(Sorry, couldn't resist)

_____________________________

WitP/AE
1.7.11.26b
Data base changes by Andy Mac October 16, 2012
Scen #1 Allied vs AI Level Hard Daily Turns
Art Mods by TomLabel and Reg
Topo Map by chemkid

WitW / Torch
1.01.37 - 1.01.44 beta

(in reply to Enforcer)
Post #: 2
RE: Land combat calculator - 10/2/2010 11:12:46 PM   
Enforcer

 

Posts: 320
Joined: 3/14/2002
From: New Smyrna Beach, Fla
Status: offline
lol..ok.. now how about a real answer.. I remember there used to be one for either WitP or uncommon valor

_____________________________


(in reply to Rainer)
Post #: 3
RE: Land combat calculator - 10/3/2010 12:20:19 AM   
Enforcer

 

Posts: 320
Joined: 3/14/2002
From: New Smyrna Beach, Fla
Status: offline
How does most ppl here decipher the amount of Land Units to bring against Enemy bases.

In a game against the AI I figure the enemy base has at least 700 assault and a lvl 6 or 7 fort.

_____________________________


(in reply to Enforcer)
Post #: 4
RE: Land combat calculator - 10/3/2010 12:33:37 AM   
Reg


Posts: 2787
Joined: 5/26/2000
From: NSW, Australia
Status: offline

I for one would not like to reduce the game down to just a mathematical exercise involving calculations. I do enough of that all day at work.

For me the attraction of the game is in the immersion in the (simulated) world... What was adequate in real life (or a gut feeling based on estimations or past experience) should work in the game.



< Message edited by Reg -- 10/3/2010 12:37:04 AM >


_____________________________

Cheers,
Reg.

(One day I will learn to spell - or check before posting....)
Uh oh, Firefox has a spell checker!! What excuse can I use now!!!

(in reply to Enforcer)
Post #: 5
RE: Land combat calculator - 10/3/2010 3:53:00 AM   
JeffroK


Posts: 6391
Joined: 1/26/2005
Status: offline
ditto to Reg

You take along 2 Divs and try an assault, if you need more you round up a few more Divs.

Trying to provide an exact formula in a game that uses AV, Morale, Disruption, Supply, Prep pts, Leaders, Terrain etc etc would be well beyond most of us to understand.

Plus there is a "die roll" to screw up even the best laid plans.

Just like real life.

Not like, I've got 3-1 odds over Iwo Jima, I'm assured of a quick victory!!


_____________________________

Interdum feror cupidine partium magnarum Europae vincendarum

(in reply to Reg)
Post #: 6
RE: Land combat calculator - 10/3/2010 10:29:59 AM   
KenchiSulla


Posts: 2948
Joined: 10/22/2008
From: the Netherlands
Status: offline
I dont see the point for a calculator like that. Good recon, looking at map and force disp. should help you in not making hopeless attacks.

_____________________________

AKA Cannonfodder

"It happened, therefore it can happen again: this is the core of what we have to say. It can happen, and it can happen everywhere.”
¯ Primo Levi, writer, holocaust survivor

(in reply to JeffroK)
Post #: 7
RE: Land combat calculator - 10/3/2010 2:04:27 PM   
Zigurat666


Posts: 374
Joined: 9/26/2008
Status: offline

quote:

ORIGINAL: Enforcer

How does most ppl here decipher the amount of Land Units to bring against Enemy bases.

In a game against the AI I figure the enemy base has at least 700 assault and a lvl 6 or 7 fort.



If you really want it bring lots...resistance is futile.

_____________________________


(in reply to Enforcer)
Post #: 8
RE: Land combat calculator - 10/3/2010 5:03:21 PM   
rader


Posts: 1238
Joined: 9/13/2004
Status: offline
quote:

ORIGINAL: Enforcer

Is there anything out there to calculate land combat values? such as assault points required to lower and/or defeat different levels of fortifications?


After all the shooting, you only lower forts through assault if you get more than 1:1, and I think you reduce them by the odds. So if you get 1:1, you reduce them by 1, 2:1 by 2 etc. You also have a chance to reduce the forts by 1 immedidatly before the assault using combat engineers - not sure how many it requires, but if you hav a lot, you are likely to reduce them by that 1 level (some luck involved I think).

Now, for the assault, your odds are calculated as your AV: your opponent's AV. The type of squad is unimportant (although it is very important for the pre-assault shooting part), and factors such as supply, disruption, morale, fatigue, terrain, forts, experience, leaders, HQs, preparation, and die roll(s) matter a lot.

Forts count for x1.33 defender's AV I think. So 3 forts = x2, 6 forts = x3. Terrain counts as x2 for some types, x3, or even x4 I think for others (see manual). From observations, I think disruption has around a linear effect - so a 50% disruption cuts the units assault value in half, and seems to be the most important factor next to terrain/forts, and supply. But I think this includes disruption post-firing; ie., your unit takes disruption in the firing stage (probably based on squad type), which cuts its AV. So, in effect, militia squads would get less AV because they would get more disruption, etc (and generally have lower experience, etc. too).





< Message edited by rader -- 10/3/2010 7:32:15 PM >

(in reply to Enforcer)
Post #: 9
RE: Land combat calculator - 10/3/2010 5:20:54 PM   
Mac Linehan

 

Posts: 1484
Joined: 12/19/2004
From: Denver Colorado
Status: offline

quote:

ORIGINAL: rader


quote:

ORIGINAL: Enforcer

Is there anything out there to calculate land combat values? such as assault points required to lower and/or defeat different levels of fortifications?


After all the shooting, you only lower forts through assault if you get more than 1:1, and I think you reduce them by the odds. So if you get 1:1, you reduce them by 1, 2:1 by 2 etc. You also have a chance to reduce the forts by 1 immedidatly before the assault using combat engineers - not sure how many it requires, but if you hav a lot, you are likely to reduce them by that 1 level (some luck involved I think).

Now, for the assault, your odds are calculated as your AV: your opponent's AV. The type of squad is unimportant (although it is very important for the pre-assault shooting part), and factors such as supply, disruption, morale, fatigue, terrain, forts, experience, leaders, HQs, preparation, and die roll(s) matter a lot.

Forts count for x1.33 defender's AV I think. So 3 forts = x2, 6 forts = x2. Terrain counts as x2 for some types, x3, or even x4 I think for others (see manual). From observations, I think disruption has around alinear effect - so a 50% disruption cuts the units assault value in half, and seems to be the most important factor next to terrain/forts, and supply. But I htink this is the disruption post-firing; ie., your unit takes disruption in the firing stage (probably based on squad type), which cuts its AV. So, in effect, militia squads would get less AV because they would get more disruption, etc (and generally have lower experience, etc. too).






rader -

Very helpful summary, thank you.

Mac

_____________________________

LAV-25 2147

(in reply to rader)
Post #: 10
RE: Land combat calculator - 10/4/2010 4:39:33 AM   
PaxMondo


Posts: 9750
Joined: 6/6/2008
Status: offline
Yes, it is a good summary.  So you can know your side, you have to really guess on your opponents.  So, the "bring a lot" maxim is still pretty accurate because all of those factors (disruption, fatigue, morale, leader, etc) can change the defenders AV quite a bit.  The good news as the allies is beginning in mid-43 you have a lot to bring. 

_____________________________

Pax

(in reply to Mac Linehan)
Post #: 11
RE: Land combat calculator - 10/4/2010 5:51:31 AM   
Sardaukar


Posts: 9847
Joined: 11/28/2001
From: Finland/Israel
Status: offline
Land combat calculator: Bring in troops = 2(+ enemy Fort level)* enemy Assault Value

Then you should start to have some effect...


_____________________________

"To meaningless French Idealism, Liberty, Fraternity and Equality...we answer with German Realism, Infantry, Cavalry and Artillery" -Prince von Bülov, 1870-


(in reply to PaxMondo)
Post #: 12
RE: Land combat calculator - 10/4/2010 11:01:31 AM   
Curty

 

Posts: 269
Joined: 11/25/2005
From: Barnard Castle,Durham County,UK
Status: offline
Whoever gets there fastest with the most!!...JUST BRING IT!

_____________________________


(in reply to Enforcer)
Post #: 13
RE: Land combat calculator - 10/4/2010 5:23:38 PM   
Shark7


Posts: 7937
Joined: 7/24/2007
From: The Big Nowhere
Status: offline
IF you are able to completely cut a base off from all supply (Singapore or Bataan for example) then after about 3 months of seige with aerial bombardment will allow you to take it with 1:1 (in units, not adjusted AV) odds. You gotta starve the defenders for a bit first though.

If you can't cut it off, or are assaulting an island/atoll that is still supplied, a good rule of thumb is have 3 times the number of men or more than the defender.

At least that is the way I do it.

_____________________________

Distant Worlds Fan

'When in doubt...attack!'

(in reply to Curty)
Post #: 14
Page:   [1]
All Forums >> [New Releases from Matrix Games] >> War in the Pacific: Admiral's Edition >> Land combat calculator Page: [1]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

0.922