Michael T
Posts: 4443
Joined: 10/22/2006 From: Queensland, Australia. Status: offline
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Ground combat is conducted by an automated tactical combat system that consists of a variable number of rounds where ground elements engage each other. In general, the computer first determines the opening range at which combat will take place. This is largely based on defending terrain, with battles in city and urban hexes commencing at shorter initial ranges. The attacker fires first at ranges of 3000 yards or greater, while the defender fires first at ranges less than 3000 yards. The next step is to determine which ground elements will be able to fire. There are multiple factors involved, to include the type of attack (hasty or deliberate), enemy unit detection level (DL), defending fortification modifier, attacking unit morale and supply status (especially ammo), individual ground element experience, fatigue, ammo usage and range of their equipped devices, and leader initiative and ground combat rating (mech or infantry) checks (11.3). Due to Soviet attack doctrine, defending Axis ground elements will have a better chance to fire at attacking Soviet ground elements. Ground elements that have successfully passed their checks will then fire their equipped devices that are within range at an opposing ground element. The number of shots taken, the ability to hit the target, and for AFV and combat vehicles where the target is hit, are dependent on the same factors listed above as well as ground element speed, size, and the firing devices accuracy, rate of fire, and blast radius against soft targets. The amount of ammo on hand impacts the number of shots taken in combat. If over 100%, the combat unit may get an extra shot. If less than 50%, the combat unit will likely get fewer shots, Longer range artillery units will fire less often if ammo is under 75%. Soviet Artillery Divisions firing from 2 hex range and artillery in support units will tend to fire more often, depending somewhat on ammo on hand. Artillery ground elements in support units and on-map artillery combat units will be more willing to use up ammo when they are in a battle than artillery ground elements in other combat units, because the support units and on-map units are less likely to be in additional battles while a non-artillery combat unit must retain ammo for other possible battles in the turn. If the targeted ground element is hit, then the result is determined based on the defending fortification modifier, the defending ground elements speed and armour, and the attacking ground element‟s device lethality and penetration capability. The result could be no effect, disrupted, damaged or destroyed. AFV ground elements may become damaged during combat due to breakdowns or mines (9.6.1, 15.3.2.5). Any result other than no effect removes the targeted ground element from further participation, to include contributing to the overall combat value, in the current battle; however, disrupted and damaged ground elements may suffer additional effects depending on which side wins the battle. Generally, the range at which firing takes place will decrease for the ground elements such as infantry squads as they manoeuvre to come to grips with the defending ground elements, though indirect fire and longer range direct fire ground elements may continue to fire at longer range. After all engagements between ground elements are complete, the computer will move on to the next step of determining the winner of the battle. -------------------------------------------------------------------- The above comes straight from the manual. So ammo could be a factor: Were you low on ammo? Maybe some Soviet artillery units within 2 hexes? Would this show up in the report? Leader initiative? DL? Rumanian morale?
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