AlvaroSousa
Posts: 9927
Joined: 7/29/2013 Status: offline
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#1 Odds are shown as a generalization of combat from the general's perspective. The fractions round down. It is the base relative combat strength of attackers vs defender with modifications for entrenchment, terrain, and weather. #2 Damage is applies in a series of rounds. For example artillery before firearms, anti-tank before tank and applied to units. The combat system is purposely designed to be a little ambiguous. I want players to get a feel for the game and attacks without min-maxing numbers. It reduces micromanagement and gives a feel of a commander's perspective. eff X exp X strength = combat value. Then all the other factors come into play like tank factors, firearms, artillery, anti-tank, specialties, terrain, weather, and entrenchment. The odds, tanks, and anti-tank impact retreat. The values on the counters are applied to a modifier to get single or double digit values so players don't have to read 264 - 9 for a tank corp or a air counter with 43 a2a, 74 grouns support, 17 naval air, 29 strategic..... so many digits become tedious. You do realize there is multihex attack I hope. Click the "?" to get some basic tutorials on how to play. The largest consideration is supply in the game and how to manage it.
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Creator Kraken Studios - WarPlan - WarPlan Pacific Designer Strategic Command - Brute Force (mod) SC2 - Assault on Communism SC2 - Assault on Democracy SC2 - Map Image Importer SC3
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