Feinder
Posts: 6589
Joined: 9/4/2002 From: Land o' Lakes, FL Status: offline
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Make sure that when you move in, set your army (LOTS of divisions), to follows the unit with the highest fatigue. That will (mostly) insure that your units arrive together. Otherwise, you'll just trickle in piecemale, and your opponent will shock-attack you out each time. 1. Bomb his AF. He will burn supplies repairing it. 2. Also set bombers to "Ground Attack". That will directly attack the INF type formations, instead of just the ENG and HQs. 3. Move in as a group. 4. Make sure you have leaders with a good "land" skill. 5. Prep for the base you want to attack. To my esteemed PBEM opponents. Stop reading now. You're doing just fine in our games. You obviously don't need the information that follows...
Modifiers
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1. Supply Level multipliers
200% = No modifier, but will draw replacements.
100% = No modifier, but will not draw replacements locally.
66% = .75
33% = .50
0% = .25
2. Forts multipliers
0 = 1
1 = 1.2
2 = 1.4
3 = 1.6
4 = 1.8
5 = 2
6 = 2.25
7 = 2.5
8 = 2.75
9 = 3
3. Terrain multipliers
Clear = 1
Woods = 2
Swamp/Mtn = 3
Urban = 4
4. HQ multipliers
Corps HQ within range = 1.1
Command HQ within range = 1.9
5. Prep-point multipliers
(Prep-point level) + 1
ex. 27 prep-points will give a multiplier of [i]roughly[/i] 1.27
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Feinder's theories :
6. Support level multipliers
(percent of support level, max 100%)
ex. A force that has 100 Inf squads, but only 80 Support squads, will defend at [i]roughly[/i] 80% (80 assault strength).
ex. A force that has 100 Inf squads, and 120 Support squads, will defend at it's maximum of 100% (100 assault strength, there is no bonus for extra support).
7. Fatigue multiplers
(100 - fatigue) / 100
ex. A force with 32 fatigue would have a multiplier of about .68
8. Disruption multiplier
(100 - disruption) / 100
ex. A force with 40 disruption would have a multiplier of about .6
9. Experience multiplier
It [i]seems[/i] that about 60 exp is about "average", with a "1" multiplier (no benefit). More exp gives a greater multiplier etc. Less exp would give a fractional multiplier. But I haven't really tested this.
10. Moral multiplier
I don't know if this matters. I is -not- indicated in the manual that it has any effect.
11. Leader multiplier
The great abyss. What benefits they give, remain a dark secret of the devs.
12. Random roll. There's always something that can make you go, "WTF?!"
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"It is obvious that you have greatly over-estimated my regard for your opinion." - Me
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