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Some notes on land combat in TFH - concepts and statistics (ZT)
To help old and new players to get into TFH, I have collected some information on basic combat stats and concepts. The information is updated to TFH to best of my knowledge. I have included some constants you can find and modify in defines.lua (these are IN CAPS).
These started out as notes to myself which I then extended a bit on information found from wiki, manuals, dev and player comments. I you find errors or something you'd like to see here please feel free to comment so I can make the changes!
Land Combat overview: Statistics and concepts
Strength: How many soldiers the unit is made of, shown in game as percentage of total or absolute number of soldiers.
* Strength is reduced by combat losses and attrition.
* Damage done in combat depends on unit strength (%)
* In combat when taking hits, absolute strength is reduced and determined by LAND_COMBAT_STR_DICE_SIZE and LAND_COMBAT_STR_DAMAGE_MODIFIER (4 and 0.6 by default). Dice size gives the size of rolled dice, and damage done is the dice roll multiplied by (1+modifier).
* Strength is recovered by getting reinforcements (when in supply, not in combat and IC assigned to reinforcements
* Low unit strength may lead to unit shattering
Organisation: A unit's capacity to stay engaged in combat and operate the way it is supposed to, measured from 0 up to 100 (%). Low organisation makes the unit susceptible to shattering or withdrawing from combat. Organisation is affected by the number of officers you have. Calculated for the whole Division and divided to different Brigades.
* Organisation also affects the units reinforcement chance
* Once organisation reaches 1, an unit will retreat from combat
* Unit has to be disengaged and in supply to gain organisation
Organisation is lost:
* In combat when taking hits, determined by LAND_COMBAT_ORG_DICE_SIZE and LAND_COMBAT_ORG_DAMAGE_MODIFIER (2 and 7.5 by default). Dice size gives the size of rolled dice, the result is then multiplied by the modifier and divided by 10.
* When doing strategic redeployment (STRAT_REDEP_ORG_LOSS per day)
* When detaching units from their formation
* When doing paratrooper actions (PARATROOP_DROP_ORG_MULT and PARATROOP_DROP_ORG_MULT_PLANE)
Default unit organisation is affected by:
* Strategic effects
* Discovered techs
Organisation regain rate is affected by:
* Strategic effects
* Nation’s repair rate
* Discovered techs
* Your selected government officials
* Unit morale
Effectiveness: Assigned separately to both attack and defense, this is a modifier of base values for attacking and defending. In combat dialog these values are referred to as Attack and Defend Modifiers. Soft, hard and piercing attack values are modified by Attack Modifier while toughness and defensiveness are modified by Defend Modifier.
What affects effectiveness values:
* Combined arms bonus, Experience, Weather, Supply status (COMBAT_SUPPLY_LACK_IMPACT), Dissent (COMBAT_DISSENT_IMPACT)
* Leaders, division leader increases by 5% per skill level
* Night/day
* Stacking penalty, if any
* Unit dug in status (DIG_IN_FACTOR)
* Terrain (e.g., river crossing gives 70%)
* Strategic effects (Territorial pride)
* Combat tactics
* Multiple combat fronts reduce effectiveness
Combat width: The space a unit occupies on the front line of battle. Two provinces have frontage of 10 in between them, and unit’s participating in combat have to fit to this frontage. When joining combat, unit checks if total width is less or equal to frontage and joins either case applies. Thus, the total width may become larger than true the frontage. Unit which do not fit in become reserves in the battle. Combat brigades always have width of at least one, support brigades become reserves automatically but still participate in combat. Frontage during combat is modified by:
* Combat events
* Increased by 5 for every extra front attacked from
* Combat width can be reduced by different techs
Soft Attack: Attack rating against non-armored targets. Modified by attack modifier. Modified value determines how many shots a unit has during one combat round against soft targets.
Hard Attack: Attack rating against armored targets. Modified by attack modifier. Modified value determines how many shots a unit has during one combat round against hard targets.
Piercing Attack: Attack rating modeling the ability to penetrate armor. If a unit’s armor is greater or equal to attacking units piercing attack, then it will take reduced strength and organisation damage in combat (see armor description below). Note that air attacks by aircraft pierce armor every time. Piercing attack value is not affected by modifiers.
Air Attack: Counter-attack rating against air targets
Armor: A unit’s ability to defend against armor penetrating attacks (piercing attack). If Armor is equal or greater to attackers piercing attack, the unit makes extra organisation damage in combat (Armor on soft). LAND_COMBAT_STR_ARMOR_DEFLECTION_FACTOR and LAND_COMBAT_ORG_ARMOR_DEFLECTION_FACTOR give the reduction unit takes in damage when armor > piercing attack value. Not affected by modifiers.
Toughness: A unit's ability to prevent enemy fire while attacking. Modified by defend modifier. Modified value is used as defence points when attacking and compared to the number of shots the defending unit has (per combat round). One defence point is subtracted per shot and the shot is evaded with BASE_CHANGE_TO_AVOID_HIT (currently 70%). If all defence points are used, then a hit is avoided with probability CHANCE_TO_AVOID_HIT_AT_NO_DEF (currently 48%).
Defensiveness: A unit's ability to defend itself and not take damage. Used in the same way as Toughness when defending, see above.
Air Defence: A unit’s ability to avoid damage inflicted by air attacks
Softness: Percentage of what proportion of the unit is considered soft vs. hard. During combat, this value is used to determine if Soft or Hard Attack value is used against the unit every round.
Suppression: Unit's ability to prevent revolts by rebels or partisans.
Morale: Affects organisation regain speed. Elite forces typically have higher morale than regular ones.
Radio: Higher radio values makes it possible to keep radio contact to HQ from longer distance. On the other hand, higher radio is easier to detect by signal interception (radar stations).
General concepts
Combat tactics: Tactics are used in combat and they typically modify the damage a unit does. Tactics can be seen in the combat dialog. Some tactics have counter-tactics which, if picked, counter the bonus otherwise applied. Tactics are picked by the game depending on tech and leader skill level.
Stacking penalty: If too many combat and supply units participate in combat (that is, actual front line and reserve troops together), all units will get stacking penalty. Maximum allowed number of divisions without penalty is (3 x Number of attack directions) + 1
Combined arms: It is advantageous to mix different types of brigades in one division. This is reflected via the combined arms bonus. The base bonus is 5% per each unique unit type in the division. Different unit types are:
* Infantry (needs to be present to gain any CA bonus, offers no bonus itself)
* Armor (bonus can be increased to 15% by discovering techs)
* Artillery
* Direct fire (AT, TD and AA units)
* Support (Engineers and armored cars)
* None (militia and military police, no bonus at all)
For example, having one infantry, one artillery and one tank destroyer would give 10% bonus (artillery + TD 5% each). On the other hand, infantry + 2 x artillery would give only 5% bonus, as the artillery gives the 5% bonus just once.
Unit cooperation: Bonus given from Human Wave doctrine which lowers the stacking penalty by 5%.
Officer ratio: Current officer ratio is shown in the main interface as the black and white checkerboard flag. Shortage of officers will results in combat penalties and makes the units more vulnerable to shattering. Generation of new officers can be adjusted from the Technology interface by distributing Leadership points (generated by your provinces). Units take 100 officers when built. Officer ratio > 100% will shorten the attack delay. Maximum effective officer ratio is 140% (MAX_OFFICERS).
Attack delay: After combat, units suffer from attack delay before they can operate. This delay can be shortened by certain technologies and having officer ratio over 100%. Default UNIT_ATTACK_DELAY is 168 (hours).
HQ Units: HQs can exist on several levels and are arranged to a Chain of Command (see below). You can arrange your combat forces under different level HQ units as you wish. HQ brigades are not created in production screen but from the unit interface.
Chain of Command: From smallest to largest, troops are arranged as Brigades, Divisions, Corps, Armies and Groups. The top level organizational structure is a Theater. On every level starting from Divisions and up the is a possibility to assign a General to command the troops. This is important, as generals on different levels provide bonuses per their skill level to troops as follows. Further, generals have traits whose effect on actual troops depends on their location on the command structure.
* Theater: Reduced stacking penalty, trait effect 6.25%
* Army group: Decreased supply consumption, trait effect 12.5%
* Army: Increased organization, trait effect 25%
* Corps: Increased chance to enter combat for reserve divisions, trait effect 50%
* Division: Increased combat efficiency, trait effect 100%
Tech bonuses to combat tactics: Different techs increase the likelihood of using different advanced combat tactics
Territorial pride: Bonus given to Axis troops fighting for their cores. Can be increased through some Strategic Effects. |
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