Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I know that, I can read the numbers all day long, they aren't explained anywhere though. My units have 500 defense... is that good? I dunno, its higher than 200... The number are arbitrary at this point because the algorithm is not explained anywhere.
And while I'm glad you and a few others are attempting to help out, but the vast majority are just here seemingly to insult, belittle, and denigrate.
which is why Germany won WWII... LOL
Just make divisions that make sense.
"Guerilla warfare against overwhelming numbers in the mountains ? Time to make some Chasseurs Alpins, give them Engineers to buff the entrenchment bonus, Recon for defense and commander's initiative, Support Arty & AT gun to increase both Soft & Hard attack without increasing width"
"My panzers need to be backed by infantry and artillery so that they don't crash against entrenched troops with AT support, but regular infantry and towed Artillery will slow down my light tanks to a crawl and I want to Blitz... Time to put in some motorised infantry with self-propelled artillery, Recon, Engineers and Maintenance Teams to boost movement & mitigate equipment loss in hazardous terrains".
No need to worry about numbers, just think.
And see while you state that 'Chasseurs Alpins' are great while GeistHeller states they are aweful. And also why would I use an AT gun when they have no tanks?
Even if an armored units won't do much damage in the mountains because of the penalties it will suffer from, your own troops will take a lot more organisation "damage" if they have no way to pierce armor.
The tanks might not do much in terms of damage, but your soldiers are worried by the fact that they can only plink away at them.
it also means that a division of armor fighting your Chasseurs Alpins without AT will basically never run out of organisation since it is pretty much invulnerable, meanwhile your soldiers will still take a small amount of damage/moral over time, effectively leading to a defeat through attrition.
I said that the BASIC TEMPLATE the French start with is awful, Chasseurs Alpins, as with most specialist units, are pretty good.
And that still doesn't address my questions. Any of them. They had no tanks. I was the only one with tanks. I stated that clearly. My 6 tank divisions, with 4 infantry (all mountaineers, default template), and cavalry and motorized infantry (21 units total) attacked from 2 provinces 2 Italian infantry units in 1948. They lost (badly) and the 2 Italian infantry then took one of the 2 provinces I attacked from (2 of them vs 10 of the assortment above). That's what doesn't make any sense to me.
Likewise the 14:2 was all infantry on infantry, no tanks on either side. So why I need AT guns when my opponents are fielding no tanks, is beyond me. And why their tanks are invincible to my men (as you claim) and not vice-versa is beyond me.
Combat width makes it so that they attack 2-3 divisions at a time and lose big time. Mountaineers with no Artillery cannot beat regular infantry without turf/defense advantage and motorised infantry without Artillery is still Infantry, simply faster.
If you have been using the "basic" french tank brigade, it's even less of a surprise as those are devoid of infantry and get torn appart by entrenched troops.
Most of the French templates have to be heavily modified to get anywhere.
Ok fair enough... but why? I know they get torn apart, what I need to know is WHY they get torn apart.
And I don't need to the 'nitty gritty' (though I have a degree in mathematics so I certainly wouldn't mind it), but just a general description would suffice. Clearly the standard algorithm (unit A does x damage which is reduced by unit B's defense (sometimes augmented by a modifier, like piercing, or explosive, or whatever), then subtracted from unit B's hp. So is defense linear? Logarithmic? Is is subtracted or multiplied in some way? How does piercing work into all this? Is strength just hp or is it more like that landed attacks have a chance for a full kill/full miss? Why is artillery so important to GeistHeller? As far as I can tell range isn't a factor/stat so apart from a rather high +soft damage it doesn't seem to matter as much as he seems to claim.
Basic template of french tank brigade = 42 soft attack, width 8, >10 organisation<
Basic template of french motorised infantry with arty = 72 soft attack, width 18, >50 organisation<
A standard template of infantry with artillery support = 72 soft attack, width 18, >50 organisation<
2 basic divisions of Infantry with arty have equivalent fire-power to 4 basic divisions of Chasseurs, 3 tank brigades and a half or 2 motorised infantry divisions with artillery. Usually the Italians have troops with one Artillery unit on top of Artillery Support, that's easily 100+ soft attack.
Since you are overstacking from two tiles (120 width), an average of 4-6 of your units will fight at any given time, barely mustering enough fire power to rival the two defending infantry divisions, who benefit from entrenching bonuses (aka take less damage, even more defense AND attack).
Your tank brigades will not take much damage, but their 10 organisation will quickly crumble because they are unable to damage/demoralise the defenders.
In a 4-6 vs 2 scenario, all of your units are completely outmatched, they get defeated in small groups until the entiere army rout.
Waves upon waves of unoptimised divisions simply throw themselves against a prepared defender with superior firepower & morale.
This is basically a Nivelle's offensive kind of situation.
If you mouse over the icon that displays wether or not your unit can penetrate/be penetrated, it will tell you what the effect is. If I remember, if you cannot pen, the unit takes halved damage/organisation loss and vice versa.
Artillery is important because it is required to get the firepower needed to dislodge entrenched troops.
For example, if you are on the attack. Your attack stat is compared to the defender's defense stat, but it's not (your attack - their defense), so let's get that out of the way first.
For simplicity's sake say your unit has 10 attack (there's soft and hard attack, but let's leave that for later). and the defender has 5 defense. Meaning you get to make 10 attacks per hour, and the defender gets to defend against 5 of them. Each attack has a chance to hit, so against the attacks that the defender can defend against (5 of them), they have 90% chance to avoid the damage of each attack; against the remaining 5 attacks, they only have a 60% chance each. Damage to organization and HP is then calculated seperately for each successful hit. This is just a random number generated seperately for each.
Then it's the defender's turn to do damage, their attack stat is compared to your breakthrough stat in this case. Everything else remains the same.
Now if they have tanks, this would raise the "hardness" of the division. Say the division has 70% hardness. That would mean that it would only suffer 30% of all soft attack towards it (and 70% of all hard attacks). Back to the example above, say that the 10 attack were all soft attacks, that would mean if it faces a unit that has 70% hardness, it would only attack 3 times per hour, and if they have 5 defense, then since they can defend against all of them, all 3 of your attacks would have a 90% chance to miss.
Then there is the the armor value vs the piercing value. If your division has a lower piercing value than the enemy's armor value, the number of attacks against the enemy unit is further halved. So again, the example above, if your piercing value is lower, then that 3 attack would be further cut down to 1.5 (don't know which way the game rounds, but that's the general idea). And furthermore, the organization damage against your unit is greater for attacks that do hit you, if your piercing value < their armor (ie. the random number generated for organization damage would have a greater range)
Also, unit strength/HP/yellow bar (whatever you prefer) proportionally affects the attack, defense, and breakthrough value of the division.
It's not over-planning, it's strategy.
1. Combat width is the single greatest combat modifier in every Paradox strategy game (And the Total War series too). Learn how to use it. Once you figure it out, you'll kick ass. You can't make a full-line of 24 divisions of Infantry on a road through a marsh or between hills. That's realistic.
2. The Belgium army is probably dug in. If you threw your forces at them after banging your head against the forts, your army is probably exhausted. Check the vertical bar graphs on your units. Organization (command and control) on the far left is the most important, followed by Fighting Strength beside it (manpower & equipment).
In Belgium it's mostly forest, so 80% attack to start with, The starting Panzers have a -17% attack and Infantry has a +25% defense bonus in forest all on top of that. If your army has low organization (no officers/NCO's) and no people to man broken down tanks they can't fight very well. If you didn't create a battle plan then you get also got no attack bonus. That too is realistic.
This kind of thought is inherent in every war game since the SSI board games (and probably before, but I started in the 80's) and also every other RPG ever developed (D&D, TMNT, CoC, etc ad nauseum). It's an effort (some would say a bad effort) to simulate combat.
It's knowing the math to Min/Max your way to victory and is what makes the difference between strategy games and FPS.