Unity of Command II

Unity of Command II

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invi Apr 1, 2022 @ 3:33pm
Detailed combat calculations?
Is there somewhere I can find a more detailed breakdown of how the combat stats work? The descriptions in the manual are fairly vague, and I'd love to see some detailed examples so I can better understand how combat outcomes are determined.

I know there's the combat sheet in game, but that still doesn't so much to show the actual calculated totals and how the different values relate to each other.
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Showing 1-3 of 3 comments
whisper Apr 7, 2022 @ 11:18pm 
The odds number is 3*log_3(attack/defense)
Brother Pedro Apr 9, 2022 @ 3:08am 
Take for example, a German infantry division has attack of 2 and defense of 3 (I don't have the game with me right now so I can't pull up the numbers, so this is just an example), and it currently has 7 steps (full strength).

It means when it attacks, it'll fight with 2*7=14 power. When it defends, it'll fight with 3*7=21 power. It attack a Soviet infantry division, which has a defend score of 2, and is also full strength, so also 14 power.

At the same attacker/defender ratio (14vs14), the combat odd is 0, so you can now use this to reference the attacker and defender loss table (don't actually do this, the game shows the likely outcome in the UI already), which is influenced somewhat by your difficulty level, but at classic difficulty, at 0 combat odds, attacker will lose 2 steps, while defender will lose 1 (a dice roll is made here, so you may achieve better or worse result).

Now, say, the soviet division is in a forest, which provide -1 terrain shift for attacker This -1 get applied directly to the combat odd, no matter the strength ratio. Say the soviet division is also fortified, that's another -1. Going back to the attacker/defender loss table, the same attacking German division will likely suffer 4 losses while the defender 0.

There are many types of "shifts", and as you can see in the example above, it's the decisive factor in influencing combat odds.

Hopefully this helps.
invi Apr 10, 2022 @ 12:29am 
Originally posted by Brother Pedro:
Take for example, a German infantry division has attack of 2 and defense of 3 (I don't have the game with me right now so I can't pull up the numbers, so this is just an example), and it currently has 7 steps (full strength).

It means when it attacks, it'll fight with 2*7=14 power. When it defends, it'll fight with 3*7=21 power. It attack a Soviet infantry division, which has a defend score of 2, and is also full strength, so also 14 power.

At the same attacker/defender ratio (14vs14), the combat odd is 0, so you can now use this to reference the attacker and defender loss table (don't actually do this, the game shows the likely outcome in the UI already), which is influenced somewhat by your difficulty level, but at classic difficulty, at 0 combat odds, attacker will lose 2 steps, while defender will lose 1 (a dice roll is made here, so you may achieve better or worse result).

Now, say, the soviet division is in a forest, which provide -1 terrain shift for attacker This -1 get applied directly to the combat odd, no matter the strength ratio. Say the soviet division is also fortified, that's another -1. Going back to the attacker/defender loss table, the same attacking German division will likely suffer 4 losses while the defender 0.

There are many types of "shifts", and as you can see in the example above, it's the decisive factor in influencing combat odds.

Hopefully this helps.

Thanks, this is super helpful and answers what was confusing me most, which is why I sometimes still take casualties when attacking a full suppressed enemy. If the shifts are applied as the very last part of the calculation that explains it.

Thanks for taking the time to write all that out!
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Date Posted: Apr 1, 2022 @ 3:33pm
Posts: 3