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combat_calculations [2011/06/19 10:01] viccombat_calculations [2026/06/22 12:14] (current) – external edit 127.0.0.1
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 ==Attack startup ATT== ==Attack startup ATT==
-SFtypes can have limited effectiveness in the first 2 combat round when they belong to the attacking side of the battle. These modifiers are set in rulevar [[316]] and [[317]] and can be modified themselves by the SFType in question, making for example some (partially) imminue to this effect. Counter attacking defenders get the same attack startup penalty since they fight on the attackers terms. Counterattacking attackers do not get the penalty since they fight on the defenders terms. +SFtypes can have limited effectiveness in the first 2 combat round when they belong to the attacking side of the battle. These modifiers are set in rulevar 316 and 317 and can be modified themselves by the SFType in question, making for example some (partially) imminue to this effect.  
-**<Not in AT classic rules>**+ 
 +Counter attacking defenders get the same attack startup penalty since they fight on the attackers terms (not yet fully in place to do battle). Counterattacking attackers should not get the penalty since they fight on the defenders terms (defender found a way to effectively engage them).  
 + 
 +The whole objective of the rule is to model the effect of the fact that it takes the attacker a bit of time to advance towards the enemy positions to reach a position where they can actually start effectively attacking the enemy. Thats why tanks have less of a startup penalty than infantry. 
  
 ==Counterattack modifier ATT== ==Counterattack modifier ATT==
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 ==River HP== ==River HP==
 Rivers can give the defenders an increase in Hitpoints. However if a bridge is still present the increase is modified by rulevar [[5]]. Furthermore the attacking individual must belong to a unit attacking from such a side that it does cross a river. Rivers can give the defenders an increase in Hitpoints. However if a bridge is still present the increase is modified by rulevar [[5]]. Furthermore the attacking individual must belong to a unit attacking from such a side that it does cross a river.
- 
-==Airfield Stack ATT== 
-This modifier is new from v2.06 onwards. Maximum airfield stack depends on location type of the airfield. If the current aircraft individual is operating from an airfield that has more aircraft stack points then airfield stack size its airfield is considered overcrowded or overstacked. It will result in penalties on the attack value of the aircraft. Modified attack value = (0.33*attval) + (0.66 * attval * (max airfield stack / current airfield stack)). 
-This means that overstacking your airfields will allow more aircraft to be close to the frontline but they will perform worse and worse the further overstacked your airfields are. 
  
 ==Overstacking ATT HP== ==Overstacking ATT HP==
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 When the airstrike is targeting an airfield the aircraft stationed there will fight with a penalty. Air units that are attacked on their airfield hexes fight with a penalty on their hitpoints in the first combat rounds. Penalty depends on rulevar [[835]] and rulevar [[836]]. When the airstrike is targeting an airfield the aircraft stationed there will fight with a penalty. Air units that are attacked on their airfield hexes fight with a penalty on their hitpoints in the first combat rounds. Penalty depends on rulevar [[835]] and rulevar [[836]].
 **<Not in AT classic rules>** **<Not in AT classic rules>**
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combat_calculations.1308477686.txt.gz · Last modified: 2026/06/22 12:10 (external edit)

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