Maneuvre

Scouting - Assault - Unit

This is the 2nd part of the combat resolution model, the Maneuvre Phase.

The maneuvre phase represents the jockying for position between two task forces, it also considers the rate at which the task forces can prepare for the Combat phase.

The Phase repeats for each side with until one or the other withdraws, finishes deploying or is forced into combat. There are 5 steps to each maneuver phase.

 

Maneuvre Phase

1. General picks strategy - These are the tactics chosen for the battle, the way these work is not yet taken into account. There will probably be a selection of 7-10 tactics to be selected. (EG. Flank left, Flank Right, Deny left, Deny right, Encircle, Thrust, Flank March, etc.)

2. Check made for withdrawal - At this point of each phase the AI decides whether or not it wishes to remain battling the opposition. The AI should take into account the relative deployed strengths of the forces and the value of the territory. The force withdraws at this point and loses control of the territory.

3. Check to see if unit is deployed - %chance of deployment = (Generalship + experience + training + unit mobility + (unit communications rating - TF dispersion value)) / Square terrain modifier

Generalship is from the Leaders stats.
Experience, Training, Mobility are from the unit stats.
TF Dispersion is from the TF stats
Terrain mod is the average terrain modifier for the square.
Unit Comms Rating is based on the total of the units elements with commands or comms special functions * the comms tech modifier for the civ. (Where unit dispersal is below 10 the entire unit is within sight and audible distance, this allows very good comms allowing individual units to deploy very rapidly. In these situations the Comms rating is doubled.)

This test is done for all non deployed units in the TF each phase. A tightly packed well trained force will probably manage to deploy very quickly while a widely spread force with poor communications will have difficulty deploying vs the enemy. Some examples follow
- A roman imperial legion - Leader command rating of 8, Experience of 4, Training of 4, Mobility of 9, Unit comms of 20, Dispersion value of 2, square terrain modifier of 1.1 has a (8+4+4+9+20-2)/1.1= 43/1.1 = 39% chance of deploying for combat in any one maneuver phase.
- A Early WW1 Russian Infantry Division - Leader rating 1, Experience 1, Training 2, Mobility 5, Comms 8, Dispersion 5, Terrain mod of 1.3 has a (1+1+2+5+8-5)/1.3 = 12/1.3 = 10% chance of deploying each phase.

4. Check to see if skirmish action occurs - %chance of skirmish = #of skirmish capable elements deployed + experince + training + avg element mobility / terrain mod

The formula uses the total number of skirmish capable elements of deployed elements as the main factor in the skirmishing chance.

The skirmishing itself is the preliminary small unit combats that occur before the battle proper begins. These skirmishes take place between the light scouts cavalry and foraging troops of the two sides.

Skirmishing is a single combat round fought between the skirmishing elements of both sides, the combat is fought with less than normal intensity (This is either represented by halving firepower or doubling defence, or eliminating the possibility of Assault range being reached. We will probably use doubled defence.) If one side has no skirmishers then a random deployed units', front line troops are used instead. If the one side has no units yet deployed then the skirmishes fight a random unit and gain a doubled(possibly additional to the above) defence. In all situations no support fire can be used until certain communications techs are reached (approx - ww2 era radio) and even then it will be reduced in effectiveness.

If one side has not yet sucessfully scouted the opposition and is involved in skirmish combat the next phases scouting % will be doubled.

5. Check to see if assault phase starts involuntarily - % chance of involuntary start to battle = # units deployed (both sides) + (2* # of maneuvre phases completed) + 1 per skirmish action - Generalship - average TF comms rating/ avg terrain mod.

The reasoning is that battles regularly have started before either side is ready the main factor being the duration of the maneuvering and the amout of skirmishing that hasoccurred. The generalship factor is included as a good general will be able to limit the chances of accidental combat before they are ready. The comms rating here is used to indicate the generals control ability.

Other Points-

The Assault phase will start
- Once all of one side is successfully deployed.
- A involuntary start is mandated

One of the advantages of outscouting may be the immeadiate deployment of a number of units without need to test.

If one side has not yet sucessfully scouted the opposition and is involved in skirmish combat the next phases scouting % will be doubled.

 

Scouting - Assault - Unit