Scouting

Maneuvre - Assault - Unit

From Harli - This is the first part of the combat resolution model that Krenske and I have been working on. I will post the other parts as they are completed. Along with a unit data post. If this is unclear Krenske will be posting the converastions we had in order to get to this model up on his website...

 

From Krenske - A disclaimer - I have massaged the board post somewhat so it is already different in formatting but not in content. I can post the email trail if desired but I won't unless requested. I will try to post the logic behind descisions where I believe them necessary and possibly ambiguous.

General Intro:
This model describes what happens when one TF hits another TF on the main map.

Terrain determination. One of the things that is done is that the square that battle is taking place in is divided into 9 different terrain types (3X3) these are determined by the general type of terrain the main map hex is. Ex: Lightly wooded river, we would have 3 river, 2 woods and 4 plains areas for our 9 terrains. The terrain where the battle is fought is determined randomly, though it can be shifted through scouting.

The battle phases

The battle commences with the scout phase, which is followed by the maneuver (deployment phase) and concludes with the assault phase. Retreat can be ordered in either the maneuver or the assault phase if the AI decides it is prudent to do so. Both sides will simultaneously be moving through the phases independently of each other until one or the other begins the assault phases.

As an example I give the following. The russian army with 20 infantry and 5 cavalry divisions is moving into east prussia in 1914. It has very few deployed scouts at the strategic scale and these are low tech with minimal communications equipment. The german force it is ranged against consists of 5 infantry and 3 cavalry divisions. The german forces include a number of special scouting units and these are equipped with some fast communications equipment, as well some aircraft are available, and the area is currently german territory. The area is broken into the following terrain, 2 lakes, 1 marsh, 3 woods, 1 broken wooded area and 2 farming areas. The two sides both began by scouting out the opposition. The german forces very quickly scouted the opposition forces and began to maneuver/deploy their troops. The russian forces had only just located there oposition and started to deploy some lead troops when combat was joined.

We try to match this example by having each side test to see if it has scouted out the opposition. Once it has it can start maneuvering/deploying its troops for battle. This all happens independently, therefore giving the side with the best scouts (and therefore the first to finish the scouting phase) a maneuvering advantage by having more troops deployed.

 

Scout Phase:

Both sides will have their available scout elements scouting ahead of the task force. We have a scouting phase to simulate this important part of combat. As some armies tended not to use scouts and relied on their front units directly encountering the oposition we have included a basic "My army is so big it can't help but see what you are doing" factor. In each scouting phase we test to see if the task force can move on to maneuvering vs the opposition. This test will be a basic % test and will include values from a wide range of areas. The scouting values are affected by size and technology so it is possible for a side to automatically scout the opposition. In this situation we still test as the side may yet gain an advantage from the scouting phase.

Element Scout Strength = (Exp + Tech feature + Comm tech) x ((Mob - fortification benefit - terrain mod) + hits)
This strength takes into account the experience, the technological improvements and communications abilities of the scouting elements it also factors in the elements mobility and the effects of fortifications and terrain on that mobility. Scouting will be considered a special element ability if a unit workshop is available.

Additional external scouting factors that will also be taken into account include-
- scouting effects of ownership of territory as a raw value (15%?)
- aircraft and space craft recon missions (dependant on air recon system)
- special base functions (Listening centres or similar may gain 10% for combat near them)
- spies (a special spy action could include tactical information useable within a battle)

Total Scout strength = The square root of the (# elements + Sum of element scout strengths + (# opposition elements / 2) + external scouting factors)

Or

Total Scout strength = ( # elements + Sum of element scout strengths + ( # oposition elements / 2 ) + external scouting factors) / ( # of elements X (CF))
The CF would vary for the number of elements like 1 for (1-5 elements) or 2 (for 6-10) elements or something point is diminishing returns on number of scouts… (There is probably a better math way to do this, but math was never my strong point)

The reason for the diminishing returns is that there is a point at which having additional scouts is no longer helping much anymore. Having 16 scouting cavalry squadrons is useful but the last 1 does not give as much of a benefit as the first.

Scouting % = Total scout Strength X Generalship factor
At this point we allow for the generalship factor of the leader of the taskforce to effect the scouting outcome. Note the factor will not be huge it will be a value between 1/2 and 2 for most leaders. This percentage is used as a raw % test, if passed the side moves on to the maneuvering phases if not the side repeats the test. (Possibly while the opposition is busy maneuvering around you.)

Advantage/Disadvantage: The next step is to determine how well the test was made: If the test was not just made but was made well or very well then the scouting has given some additional benefits to the scouting side.

If the test value is passed at a 50% level then a advantage is received. If both sides receive pass the test at the same time then both may receive advantages otherwise only the first to scout may receive the advantage.

Advantages (These are randomly picked, although I suggest giving an outright 50% chance of both sides negating if both receive an advantage otherwise negation is not used.)
- Terrain shifting - the scouts allows the TF to skew the terrain to their liking. If defending or short ranged close terrain is preferrable while long ranged attacking troops would prefer clearer terrain.
- Deception - the scouts managed to deceive the opposition. If the opposition passed their scout test without advantage then the deception negates the test and are treated as having failed the test.
- Negation - the advantage removes the opposition's advantage or reduces a major advantage to a normal one.
- Ambush - the scouts managed to smack the enemy scouts around a bit, scouts get a free medium and long range combat round vs. the opposition scouts.
- Others stuff??

If the test value is passed at a 10% level then a major advantage is received.

Major Advantage (again randomness, will be used )
-Rapid deployment - The side gets a number (1-3) of its units deployed quickly due to scouting efficiency.
-Pick 2 normal advantages
-Other stuff??

The advantages add flavour and incentive to diversify your forces rather than relying on mass. If anyone has further suggestions relating to scouting advantages etc please post them to apolyton and they will be discussed and may/will be included.

Maneuvre - Assault - Unit