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JacquesDeLalaing
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Combat Mechanics

Sat Jul 31, 2010 4:55 pm

I considered it a good idea to re-post what I've written/cobbled together some time ago about the combat-mechanics of RoP, because it was kind of lost in my former, inadequately titled thread. Combat mechanics still remain an enigma to me. Maybe some riddles can be solved over the time. :thumbsup:

JacquesDeLalaing wrote:[Size="4"] Overview [/Size]

1. How to initiate a battle?
1.1. Special Orders (evade combat, retreat if engaged)
2. Commitment of stacks
2.1. Marching to the sound of the guns
2.2. Sallying out from a structure
2.3. Stacks with different command postures in battle
3. Commitment of elements
3.1. Combat-elements and support-elements
3.2. Frontage points
3.3. Frontage usage
3.4. Allocation of elements
4. Sequence of battle
5. Ranged combat
5.1. Who goes first?
5.2. Target-selection
5.3. Attempts to hit the enemy
5.4. Being hit
6. Close combat
6.1 Cavalry charges
7. Withdrawal and rout
7.1. Withdrawal-decision
7.2. Withdrawal-success
7.3. Withdrawal-hits
7.4. Routs
8. Aftermath
8.1. Experience
8.2. Capturing the enemy (Prisoners of War, capturing weapons and elements)
8.3. Victory points and national morale
8.4. Pillaging
8.5. Wounded and dead leaders
9. The art of battle-report-exegesis


[Size="4"]1. How to initiate a battle?[/Size]

A pitched battle is initiated when the following conditions are met:

1. There are at least two opposing stacks in the same region (subregion: region, not structure)
2. An “offensive” or “assault” command posture has been assigned to at least one of the stacks
3. The player(s) with the “offensive” or “assault”-stack(s) must have detected the enemy stack(s)

A siege-battle is initiated when the following conditions are met:

1. There are at least two opposing stacks in a region. One of the stacks is positioned in the sub-region “structure”. The other (opposing) stack(s) are positioned in the sub-region “region”.
2. An “assault” command posture has been assigned to at least one of the stacks in the sub-region “region”.
3. If the structure features a fortification-level, the structure has to be completely breached, i.e. the number of breaches must equal the fortification-level.


Depending on your settings (Options/Game/Delayed Commitment), it might take some days until a battle is commenced.
[color="red"] An army-stack cannot initiate a battle if there are other friendly troops present(?) (If that's true: Do not order a synch-movement for a strong army-stack and a weak column-stack in order to attack? The weak column-stack might initiate battle and withdraw before the army-stack moves in to support?)[/color]

[color="red"]1.1. Special Orders (evade combat, retreat if engaged)

It seems as if a unit that has a "evade combat" order and is successfull in its evade-check (I don't know how the success-chance is determined) cannot be engaged. So, e.g. you can evade from combats even while you maintain an aggressive stance?

Retreat if engaged: success-chances?[/color]

Withdrawal prior to combat:

Prior to round 0, each side (not individual stacks!) tests whether it tries to withdraw. There is no information available from the developers on how this is calculated in detail, which is a sad thing given that it's such an important aspect. This is all we know:

1.Decide if a faction wants to retreat. This is determined by the ratio of power of the fighting armies, modified by the aggressiveness of the Commander in Chief (--> offensive rating?!), and if some entrenchments are set.
2.If the faction wants to retreat, then each army will roll for a retreat, the dice being modified by various parameters (how big or sneaky is the army, if you have some cavalry, if the opponent has some, etc.)

[Size="4"] 2. Commitment of stacks [/Size]

[color="red"]Actually I don't understand the order in which stacks are committed to combat. This is very bad for the commitment of stacks is really a "basic" of immense importance! There are a lot of questions: Is there "one" battle field, so that all elements committed (using frontage points, see below; they may stem from different stacks?) can fight against each other? Or do elements of one stack only fight against elements of a single enemy stack (we know that units fight against units, see below)?

How are stacks with different command-postures drawn into battle? We know the rough order: assault prior to offensive prior to defensive prior to passive, and: sub-region "region" prior to sub-region "structure". But we don't know what this means. Let's say all elements of an offensive stack have been deployed and there are frontage points left? Now all defensive stacks are "activated" to fill the remaining frontage points? Which one of the defensive stacks goes first? Or are the defensive stacks committed once the offensive stacks withdraw/rout?[/color]


2.1. Marching to the sound of the guns

When a column-stack or an army-stack is engaged in battle, other column-stacks (or the army stack) which are part of the same army and which are positioned in a region adjacent to the region where the battle takes place, may enter the battle and support their fellows. Therefore, the columns or the army in the adjacent region must not be in a “passive” command posture (and it must not have an “evade fight” order) and they must pass a “march to the sound of the guns”-check. [color="red"] This check is made prior to each round of combat. A new "marching to the sound of the guns"-test is necessary prior to each round. So it can happen that a stacks supports another stack in battleround 1, but fails its test for battleround 2. (?? - actually I wonder as there are "xy supports Xy"-messages for each round of battle - so it seems that marching to the sound of a guns is checked for each round?) [/color]

All stacks eligible to march to the sound of the guns have to test individually. The base chance of joining a battle is 100%. This probability is modified by the following factors:

1. -10% for each day of marching that the supporting stack would (theoretically) need in order to enter the region where the battle takes place. All factors affecting the stack’s movement speed apply (e.g. cohesion, weather, activation status of commander, etc.). E.g. when the battle takes place in a mountainous region, the chance is reduced. Stacks moving at cavalry-speed are more likely to enter the battle (except in bad weather).
2. +10% if it is the army-stack which has been engaged by the enemy in the adjacent region.
3. +25% if it is the army-stack that marches to the sound of the guns.
4. +5% for each point of strategic-rating of the army/column-commander who tries to march to the sound of the guns.
5. -10% if the stack that tries to march to the sound of the guns is in a “defensive” command posture.
6. -1% for every 5% of enemy control in the regions. Both, the region where the battle takes place and the adjacent region are taken into account – the enemy military control in both regions is added together and then divided by 5.

Every day of marching to the sound of the guns reduces the cohesion of the marching elements by 3.

When a stack succeeds its march, it participates in [color="red"]this round of battle [/color] as if it was in the region where the battle takes place, but it does not actually move there. The stack does not suffer any river-crossing penalties, but on the other hand, it doesn’t profit from any entrenchment levels either. [color="red"]When the side of the supporting stack withdraws from combat, the supporting stack does not withdraw to a random friendly region, but stays in its “starting” region?[/color]

[color="red"] When a stack fails this test, it will not participate in this round of combat (but it will try again in the next round - if there is one). [/color]

2.2. Sallying out from a structure work in progress
2.3. Stacks with different command postures in battle work in progress

[Size="4"] 3. Commitment of elements [/Size]

3.1. Combat-elements and support-elements

“Rise of Prussia” differentiates between two types of elements: combat-elements (infantry, cavalry) and support-elements (artillery, supply wagons, commanders, pioneers, sappeurs). You can always check this information in the element-panel.

3.2. Frontage points

First, let me point out that Narwhal has created an excellent tutorial on this topic in the meantime: http://www.ageod-forum.com/showthread.php?26389-***-Guide-How-frontage-works-***

Depending on terrain, weather, and the distribution of roles (defender/attacker), your side gets a certain amount of “frontage points” in battle. Frontage points for combat-elements are always calculated separately from frontage-points for support-elements. In order to know the exact amount of frontage points for each terrain and weather, you have to consult the modding files (check out the “terrains”-xls-file and use the tabs at the bottom; the blue lines give the frontage-points for the attacker/defender and for combat- and support-elements).

For example, in a "swamp" region, the defender gets 250 battle frontage points (Combat UNits Quota), the attacker only 188 (250 x 75% as per "Combart Units OffCost). Remember that it may happen that both sides count as "attacker", if both sides have an aggressive posture.

[color="red"] We don't know what kind of frontages are used when the battle takes place at a river crossing or in structures. The obvious solution would be to use the city/fort/minor/major river crossing tables. However, according to my experience, there are much more elements involved in battles for cities than the table suggests. So probably, a structure counts as open terrain and thus allows leader-frontage boni? That would be quite weird in my opinion. Or maybe the frontage in city-battles counts per "city level"? I really don't know...[/color]

In open terrain [color="red"](clear, woods, ??, cities?)[/color], the commander-in-chief bestows additional frontage points according to his quality:

(rank of general) x (off./def.-rating of general) x 25 = additional “combat”-frontage points
(rank of general) x (off./def.-rating of general) x 10 = additional “support”-frontage points[/color]

[color="red"]In any other terrain, the bonus is reduced and additionally depends on the strategic-rating of the commander-in-chief. (?) [/color]

The commander-in-chief is the highest ranking commander in battle. Rank is determined by the “rank” of the commander (amount of stars). If there are several commanders with the same amount of stars, their seniority comes into play (the lower the seniority-value of a leader, the higher his rank). A commander-in-chief may be positioned in the region where the battle takes place, or he may enter the region by marching to the sound of the guns. Moreover it can happen that a commander-in-chief withdraws from a battle (together with his stack), thereby handing over the command to another general. Thus, the amount of frontage-points (calculated prior to each round of battle) may change when a new commander-in-chief enters or the old one leaves the battle.

3.3. Frontage usage

Once all stacks that are going to participate in the upcoming round and the frontage-points of each side have been determined, elements are deployed on the battlefield. Each element consumes a certain amount of frontage points, in other words: it fills a certain amount of slots on the battlefield. The amount of frontage points that an element consumes depends on its movement-type, and in further consequence on the prevalent terrain and weather. The amount of frontage-points needed is equal to the amount of days that the element would theoretically need to enter the region where the battle takes place. E.g. an element of heavy foot needs 7 days to enter a region with woods (roads are not taken into account for this purpose. Thus, as a defender, you could deploy up to 25 elements of heavy foot-elements (180/7=25,7) – but there is no room for any other combat-elements left in this case. Speed-Boni or mali due to under-commandment, leader-abilities, speed-coefficients etc. are not taken into account for this purpose. The only factor is the “movement-type” of an element in combination with the prevalent terrain and weather. You can check the exact values in the xls-file I’ve mentioned above (see 3.2.). The same rules apply for “support”-frontage points and support-elements.

3.4. Allocation of elements

All elements of the committed stacks constitute the “pool” of elements for the upcoming round of battle. All slots are filled with elements of that pool until either all frontage points have been consumed or there are no elements left. All elements have the same chance to be picked to fill the slots. E.g. cavalry elements are picked with the same probability as infantry elements, even though they may consume more or less frontage-points than infantry-elements. There are only three factors here:

1. Elements with a lot of hits [color="red"] (maximum hits, not actual hits?)[/color] are more likely to be committed than elements with few hits.
2. Elements that have routed during a previous battle-round have their chance to be committed reduced for the remaining rounds.
3. Elements that have already been committed in a previous round of battle are likely to be committed again in a succeeding round. (So it is not a total chaos: it is unlikely that a complete battle line is exchanged between two rounds of combat.)

As for support-units, you need to know that not more than 1 supply-wagon-element will be committed per round. Thus, even when there are lots of supply-elements in your stack, there will be enough space for your artillery. Leaders do not consume frontage-points.

[Size="4"] 4. Sequence of battle [/Size]

A battle lasts up to six rounds per day, and it may continue for several days. The first battle-round (="hour 0") on each day has an increased starting distance (see below). Rounds 2-6 always start at distance 1. Prior to each round, a side may withdraw and thus put an end to the battle. [color="red"]A rout may also happen during a round of battle.[/color]

[Size="4"] 5. Ranged combat [/Size]

5.1. Who goes first?

Now that all elements have been deployed on the battlefield, the initial distance between the two armies is determined. Bad weather and difficult terrain reduce the initial distance (for the exact values refer to the xls-file mentioned above under 3.2.). Once the initial distance is determined, it is reduced by 1 point per "phase"/distance. An element is eligible to fire when the distance reaches its range. E.g. an artillery-element will open fire at a range/distance of 4, whereas infantry opens fire at 3.

Most of the time, several elements will be firing at the same distance (e.g. all infantry elements). In this case, the order of fire is determined by the initiative-values of the elements: elements with higher initiative are likely to open fire before elements with lower initiative (there is a random factor involved though!). Plus, if an element is part of a force that lacks command points, there is a chance that its initiative-value will be halved. To be more precise and quote Pocus: "Initiative penalty can only result from a command penalty, if you fail the percentile dice under command penalty, then you lose initiative equals to the command penalty (i.e 15% CP equals = 15% to initiative)." When the initial distance is lower than the range of an element, it will of course have less attempts to shoot at the enemy (good for cavalry ;) ).

Note that it is very usefull to have elements with "skirmisher"-ability in your brigade, as they give a +1 initiative-bonus to all elements of this brigade (even when the "skirmisher"-element is not deployed on the battle field!).

5.2. Target-selection

Basically, an element may target any other enemy element on the battle field (which means that both elements have to be committed in this round). Note that the elements belonging to one unit (e.g. a brigade) always target enemy elements of one enemy unit. The selection of the enemy unit depends on the weight (total hits of the unit time their [color="red"]combat signature (maybe this refers to the distinction between combat-elements and support-elements, so that support-elements are less likely to be targeted?)[/color]) of the enemy units. This means that the elements of your unit are more likely to target the elements of a big brigade than to target a separate unit (with less hits). Let’s say there are two big enemy brigades on the battlefield (each has 25 elements for a total 250 hits per brigade) and one separate unit of 5 elements (50 hits). Each of your units (e.g. a brigade) will have a 9% chance to target the separate enemy unit, a 45% chance to target enemy brigade A, and a 45% chance to target enemy brigade B. So it can be a good idea to use separate units. But beware: When a whole brigade targets a separate unit, this unit is likely to be completely destroyed. When a brigade is targeted, the hits are likely to be spread among the elements in the brigade. Note that it can happen that a very, very unfortunate big brigade targets a unit with only 2 elements (and a total of 4 hits remaining). Is this case, most of the big brigade's fire is wasted as it can only "kill" the 4 hits remaining.

An element that has been targeted by an enemy element is likely to fire back at this element (if it has not fired already: "firing back" does not mean that it gets additional attempts!) I guess that this is not true for artillery-elements.

[color="red"]Artillery-elements always target the “biggest” (hits remaining?) enemy element on the field of battle? (unless the artillery is part of a brigade - in this case artillery targets the biggest element in the unit (e.g. a brigade) that has been targeted by the brigade which the artillery is part of)[/color]

5.3. Attempts to hit the enemy

When an element is eligible to open fire (according to range and initiative) and has picked an enemy element as its target, it has several attempts to shoot and hit the element. The number of attempts is determined by the “rate of fire”-value of the element. E.g. Prussian infantry gets three attempts, Austrian infantry only 2. An element that is shaken has its rate of fire reduced by 1 (but never to 0!: see below). An element that is part of an under-commanded force (a force that needs more command points than its officers generate) might also have its rate of fire reduced, depending on its discipline. For this I quote Narwhals great tutorial on the fire-phase (to be found in the AJE board):

You remember the “out of command” malus when you do not have enough Command Point in the stack – the little number in red going from 5% to 25%. Well, it plays a role here.

Each stack with a command malus have ALL its elements run two tests with a chance of failure equal to the command malus :
- Failure of the first test makes the element lose one in rate of fire
- Failure of the second test makes the element lose one or two (depending on the command malus) in initiative.

In addition, each element must do a “quality test” under its initiative. If it fails, all is not lost, the element can “save” by making a test under the offensive / defensive of the leader. If even this is failed, the unit loses one more in ROF (I suppose this make more sense in 18th century warfare, but the impact is neglectable in AJE so it was kept in)


An element can shoot as many attempts as calculated above at EACH distance (in range). So, in a battle starting at distance 3, a Prussian element will have 9 attempts, whereas an Austrian element will only have 6 attempts.

The success-chance of an attempt is probably one of the most complicated formulae in “Rise of Prussia”.

At least we know the effects of weather and terrain: simply check the modding-file again. Right beneath the frontage-points, you can find the effects in the excel-lines 43-84; from top to bottom the values refer to: regulars, irregulars, militia, cavalry, artillery, supply, warships. Each category has 6 lines: ATKFire (ranged-combat-factor for elements on an aggressive stance), DEFFire (ranged-combatfactor for elements on defensive stance), ATKProt (Protection factor for elements on offensive stance), ATKDef (Protection factor for elements on defensive stance), [color="red"]ATKTQ & DEFTQ (maybe some close-combat factor?). [/color]

So, e.g. consider a battle in the "wilderness" on a rainy day ("mud"). You're in command of irregulars, whereas the enemys force consists entirely of cavalry. Each side has 96 frontage points at its deposal (not counting in boni from officers and the like...). However, as light foot only needs 10 days to enter wilderness/mud, you can deploy 9,6 elements on the battlefield, whereas the enemy can only deploy 4,8 elements (horse need 20 days to enter wilderness/mud). Moreover, your irregulars get a 20% fire bonus and a +2 protection bonus (and a +1 melee bonus?)! The cavalry, on the other hand is at -50% fire, -1 protection and -1 melee! :thumbsup:

Rest: work in progress For information on the melee-routine check out Pocus' post here: http://www.ageod-forum.com/showthread.php?26392-Experience-factor-far-too-powerful&p=249987&viewfull=1#post249987 For withdrawals, routs, pursuits, I've opened up a seperate thread: http://www.ageod-forum.com/showthread.php?21275-wip-Collection-of-information-on-retreats-routs-and-pursuits

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squarian
Brigadier General
Posts: 485
Joined: Thu Aug 07, 2008 7:41 pm
Location: Pittsburgh, Pennsylvania

Sat Jul 31, 2010 5:41 pm

This post by Pocus provides some of the details of combat.

5 - Combat mechanic

The Battle Engine will be called BE hereafter.

Who fights?

The first step calculated by the BE is which armies are initially involved in the fight, and which ones are not. This is determined by the posture of the various armies and where they are in the region (in or outside of a structure).

The first armies to fight are the ones in Assault/Offensive posture, outside the structure. There are several priority criteria, for example non-moving armies are chosen first, and then those which are not too "busy" (already fighting).

If there are not enough opponent armies on offense, then ones on defense and finally ones in passive posture will be added to the fight.

A note on defensive armies: If one of your defensive armies is picked, then all others are committed (they do not engage themselves one by one), for a given region sub-location (outside structure or inside). This can lead to a multi-round commitment where at first only your armies in offensive posture fight, and then, if you are overwhelmed, your armies in defensive posture join the battle.

If there is no opponent outside the structure and you have an army in assault posture, then the same process is used except you will be fighting outside the structure.

Who retreats?

Now that we know who will exchange blows we have sufficient information to have the BE decide if one side wants to retreat. This is done at the faction level, but each army, if the retreat is decided, will have to make a successful retreat roll to end the battle.
Next comes a 2-step process:

a) Decide if a faction wants to retreat. This is determined by the ratio of power of the fighting armies, modified by the aggressiveness of the Commander in Chief (the highest ranking, most senior leader in the battle), and if some entrenchments are set.

b) If the faction wants to retreat, then each army will roll for a retreat, the dice being modified by various parameters (how big or sneaky is the army, if you have some cavalry, if the opponent has some, etc.)

On to the battle!

Ok time, to actually fight. Well not yet... Before starting an hour of battle, the BE will pick a subset of your unit to actually fight. Why a subset? Because you can’t really expect to have 70,000 men actually fighting on a beach if you land or assaulting a fort at the same time or even firing all at once in a dense forest. This is where the Terrain Contingencies kick in!

Terrain Contingencies

Some examples:

Nine regiments of regulars can fight at the same time in clear terrain. Add to that a bonus for each point the Commander of the army has (either in offensive or in defensive, depending on the posture chosen) and another bonus based on the rank he has (so a 3 stars leader can always field a good amount of regiments in plains, even if he won't use clever tactics!). The 2 leader bonuses only apply on clear terrain.

The other terrain are simpler to deal with: there is only a TC amount to consider. Take wilderness for example: 3 regiments of regulars will fight at a given time there (the elements will be rotated after each hour of battle, so you can wear off the enemy), but 10+ Indians tribes/rangers/partisans can be engaged (that's theoretical, you will have a problem finding this number of units in your OOB, but it's to show that you can inflict very serious losses against an enemy in superior numbers, depending of the terrain).

If a unit is appropriate for to a terrain, only a few terrain contingency points will be used, so you can pile on more of them, or have some more room for costlier units (e.g. 3 Indians tribes + 2 militias).

Just use common sense, and it will work: dense terrain are not fit for regular units, but are the realms of lighter ones. A fort can't be assaulted by too many men at a given time, etc.

Range:
Each element (a company in BoA eg) chosen to fight for a given round (= hour) of battle has a range associated with it. Some terrain and climates reduce range to the point that the fight will only start at range 1 (very close contact but not assault range). On the other hand clear terrain and fair weather allow maximal range, and thus favors artillery and such.

Each element also has an initiative that can be improved by some abilities or by experience, and can be degraded if the army is under commanded. High initiative will help the element fire first, if at range, but not always as there is some luck involved too.

Each element has a Rate of Fire, the number of time the element can fire in a single round. There is a penalty of 1 if the element is under commanded, and another penalty if shaken. There is always have a minimal RoF of 1 (to prevent endless, bloodless ranged combat...).

Shaken: An element is considered shaken for a given round if it has sustained losses and fails a morale check. To pass a moral check you have to roll a 10-sided dice equal or less your TQ (troop quality). This is where some abilities shine, like Militiaman that gives +2 to the troop quality of militia. When the losses start to pile up moral checks are required, and this can make a tremendous difference in the outcome of the battle.

Excluded elements:
Elements are also excluded from acting in the following cases:
a) Ships without enough ammo (land units can still fire but with a penalty)
b) support element in close combat (artillery, e.g.)
c) leaders
d) embarked troops


Firing (or assaulting):

Each time an element acts (firing or assaulting) these parameters are determined:

Command bonus:
Each point of ability in offense, defense or assault from a leader gives a 5% bonus. Subtract the appropriate ability value of the enemy leader (offense or defense or assault) from your leaders combined ability results the command bonus modifier. If the number is negative 0 is used instead. For example, if you have a leader with 3 in offensive ability and your element fires against an element commanded by a leader with a 6 defensive ability, your command bonus modifier is 0, not -3 x 0.05. Command bonus is also altered by the command penalty for under commanded armies.

Wind gauge bonus:
applies only to fleet combat and provides an advantage in combat for the side that gains this.

Battle bonus from an ability:
The battle bonus is a very versatile ability that can be given to any unit, not only to leaders, by the scenario maker. This ability can boost the fire value, assault, rate of fire, initiative, protection and/or troop quality. Some examples: Militiaman is a battle bonus ability, as is Artillerist or Cavalryman. These abilities can be tweaked to be restricted to some units, terrain, areas, etc… Cavalryman is a bonus only given to cavalry units in clear terrain for example.

Some abilities accumulate while others do not. In BoA these abilities have been set so that even if the leader having it is not the commander in chief, they work. This means that cavalry in Washington's army (an army commanded by G. Washington) benefits from the Cavalryman ability given by a subordinate leader that is also part of THAT army.

Terrain bonus and penalties:
Terrain can alter the fire, assault, troop quality and protection values of units. If your army is in defensive or passive posture, you get the defensive side of the terrain matrix. If your army is in assault or offensive posture, you get the offensive side. Note that some terrain still heavily favors some units, even in offensive, and heavily penalize some units, even in defensive. For example when you set an ambush, your party is in offensive, but still get huge bonus for irregulars in offensive and in forest/wilderness etc.
If you are the owner of the structure and the fight is taking place in it, you always get the defensive matrix and the attacker gets the offensive matrix. Tip: Set units in forts to offensive posture unless they are heavily out-numbered or leaderless.

Entrenchments:
Entrenchments give a bonus (2 points) of protection for each level (in BoA level is restricted to 1) and a penalty in assault to the attacker.

Crossing/landing penalties:
If your army is crossing a river or landing on a beach, you get a penalty.

Failed Retreat & passive penalty:
If your army attempted (and failed) a retreat or is in passive posture, you get a penalty (they do not accumulate though and, in this case, only the highest one is used)

Lack of ammo or food penalty:
self explanatory

Forced March penalty:
self explanatory

Supply bonus:
If your element is firing (not assaulting) an army with a supply unit that has some ammo left, or in a region with a depot with some ammo left, you get a +10% bonus to fire (fire x 1.1)

Combat Probabilities:

The base is the offensive fire, defensive fire or assault value, times 0.04 (4%), and altered by the various parameters. Each point of protection reduces the % chance by 4% too.

For example:
English regular (Fire 9) commanded by a leader with a 3 rating: 9 x (1 + 3 x 0.05) x 0.04 = 0.414 (41.4%)

If the element passes it’s roll against this probability the opposing element take a certain amount of hits equal to the damage value of the firing unit (ranges from 1 to 3). The receiving element doesn’t fire back immediately! It will fire only when it’s turn has come.

Assault:
Assault is handled differently. To assault, the attacking element must pass a troop quality check, if failed nothing happens. What's more, the one who has the highest troop quality further reduce the probability of the opponent to score some hits. Finally, assault is a 2 sides affair: if the acting element assaults, the receiver always strike back.
=> When the range is close, troops with the highest quality have very big chances to inflict extreme losses. In BoA the English regular has a tendency to have a higher troop quality compared to the American militias, this is why American losses tend to be rather heavy if the English assault (if the battle is not too unbalanced in favor of the Americans that is...).

Finalizing the action:
If the element kills the defender, you get VPs and the attacking element gains experience. If a leader is commanding the winning element, a fraction of the experience thus gained is also given to the leader. If the defender was commanded, a fraction of the experience is subtracted from that commanding officer amount.

If you benefit from the Petty War rule and have lost an irregular, you give one additional VP to your opponent.

The battle proceeds like this, range by range, hour by hour, element by element, until one side successfully retreats, is destroyed or 8 hours have elapsed. Each hour enables some "unit rotation" meaning that battered units have a tendency to be replaced by fresh ones, if you have units in reserve (when terrain contingency prevents you from deploying and using all your army in a given hour).

Baris
AGEod Guard of Honor
Posts: 1945
Joined: Fri Apr 16, 2010 9:50 pm

Sun Aug 01, 2010 11:45 am

Nicely written thanks Jacques, from this thread we can continue or add any info we will find in game in future and hope Pocus will give more details about the battle engine especially which units pick which units in fights and why?(or is it randomly decided)as most of the parts is at least explained or understood but i think this part left in shadows and must be explained more as the detailed battle report isnt as informative. it would be better that in future patches apart from"x army joins the battle" there must be additional info flowing in message log during battles that" x brigade joining battle against y brigade" (and at which range they started firing at brigade level if long battle animation selected etc..)(also maybe generals giving very small discipline to troops if they are long enough in command,so even bad generals have some a little more use without unbalancing historical outcome) and after some games we will have more accurate conclusions about if i use this kind of brigade it will react better and generally it will chose these kind of units to attack.

in wars in america ambush was more logical,(i didnt play much but :) ) i think light inf needs 0 command points.in ROP Light inf needs command points so how is it possible for succesfull umbush with small army.

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lodilefty
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Tue Aug 03, 2010 12:58 pm

Very nice! :thumbsup:

We will undertake "Wikification" of this. :D

Please see: http://www.ageod.net/agewiki/Combat_Explained
Obviously a Work in Progress :blink:

(Pocus prefers Wiki to document the AGE system, as then everything is in one place and as generic as can be)

Feel free to post additions here, or, if you are familiar with Wiki editing, establish an account at the AGE Wiki and dive in!!!! :wacko: :w00t:
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Thu Aug 05, 2010 11:47 am

Always ask yourself: "Am I part of the Solution?" If you aren't, then you are part of the Problem!
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JacquesDeLalaing
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Thu Aug 05, 2010 12:23 pm

Oh this is nice! Unfortunately I'm out of time right now. But next week I can contribute some more.

I will translate some parts of my german AARconcerning recognaissance (hiding/detection; with some screenshots), movement (quite complex, and there are some things I don't understand) and the basic unit-values.

The thing about which I'd really like learn more is the whole "evade fight" (special order) and retreatment/rout section ("retreat if engaged"-stance, when are the tests made, what's the "success"-chance, how do pursuit-hits work, etc.).

Baris
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Mon Aug 09, 2010 4:07 pm

JacquesDeLalaing wrote:Oh this is nice! Unfortunately I'm out of time right now. But next week I can contribute some more.

I will translate some parts of my german AARconcerning recognaissance (hiding/detection; with some screenshots), movement (quite complex, and there are some things I don't understand) and the basic unit-values.

The thing about which I'd really like learn more is the whole "evade fight" (special order) and retreatment/rout section ("retreat if engaged"-stance, when are the tests made, what's the "success"-chance, how do pursuit-hits work, etc.).


I saw your AAR and it looks very good :) But can be better with translation. So we dont get "lost in translation"(Scarlett Johansson starring good movie :thumbsup: ) I try to translate with google but it wasnt perfect.

I also wonder some parts of"evade fight" as sometimes the armies can stop moving (blocked)even they have the power and zone of control against a smaller force. All the other question's answers are also wondered by me and everyone.

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Stoertebeker
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Wed Oct 31, 2012 10:28 pm

Based on the excellent research that Narwhal did for AJE, I derived a formula by which the chances to hit the enemy in the fire phase seems to be calculated:


Hitchance Formula:
RFP*AM*TQM*TCM*PM*EM*AMM*WTM*CM*HM*RoEM*PaM*FMM*Coeff

Whereas:
RFP = Relevant Firepower of the element (off/def)
AM = Ability Modifier (special abilities of unit-/stackleader. F.e. a cavalryman gives a multiplyer of 1,25 for all cavalry elements.)
TQM = Troop Quality Modifier: 1+(TQ-5*0,05). If Cohesion is below 0,5/Max, then TQ changes by -1. [FN1]
TCM = Total Command Modifier: 1+(relevant stackleader rating*0,05*(1-out of command penalty/100)+relevant unitleader rating*0,03)-(the respective ratings of the enemies commanders) The TCM can't be lower than 1 for the firing element (Your hitchance won't get worse through command penalties, but you'll be more likely to be hit if undercommanded).
PM = Protection Modifier: (1-level of enemies entrechment/10)*(1-terrain protection/10)*(1-unit protection/10)
EM = Entrechment Modifier (artillery only): 1+Level of entrenchment/10
AMM = Additional Ammunition Modifier. If a supply wagon is present in the stack, it's 1,1. If not, it's 1.
WTM = Weather/Terrain Modifier: dependent on the kind of troop and terrain/wheather. Data can be found in the terrain excel sheets. (Numbers have to be divided by 100.)
CM = Cohesion Modifier. For a stack in attacking stance, penalties begin if the firing element is at 40% of their max cohesion or less. The modifier decreases slowly by then, until it reaches about 0,75 for a cohesion of 0,03/max. But: With a cohesion of 0, the multiplyer is 0!
HM = Hitpoint Modifier. This modifier is 1 as long the unit has more than 0,5/max of it's healthpoints. With less than 0,5/max, it's 0,75, with less than 0,25 it's 0,5.
RoEM = Rule of Engagement Modifier. For AoA (offensive, red) it's 1,35 for the attacker, 1,5 for the defender in the first round of battle, it decreases later on. You can find the exact values in ROP/Setting/GameLogic.opt.
FMM = Forced March Modifier. It's 0,8 if the firing unit did a forced march before it was involved in the battle. If not, it's 1.
PaM = Passivity Modifier. If the targeted element is in a passive stance, the firing element gets a 1,15 bonus.
If not, it's 1.
Coeff = a fixed number that may vary among AGE-Games. In RoP, it's 2.

Note, that the lowest possible hitchance is 5%, even if the result of the calculation is lower than that.

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Stoertebeker
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Wed Nov 07, 2012 8:40 pm

And here is the formula for the assault phase:

Calculation for hits in the assault phase is done as follows:

(AV-EV)*TQ*TCM*CM*HM*ROEM*LQM*AM*FMM*Coeff

AV = Assault Value of the attacking element
EV = Entrenchment value (of the defending unit)
TQ = Troop Quality (=discipline of the element, may be modified by weather/terrain. If Cohesion is below 0,5/Max, there is a straight -1 malus on TQ. If the element belongs to a stack with passive posture, there's another -1 modifier)
TCM = Total Command Modifier, which is: 1+(relevant stackleader rating*0,05*(1-out of command penalty/100)+relevant unitleader rating*0,03)-(the respective ratings of the enemies commanders). This modifier can't be lower than 1 for the assaulting element.
CM = Cohesion Modifier. If the attacking element has less than 0,6/max cohesion, it starts to decrease slowly. With cohesion 0, it's 0.
HM = Hitpoint modifier. It's 1 as long the unit has more than 0,5/max of it's healthpoints. With less than 0,5/max it's 0,75, with less than 0,25 it's 0,5.
ROEM = Rule of Engagement Modifier: "AoA" for example gives 1,35 for the attacker, 1,5 for the defender
LQM = Low Quality Modifier: if the (modified) TQ of the attacker is lower than the (modified) TQ of the attacked element, it's 0,8. If it's equal or higher, it's 1.
AM = Ability Modifier (abilities of the commander, like cavalryman, which gives 1,25 for the assaulting element)
FMM = Forced March Modfier. It's 0,85 if the assaulting unit did a forced march. If not, it's 1.
Coeff = Hit Coefficient: 0,4 for assaults in RoP


Note, that the lowest possible hitchance is 5%, even if the result of the calculation is lower than that.

You see that discipline is king in the assault phase of combat (it's used for two of the modifiers). Even more, if you consider that every element has to do a discipline check to decide if it attacks at all.

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Stoertebeker
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Thu Nov 08, 2012 8:06 am

And there is one more thing I found out:
The rate of fire is works in another way than is commonly understood: A prussian infantry element with a rate of fire of 3 fires 3 times at range 3, then 1 time at range 2, 1 time at range 1.
In the following hours of combat, it fires 3 times at range 1.
That means that RoF will be more powerful, the longer a battle lasts.

Taillebois
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Thu Nov 08, 2012 9:25 am

Can you put for each element the range of values e.g. 1-6. I presume none can be zero as that would make the whole result zero wouldn't it?

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Stoertebeker
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Thu Nov 08, 2012 1:31 pm

Taillebois wrote:Can you put for each element the range of values e.g. 1-6. I presume none can be zero as that would make the whole result zero wouldn't it?


Thanks for your remark. I realized that I forgot to mention some details (in some cases I forgot to mention the "1+" that adds up to the modifier, so that the chances to get a 0 modifier are low - but cohesion, for example, is one that may be 0). I overworked the explanations, so that things should be clearer now.

One very important thing I forgot to mention: Hitchances can't drop below 5%. So even with 0 cohesion, the result of the calculation will be a hitchance of 5%.
In general you'll find most elements in RoP having hitchances within the range of 20-35%.

When I find the time, I'll post an example.

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Stoertebeker
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Sat Nov 10, 2012 6:47 pm

So here we go with the example:

These guys

Image

are going to attack these guys:

Image


We have this terrain table to consider:


Image



So we have following values for the attacking grenadiers:


Relevant Firepower = 11
Troop Quality Modifier = 1+(11-5)*0,05 = 1,3

Ability Modfier = 1,21 (Freddie has the "fire discipline" trait (level 2!))
Total Command Modifier = 1+(4*0,05+2*0,03) = 1,26 (Brigade commander has Offensive 2)

Protection Modifier = (1-1/10)*(1-1/10) = 0,81 (Units defending a city get a plus 1 modifier on protection, one is for entrenchment that the austrians built up in the 10 days before the Prussian stack arrived.)
Weather/Terrain Modifier = 0,85 (modifier for regulars firing on someone in a city)
Artillery Entrenchment Modifier plays no role in our example

Rule of Engagement Modifier = 1,1 (Actually, we would expect a 1. But units defending cities seem to be automatically set to "defend at all cost")
Passivity Modifier plays no role in our example.

Additional Ammunition Modifier = 1,1 (since a non-empty supply wagon is present in the stack)

Cohesion is still fine (72 out of 90), so is health - so both modifiers are 1.
Forced March Modifier plays no role in our example.

The hit Coefficient for firing in Rise of Prussia is always = 2

So we get:
11*1,3*1,21*1,26*0,81*0,85*1,1*1,1*2=36,32.


And that's what we find in the detailed battle log:
20:10:27 (Reporting) Picked: PRU Königlische Armee 1000508 LeibGrenadier firing
20:10:27 (Reporting) Target unit is: Austria\Stadtgarnison Halle\Stadtgarnison Halle
20:10:27 (Reporting) Attacker targeting 1002904 1. Btn Halle
20:10:27 (Reporting) Attacker 1000508 LeibGrenadier health: 10 Cohesion:72
20:10:27 (Reporting) Defender 1002904 1. Btn Halle health: 8 Cohesion:46
20:10:27 (Reporting)
20:10:27 (Reporting) *** Start of action # 12 1000508 LeibGrenadier vs 1002904 1. Btn Halle ***
20:10:27 (Reporting) Attacker belong to a attacking group SubType: Regular Defender belong to a defending group SubType: Regular
20:10:27 (Reporting) Leader Battle Bonus (attacker): OffFire(%): 121 DefFire(%): 121 Assault(%): 121 TQ Bonus(pts): 0 Prot Bonus(pts): 0
20:10:27 (Reporting) Terrain: City Weather: Complete list of values from TEC:
20:10:27 (Reporting) LeibGrenadier (Fire: 85 TQ: 0 )
20:10:27 (Reporting) 1. Btn Halle (Prot: 1 TQ: 1 )
20:10:27 (Reporting) The group of the firing/assaulting unit is crossing an obstacle, but exchange is in a structure
20:10:27 (Reporting) Firer base fire: 11.00
20:10:27 (Reporting) Firer value with terrain: 9.35
20:10:27 (Reporting) LeibGrenadier - Commander: Friedrich II von Preussen Cmd Coeff. %: 120
20:10:27 (Reporting) LeibGrenadier - Unit Commander: Ferdinand von Preussen Cmd Coeff. %: 106
20:10:27 (Reporting) Battle effectiveness with leader rating: 126.00%
20:10:27 (Reporting) Firer value with leader tactical rating: 11.78
20:10:27 (Reporting) Firer value with leader battle ability: 14.25
20:10:27 (Reporting) Firer value with TQ correction: 18.53
20:10:27 (Reporting) Firer value with cohesion: 18.53
20:10:27 (Reporting) Firer value with Supply Unit presence: 20.38
20:10:27 (Reporting) Firer value with penalty from losses: 20.38
20:10:27 (Reporting) Firer value with bonus from firing against overcrowded 20.38
20:10:27 (Reporting) Firer final fire value: 20.38
20:10:27 (Reporting) Receiver base protection: 0.00
20:10:27 (Reporting) Receiver protection with terrain: 1.00
20:10:27 (Reporting) Receiver protection with entrenchment: 2.00
20:10:27 (Reporting) Receiver final Prot value: 2.00
20:10:27 (Reporting) ToHitCoeff %: 200 ATK ROE %: 100 DEF ROE %: 110
20:10:27 (Reporting) Attacker final To Hit (%): 36.00
20:10:27 (Reporting) Attacker rolled a 76 and failed to hit
20:10:27 (Reporting) *** End of action ***

So the calculations were correct.

We can set up a different (theoretical) example to get a feeling for the impact of different factors. Let's assume that the brave Grenadiers would have fired without any combat bonus from leaders and without supply train.
Calculation would be:
11*1,3*0,81*0,85*1,1*2=21,66=22.

If we assume that our grenadiers with all the benefits of leadership and additional ammunition would have caught the enemy in open terrain (not entrenched), the calculation would be:

11*1,3*1,21*1,26*1,1*2=48,96=49

You see that leadership and terrain make a huge difference in how effective your men will use their firepower.



Now the same for assaults:


Let's have a look at the dragoon element attacking the saxon line infantry.

That's what we would expect:

Troop Quality = 7 (Base Value 8, -1 for Cavalry attacking cities)
Total Command Modifier = 1,26 (Frederick with Off 4 and Württemberg with Off 2)

These values add up to the MTQ - the Modified Troop Quality, which is 8,82

Assault Value = 10
Entrenchment Value = 1 FN1

Ability Modifier = 1,25 (Württemberg is a cavalryman)

Cohesion Modifier = 1
Health Modifier = 1
Forced March Modifier = 1
Rule of Engagement Modifier = 1,1
Low Quality Modifier = 0,8 (The engine uses the MTQ to calculate the Low Quality Modifier. Here we'd expect TQ 8,82 vs. 9)

Hit Coefficient = 0,4

So we get:
7*1,26*(10-1)*1,25*1,1*0,8*0,4= 34,93

We are in the melee phase and thus the poor defenders of Halle have the chance to hit back at the same moment.

The calculation for this is:

Troop Quality = 9 (8, +1 for Regulars defending a city)
Total Command Modifier = 1 (remember that the TCM never drops below 1)
So we get a MTQ of 9.

Assault Value = 8
Entrenchment Value = 0
Ability Modifier = 1
Cohesion Modifier = 0,93 (I derived this from the log. FN2)
Health Modifier = 1
Forced March Modifier: doesn't matter.

Rule of Engagement Modifier = 1,1
Low Quality Modifier = 1
Hit Coefficient = 0,4

So we get:
(9-0)*8*0,93*0,4*1,1= 29,46


And that's how it looks in the detailed combat log:


20:10:27 (Reporting) Picked: PRU Königlische Armee 1000689 Dragoons assaulting
20:10:27 (Reporting) Target unit is: Austria\Stadtgarnison Halle\Stadtgarnison Halle
20:10:27 (Reporting) Attacker targeting 1002904 1. Btn Halle
20:10:27 (Reporting) Attacker 1000689 Dragoons health: 10 Cohesion:73
20:10:27 (Reporting) Defender 1002904 1. Btn Halle health: 6 Cohesion:22
20:10:27 (Reporting)
20:10:27 (Reporting) *** Start of action # 22 1000689 Dragoons vs 1002904 1. Btn Halle ***
20:10:27 (Reporting) Attacker belong to a attacking group SubType: Cavalry Defender belong to a defending group SubType: Regular
20:10:27 (Reporting) Leader Battle Bonus (attacker): OffFire(%): 100 DefFire(%): 100 Assault(%): 100 TQ Bonus(pts): 0 Prot Bonus(pts): 0
20:10:27 (Reporting) Terrain: City Weather: Complete list of values from TEC:
20:10:27 (Reporting) Dragoons (Fire: 30 TQ: -1 )
20:10:27 (Reporting) 1. Btn Halle (Prot: 1 TQ: 1 )
20:10:27 (Reporting) The group of the firing/assaulting unit is crossing an obstacle, but exchange is in a structure
20:10:27 (Reporting) Assaulter base + BB-abi TQ: 8.00
20:10:27 (Reporting) Assaulter TQ with terrain: 7.00
20:10:27 (Reporting) Dragoons - Commander: Friedrich II von Preussen Cmd Coeff. %: 120
20:10:27 (Reporting) Dragoons - Unit Commander: Friedrich Graf Württemberg Cmd Coeff. %: 106
20:10:27 (Reporting) Battle effectiveness with leader rating: 126.00%
20:10:27 (Reporting) Assaulter value with leader tactical rating: 8.82
20:10:27 (Reporting) Assaulter final TQ value: 8.82
20:10:27 (Reporting) Assaulter base value : 10.00
20:10:27 (Reporting) Assaulter Assault with entrench penalty from defender: 9.00
20:10:27 (Reporting) Assaulter value with cohesion: 9.00
20:10:27 (Reporting) Assaulter value with leader battle ability: 11.25
20:10:27 (Reporting) Assaulter value with penalty from losses: 11.25
20:10:27 (Reporting) Assaulter value with bonus from assaulting against overcrowded 11.25
20:10:27 (Reporting) Assaulter final Assault value: 11.25
20:10:27 (Reporting) Receiver base + BB-abi TQ: 7.00
20:10:27 (Reporting) Receiver TQ with terrain: 8.00
20:10:27 (Reporting) Dragoons - Commander: Friedrich II von Preussen Cmd Coeff. %: 120
20:10:27 (Reporting) Dragoons - Unit Commander: Friedrich Graf Württemberg Cmd Coeff. %: 106
20:10:27 (Reporting) Battle effectiveness with leader rating: 100.00%
20:10:27 (Reporting) Receiver final TQ value: 8.00
20:10:27 (Reporting) Receiver value with cohesion: 7.44
20:10:27 (Reporting) Receiver value with penalty from losses: 7.44
20:10:27 (Reporting) Receiver value with penalty from being overcrowded 7.44
20:10:27 (Reporting) Receiver final Assault value: 7.44
20:10:27 (Reporting) AssaultCoeff %: 40 Assaulter ROE %: 100 C-Assaulter ROE %: 110
20:10:27 (Reporting) Attacker assaulting, % chance: 43.66
20:10:27 (Reporting) AssaultCoeff %: 40 C-Assaulter ROE %: 110 Assaulter ROE %: 100
20:10:27 (Reporting) Defender defending against assault, TQ low, reduced value (%): 20.95
20:10:27 (Reporting) Receiver is routing
20:10:27 (Reporting) Attacker DmgDone: 0 CohDone: 0 AsltDmgDone 1 AsltCohDone: 15
20:10:27 (Reporting) Attacker ToHit: 43.66 rolled a 33 scoring a hit Defender remaining Health&Cohesion 5 / 7
20:10:27 (Reporting) Defender rolled a 100 and failed to hit
20:10:27 (Reporting) *** End of action ***


Ouch. We discover a discrepancy between the expected and the actual hitchances.

It's only a little detail that shifts the actual outcome:
The Troop quality of the receiving element is calculated to be 8 (highlighted). This has huge impact, because of the Low Quality Modifier (which - with those new numbers - favors the dragoons 8,82 vs. 8.

If we adjust our calculation to this we get:

7*1,26*(10-1)*1,25*1,1*0,4= 43,66 for the dragoons and
8*8*0,93*1,1*0,8*0,4 = 20,95 for the saxons.

So the principle of our calculation was right. The only question is, where the -1 TQ for the Saxons comes from. The battle log doesn't indicate anything.
But I have a hypothesis. I think, it's a matter of cohesion. I test this by sending a lone hussar unit under Zietens command to Halle and scrolling through the battle log.

What I see is interesting:
11:25:22 (Reporting) There are 4 SU eligibles to attack at this range (0).
11:25:22 (Reporting) Picked: PRU Zieten' Force 1000233 Hussars assaulting
11:25:22 (Reporting) Target unit is: Austria\Stadtgarnison Halle\Stadtgarnison Halle
11:25:22 (Reporting) Attacker targeting 1002904 1. Btn Halle
11:25:22 (Reporting) Attacker 1000233 Hussars health: 10 Cohesion:52
11:25:22 (Reporting) Defender 1002904 1. Btn Halle health: 10 Cohesion:37
11:25:22 (Reporting)
11:25:22 (Reporting) *** Start of action # 17 1000233 Hussars vs 1002904 1. Btn Halle ***

...
11:25:22 (Reporting) Receiver base + BB-abi TQ: 8.00
11:25:22 (Reporting) Receiver TQ with terrain: 9.00
...
11:25:22 (Reporting) *** End of action ***
11:25:22 (Reporting)
11:25:22 (Reporting) There are 3 SU eligibles to attack at this range (0).
11:25:22 (Reporting) Picked: PRU Zieten' Force 1000234 Hussars assaulting
11:25:22 (Reporting) Target unit is: Austria\Stadtgarnison Halle\Stadtgarnison Halle
11:25:22 (Reporting) Attacker targeting 1002904 1. Btn Halle
11:25:22 (Reporting) Attacker 1000234 Hussars health: 10 Cohesion:51
11:25:22 (Reporting) Defender 1002904 1. Btn Halle health: 10 Cohesion:35
11:25:22 (Reporting)
11:25:22 (Reporting) *** Start of action # 18 1000234 Hussars vs 1002904 1. Btn Halle ***
...
11:25:22 (Reporting) Receiver base + BB-abi TQ: 7.00
11:25:22 (Reporting) Receiver TQ with terrain: 8.00
...
11:25:22 (Reporting) *** End of action ***


So we can confirm the hypothesis that low cohesion is responsible for the lowered TQ we found. As the Element has a maximum cohesion of 70 and its TQ goes down by one as soon as its cohesion dropped to 35, we can be fairly sure that every unit gets -1 TQ as soon as cohesion drops at or below 0,5/Max (nothing else has changed - the second attack was right after the first one). I scrolled through the rest of the log and found that this holds true also for the firephase.

So we found a new modifier. The "LCTQM" - the Low Cohesion Troop Quality Modifier. It's -1 and directly affects the Troop Quality of an element as soon as cohesion drops at or below 0,5/max. I will add this to the formulas I posted above.


FN1: For some reason, the other two elements of protection (terrain and the unit's inherent protection value) don't seem to influence assault hitchances.
FN2: The Hussar experiment proved to be quite useful as it resulted in a 6-round-battle with low hitchances and slow decrease of cohesion. This provided some data on the cohesion modifier:

Image
Image


Note that this data is only valid for attackers. The Cohesion Modifier on Hitchances seems to be calculated in another style for defenders. Also, the Cohesion Modifier for the receiver in the assault phase seems to be calculated in a different way. In both cases, the negative influence of a low cohesion percentage on hitchances is lower than indicated in the graphes above.
As a rule of thumbs we can say: Everything's fine as long as cohesion doesn't drop below 0,5/Max. So for a short battle - don't mind cohesion.


------------------------------------------
Another thing I found out in the course of testing: It seems that the Weather/Terrain modifier on Troop Quality is only applied in the assault phase but misses in the fire phase. I think it's a bug. The consequences are minor, though.

Apart of that: I'm fascinated how deep and well-thought the AGE battle engine works. There are so many little factors that shift the battle outcome. Great.

Also: I'm clear about the fact that I didn't cover all of the influencing factors. Ambush Special orders, for example, or the fact that there seems to be a negative modifier for troops that tried to retreat but didn't manage to ... . And, of course, there are the charge- und countercharge modifiers (which Narwhal already explained very well). I hope to uncover those lovely details later.
I also hope that someone with better english and access to the Age-Wiki feels responsible to put those findings in form, so that there is a base for informations for all players, that are still struggling to understand the game mechanics.

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Stoertebeker
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Tue Nov 13, 2012 1:46 pm

I have the feeling that the actual "Combat Explained" section in the AGE Wiki is kind of a mess (some informations are redundant, some wrong, some missing). So I overworked it. The bad thing: I've no access to the AGE Wiki. A new version, which should be a bit clearer, is attached.

I'd be glad if someone dedicated to AGEOD-Games, who at the same time is an english native-speaker, could revise the article and replace the existing one.

[ATTACH]20703[/ATTACH]

Update: loki has promised to do the job. :)
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Wilhelm Klink
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Wed Nov 14, 2012 11:27 am

Thank you, Sir. It's quite informative. I might get better at this now, somehow. :thumbsup:

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loki100
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Wed Nov 14, 2012 4:22 pm

Stoertebeker wrote:I'd be glad if someone dedicated to AGEOD-Games, who at the same time is an english native-speaker, could revise the article and replace the existing one.

Update: loki has promised to do the job. :)


here's the revised text, but I can't actually add it to the wiki myself I'm afraid

[ATTACH]20712[/ATTACH]

R
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Narwhal
Posts: 792
Joined: Fri Aug 27, 2010 4:13 pm
Location: Paris

Wed Nov 14, 2012 5:15 pm

Done

Thank you you two.

I promised Pocus to update a little the target-picking section, so I ll do that ASAP (procrastinated :) )

Taillebois
General of the Army
Posts: 601
Joined: Sat Nov 01, 2008 8:09 pm
Location: Nr GCHQ Cheltenham

Wed Nov 14, 2012 9:10 pm

Is there a way to rank the variables for importance in resolving a combat? For example: cohesion most important; entrenchment level next or whatever.

Many years ago there was an add-in program I used for Lotus-123 which analysed all the variables in a spread sheet and produced a ranking for their importance. It basically re-ran the spread sheet changing each of the variables (input cells) in turn by (say) 1% and analysing the effect on the desired outcome (dependent cell). This was remarkably valuable to me back when I was producing financial spread sheets. It might be useful for getting an easy understanding of the most important factors in these type of games which are a sort of giant spread sheet. Maybe Excel has that sort of function built in now but my brain's too decayed to find out.

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Stoertebeker
Corporal
Posts: 51
Joined: Mon Feb 14, 2011 11:30 pm

Wed Nov 14, 2012 10:21 pm

Taillebois wrote:Is there a way to rank the variables for importance in resolving a combat? For example: cohesion most important; entrenchment level next or whatever.

Many years ago there was an add-in program I used for Lotus-123 which analysed all the variables in a spread sheet and produced a ranking for their importance. It basically re-ran the spread sheet changing each of the variables (input cells) in turn by (say) 1% and analysing the effect on the desired outcome (dependent cell). This was remarkably valuable to me back when I was producing financial spread sheets. It might be useful for getting an easy understanding of the most important factors in these type of games which are a sort of giant spread sheet. Maybe Excel has that sort of function built in now but my brain's too decayed to find out.


Hm. A ranking is difficult. Mostly, because, for example, the impact of 1 point more offensive command power depends on what it is used to multiply with.

But, of course, you can make a list:
1 stack commander stat = 5%, 1 unit commander stat = 3%, 10% of cohesion (when below 40%) something about 6-10% ... .
Most important are the unit's stats: One point of relevant firepower adds about 15-10% of combat power (for most of the regular infantry elements), each point of discipline another 5%. In assault phase, Discipline is by far the most important factor.
10% for a supply wagon - well: If you can, have one with you.
Abilities can give a huge advantage: No one should ever use cavalry without a cavalryman in the stack. The Fire Discipline trait also provides a huge boost.
As defender, protection helps a lot: 10% for the first level, 9 for the second, 8 for the third - that drops the bodycount on your side.

As you mention excel: I used an excel sheet in my experiments. But for me, excel is just a tool to discover principles. After having discovered them, it's just about logical thinking.
My practical conclusion from this was: It's good to use as many multiplyers together as possible. Best troops under best commanders with the most useful abilities (at best combined with terrain bonus)..., simply because 10% of 50 mean 85 more enemies killed (when one hit equals 17 men) in 100 attempts, whereas 10% of 20 just provide 34 more dead enemies. ;)
But - you shouldn't exegerate this. I saw battles where I had hitchances of 118% with elite troops in the assault phase. That's wasted power.

By the way, Narwhal: I think that the wiki-entry needs to be revised again, since it's formatted in a way which makes it difficult to understand. (It needs at least a few "Enters" in the formula passages.) I'll try to get someone to create me an account, though, since I feel a little bit childish, always having ask someone to do things for me. ;)

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Narwhal
Posts: 792
Joined: Fri Aug 27, 2010 4:13 pm
Location: Paris

Thu Nov 15, 2012 12:17 am

Ahah, did it sneakily at work today and did not even check the result.

Will correct that tomorrow, but PM Pocus to have an access.

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Stoertebeker
Corporal
Posts: 51
Joined: Mon Feb 14, 2011 11:30 pm

Sat Nov 17, 2012 11:58 am

lodilefty was so kind to create me an account on wiki. I completely overworked the article, especially its structure.

So for anybody interested in combat mechanics, I can now recommend http://www.ageod.net/agewiki/Combat_Explained

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Narwhal
Posts: 792
Joined: Fri Aug 27, 2010 4:13 pm
Location: Paris

Mon Nov 19, 2012 12:22 pm

Thank you, Stoertebeker. You spent a lot of time on this.

I took the liberty to add details on target selection and reorganise the charge / CC part, while adding "disruption".

Taillebois
General of the Army
Posts: 601
Joined: Sat Nov 01, 2008 8:09 pm
Location: Nr GCHQ Cheltenham

Mon Nov 19, 2012 3:48 pm

Well done guys, my brain is spinning a bit. Commander, entrenchment, cohesion are the short lessons I take from it.

If you do another revision or re-working you might want to change the use of commas for decimal points. Most UK and US readers will be more familiar with say 1.25 rather than 1,25 but basically your written English is brilliant. Far better in fact than most of us are capable of these days. So well done again.

Now that you have some spare time on your hands can you show how to calculate the UK's EU budget rebate?

Doctorius
Conscript
Posts: 6
Joined: Fri Apr 19, 2013 7:09 pm

Tue Apr 30, 2013 10:47 pm

Thanks a lot, know i know what i have to study :)

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