Leader effects (land,sea and air) 1.06
This post and the next summarises tests by Bylandt, Fiendix and Chas on v1.03b.
EDIT: Now updated to cover 1.06c - some nice changes done and some errors fixed. Most new stuff was placed in the "NOTE" section at the end of this faq.
This post covers land leaders, the next covers air & naval leaders.
This post and the next summarises tests by Bylandt, Fiendix and Chas on v1.03b.
EDIT: Now updated to cover 1.06c - some nice changes done and some errors fixed. Most new stuff was placed in the "NOTE" section at the end of this faq.
This post covers land leaders, the next covers air & naval leaders.
Code:
LAND LEADERS
============
Definitions
-----------
Unit - The smallest element - a tank, infantry, ship or plane.
Formation - All the units grouped under a single leader.
Stack - One or more formations located in the same province or sea zone.
In battle, a stack of formations is commanded by their most senior leader.
Div list - The list of divisons that appears in the Combat window
1. Command Penalty Capacity (i.e. the -75% penalty)
---------------------------------------------------
1.1 This is a parameter for each stack.
For defences there is only one stack
For attacks the parameter is worked out separately for each stack.
1.2 For each stack, it is is the capacity of the most senior leader in the stack.
1.3 This capacity may be doubled by an FM (or AM/GA) adjacent or in the same
province - if the most senior leader is an FM, then it is self-doubled to 24.
The FM does not have to be present at the start of the combat - as soon as
the FM becomes adjacent to or present at an existing combat, the combat eff
values alter accordingly.
1.4 If the total number of unitS in the stack exceeds the Command Penalty
Capacity, then the excess unitS in that stack receive a -75% penalty.
1.5 The units receiving the penalty are the lowest ones in the Div list
for a stack.
1.6 This means that if you attack with an FM+23 from one direction, and an
FM+25 from another direction, the combat screen will show 48/48, but in fact
one of your units will get a -75% penalty.
2. Div list sequence
--------------------
2.1 For attacks with a stack, which formation is on top (i.e. listed first thus is
not eligilbe for the -25% if stack is overstacked) depends ONLY on which
formation was "on top" of the stack when command to attack was issued.
2.2 For a given formation, the sequence of unitS is the same as seen in the
tooltip when the cursor is rested over the units.
This is also the same as the sequence seen in the formation summary window by
clicking on the formation (only viewable prior to combat).
2.3 It is therefore perfectly possible for a unit in the middle of the div
list to get a -75% penalty if:
- Its stack is over capacity.
- Its stack happens to be towards the top of the div list.
- Then the lowest unitS (i.e the ones in the lowest formationS) for
that stack will get the penalty, but other divs for other stackS will be
below it.
3. HQ penalty
-------------
3.1 All units that do not have a FM (or AM or GA) adjacent or in the same
province get a -15% penalty.
3.2 The FM does not have to be present at the start of the combat - as soon as
the FM becomes adjacent to or present at an existing combat, the combat eff
values alter accordingly.
4. Skill bonuses
----------------
4.1 These may be granted by a leader to, and only to, the unitS in his formation.
4.2 For skill purposes the capacity of a leader is NOT doubled by the presence
of FMs, whether the FM is himself the leader, in the same stack, in the same
province, or adjacent.
4.3 If the number of unitS in a formation is <= capacity (undoubled) of the formation
leader, then all the unitS in that formation receive the skill bonus.
4.4 If the number of unitS in a formation > capacity (undoubled) of the formation
leader, NO unitS in that formation receive the skill bonus.
4.5 Where granted, the bonus is 5% for each skill level
4.6 Skill also influences rate of accumulation of experience.
- Normally leaders add 1 exp point for every x hours elapsed.
- You get the 1st point after x/2 hours, the 2nd and thereafter after every
x hours.
- There are a few idiosyncracies in the calculation system, so in long
battles you will occasionally see your experience go up a point an hour
early.
- x:
Skill 0 every 2 hours
" 1 every 2 hours
" 2 every 4 hours
" 3 every 8 hours
" 4 every 8 hours
" 5 every 12 hours
5. Who commands
---------------
5.1 The highest ranking leader commands.
5.2 Where there is more than one equal highest ranking leader, the leader shown
in command is the one whose divs are randomly highest (of the equal ranking
leaders) in the div list. See 2 for more detail on sequence.
5.3 It doesn't make any difference which of equal ranking leaders is in command:
- Command Capacity Penalty (the -75% one) is set by rank only, and
separately for each stack.
- Traits are passed by all leaders to unitS in their formation regardless of
who commands the battle.
- Skills are passed by all leaders whose formationS are smaller than their
capacity, regardless of who commands the battle.
6. Traits
---------
6.1 These are granted by each leader to, and only to, the unitS in his formation.
6.2 If that leader has multiple Traits, then all these Traits are applied.
6.3 There are no capacity limits on how many units can receive the benefit
of the Traits
6.4 Trait bonuses:
In general the manual frequently refers to effects on combat values,
movement etc. which in practice do not apply. Effects shown in the manual
that are known not to apply are simply omitted below - the manual is only
mentioned where it is unknown whether the effect applies.
In particular note that there are no movement effects listed below.
Defensive Doctrine
Eff + 10% for defender.
Offensive Doctrine
Eff +10% for attacker.
Panzer Leader
Eff +10% for Armour/Mech,as both attacker and defender.
- Manual says blitzes more likely to succeed.
- Not clear what a failed blitz means.
- No evidence that it does this, but hard to prove one way or other.
Logistic Wizard
Oil and supplies consumption -25%.
Commando
Eff +5% for Mountain, Marine and Paratroopers.
Eff -5% for all other troops.
Engineer
Removes all river crossing Combat Eff effects (only).
Note:
- River gives -50% to attacker.
- Techs in Infantry tree:
- Portable Military Bridge +30% river attacks (marines)
- Amphibious Crossing Equipment +30% " " (marines)
Both apply to armour/mech even though in the infantry tree.
- Techs in Armour tree:
- Basic Wading Equipment +3% river attacks (armour)
- Improved " " +3% "
- Advanced " " +4% "
- Engineering brigades give +30% river attacks (all troop types).
- Engineer Trait eliminates all these effects.
- The modifier will never be >0. Ie if you have an engineer marine their eff
would not be at + 40 over a river (30-tech + 30-tech + 30eng - 50river = 40).
- It does not eliminate other effects, e.g. weather, which apply as normal.
Trickster
Increases the chance of surprise. If the enemy unit is suprised it gets a -20%
efficiency modifier.
Fortress Buster
Halves the attack penalty due to forts.
- Normally each level of fort reduces attack eff by 9%.
- With the Fortress Buster, this becomes 4.5%, rounded as appropriate.
Old Guard
Accumulates experience at 1/3 the normal rate.
Winter Specialist
Inf Arm
Ice
---
Normal -20 -30
WS -10 -15
Snow
----
Normal -40 -60
WS -20 -30
Blizzard
--------
Normal -60 -90
WS -45 -60
- The manual and save files call ice 'frozen'. Here they mean the same thing.
Examples of how efficiency is calculated for traits and skill
-------------------------------------------------------------
If we have:
- stack 1, attacking from Province 1 in Direction 1
- FM, skill 3, with Offensive Doctrine and Panzer Leader, + 23 divs
- LG, skill 2, with Offensive Doctrine, + 2 divs
- stack 2, attacking fom province 2 in Direction 2
- G, skill 4, no Traits, + 5 divs
- MG, skill 1, no Traits, + 10 divs
Then there are 40 divs.
No HQ penalties apply, as there is an FM present.
stack 1:
- Command Penalty:
- Capacity set by FM at 24 for this stack.
- There are 25 units so 1 unit receives a -75% penalty.
- This will randomly be either the lowest of the FM divs, or the lowest
of the LG divs.
- Skill:
- No FM divs get a skill bonus as he has 23 divs and an undoubled
capacity of 12.
- Both the LG divs get a skill bonus 2x5 = 10%, because an LG has a
capacity of 3.
- Traits:
- All 23 of FM's divs get applicable bonuses for both his traits.
- +10% for Offensive Doctrine.
- +10% for any armoured/mech divs in his 23, for Panzer Leader.
- All 2 of LG's divs get bonuses for his one Trait.
stack 2:
- Command Penalty:
- Capacity set by G at 18 (9 for a General, doubled by FM in the same
province).
- There are 15 divs in the stack, so no divs get the -75% penalty.
- Skill:
- All 5 of G's divs get a skill bonus of 4x5 = 20%, as his capacity is 9.
- None of MG's divs get a skill bonus, as his capacity is 1.
- Traits:
- None apply
Appendix
--------
When trying to understand the Combat Eff you see, there are a variety of
factors you need to consider in addition to leaders:
1. Weather
2. Terrain
3. Ministers
- Several minister types affect Eff.
- In general effects are shown on the minister screen.
- However 'Armoured Spearhead Doctrine' (which is a Chief of Army type):
- Gives +10% eff to armour/mech (whether as attacker or defender)
- The screen text does not mention this.
4. Difficulty
Human player eff is adjusted:
Very easy +20
Easy +10
Normal 0
Hard -10
Very Hard -20
5. Dug-in
- Stationary troops dig in automatically.
- Level increases by 1 per day, to a max of 10.
- Troops (defending & attacking) will continue to dig in
during a battle.
- Each level gives eff +1%
6. Techs
- There are various techs that influence Combat Eff.
- The 'modifiers' section of your save file summarises these for
each troop type.
Note:
1. There is a minimum of 2 hrs land battle - during which you cant retreat.
2. There is a supply distance modifier. Each unit has a supply depot. This is
the closest territory that you (or any of your allies) own. For each 133 km
over land from this supply depot you get -1 % eff. Over sea its -1% per 33km.
Max cap is -66%.
3. There is a supply penalty of -20% if your army was not supplied during the last
24 hrs.
4. During night battles the defender gets a -25% eff modifier. The attacker -50%.
This can be modified by techs.
5. Dissent reduces eff. by 50% of the current dissent. Ie. 4 dissent causes -2%
eff. reduction.
6. There is a 50% chance that the weakest unit in the formation/stack will be
targeted by the enemy units.
7. Units with 0 org do not fire at enemy units, but will get targeted.
8. Rain reduces ONLY the eff of attackers by -10%.
9. Enveloped units fight at -10% per territory from which attack was made (counting
from the 2 unit). So if we had 3 attackers the penalty would be -20%.
10. To reduce the effect of logistic penalties with troops that boarded on
another continent (like australia) you should land the troops in the closest
ally territory (like the UK) and pick them up again. The supply depot will be
moved to that territory thus reducing the logistics penalty.
11. The logistics penalty is capped at 66%.
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