I am trying to get a better handle on melee attacking strength.
The first screenshot shows the Austrian guard with a quality A.
The second screenshot shows the first staged attack. In the Excel workbook (4th screenshot), I am able to reconcile the effective attacking and defending force numbers.
The third screenshot shows a different unit attacking and, what I assume is an enfilade angle, however, I am not able to reconcile the attacking force numbers.
I am curious as to what I am doing wrong or forgetting. I have looked through the parameter data and user manual, but I am stumped. It is the #000 Getting Started scenario.
Thank you.
Austerlitz Melee Calculation
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Re: Austerlitz Melee Calculation
In general you don’t factor each bonus separately, they are netted in some cases and then multiplied , then that product is multiplied . So in the 655 man attacker you take 655 x 1.6 (40 and 20 % bonuses) then take that and multiply by 1.25 which is 1310.
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Re: Austerlitz Melee Calculation
Thank you very much!
Re: Austerlitz Melee Calculation
Very nice spreadsheet with breakdown of bonuses. It made me read through the rule section properly. As an old PzC player I tend to assume things are pretty similar between the series so I was surprised to see that Quality factors only apply to the best (A) and the worst (E) units and not to all quality types.
I'm still a bit confused about the 'holding fire' aspect. Its per turn? But a turn has two player phases? So is this over both phases? Plus what about auto defensive fire? Does this count?
Good work though. Maybe we can add illustrations things like this to the manual?
I'm still a bit confused about the 'holding fire' aspect. Its per turn? But a turn has two player phases? So is this over both phases? Plus what about auto defensive fire? Does this count?
Good work though. Maybe we can add illustrations things like this to the manual?
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- Posts: 115
- Joined: Sun Jul 10, 2022 11:44 am
Re: Austerlitz Melee Calculation
The hold fire bonus for both sides is for the duration of whomevers “active” turn it is. So if if player A starts his turn ( with phases on, he moves, then the defender gets to shoot( or not) then A shoots(or not) and then A can melee.Plain Ian wrote: ↑Mon Jan 30, 2023 7:38 am Very nice spreadsheet with breakdown of bonuses. It made me read through the rule section properly. As an old PzC player I tend to assume things are pretty similar between the series so I was surprised to see that Quality factors only apply to the best (A) and the worst (E) units and not to all quality types.
I'm still a bit confused about the 'holding fire' aspect. Its per turn? But a turn has two player phases? So is this over both phases? Plus what about auto defensive fire? Does this count?
Good work though. Maybe we can add illustrations things like this to the manual?
Units that fired don’t get the bonus.
When the end turn button is hit, now B is the active player and the hold fire is reset so to speak.
Phases , with auto defensive fire selected plays the same except there is no defensive fire phase by player B, instead there is a random chance the B Units will shoot during A’s movement phases or if attacked during the melee phase.
Turn based has no phases for shooting and the non active player shoot randomly just as above.
Hope this helped!