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Is there any place I can go to find a detailed explanation of combat results?  I don't think the manual and help files explain it well at all. I think a few examples of a combat result would do it, but I can't find any examples in the game documentation.  I'm just not sure how unit size (men, guns, vehicles), the combat ratings (right click on unit info) and parameter data interact to create a combat result.  I'm a new player to both PzC and PzB series, and the mystery of combat is holding me up.  

Thanks,
Robert
(08-19-2017, 09:43 PM)Robert Wevodau Wrote: [ -> ]Is there any place I can go to find a detailed explanation of combat results?  I don't think the manual and help files explain it well at all. I think a few examples of a combat result would do it, but I can't find any examples in the game documentation.  I'm just not sure how unit size (men, guns, vehicles), the combat ratings (right click on unit info) and parameter data interact to create a combat result.  I'm a new player to both PzC and PzB series, and the mystery of combat is holding me up.  

Thanks,
Robert
You know that there are basically two users manuals, right? It is kind of confusing, but one basically explains the GUI and how explains how the game works, including the combat system. The one which describes the mechanics is called, well, "User Manual", the other one is called "Main Program".

I actually thought that the User Manual does a pretty good job of explaining combat, with formula, examples, etc. Maybe you're looking for the next level of detail but I didn't really have any questions after reading it.
I have been playing these games for years and I have never needed to know the mechanics to that degree of detail to enjoy them, once you have played a few games you get a feel (or an expectation) for how many casualties a particular unit of a certain size with a certain combat value will cause on average, sometimes you are surprised when it is higher and disappointed when it is lower depending on the "dice roll".

The modifiers as explained in the manual are easy to understand and you can certainly see them coming into play as your unit goes "low ammo" or fires while "digging in" and casualties being lowered by features in hex's with negative fire modifiers as an obvious examples...........

So I don't think anyone can answer your question for either PzC or PzB, but that certainly should not impact on your enjoyment of the games, what you need is a feel for the games that you can only get from playing them. Smile
(08-20-2017, 09:46 AM)Mr Grumpy Wrote: [ -> ]I have been playing these games for years and I have never needed to know the mechanics to that degree of detail IIto enjoy them, once you have played a few games you get a feel (or an expectation) for how many casualties a particular unit of a certain size with a certain combat value will cause on average, sometimes you are surprised when it is higher and disappointed when it is lower depending on the "dice roll".

The modifiers as explained in the manual are easy to understand and you can certainly see them coming into play as your unit goes "low ammo" or fires while "digging in" and casualties being lowered by features in hex's with negative fire modifiers as an obvious examples...........

So I don't think anyone can answer your question for either PzC or PzB, but that certainly should not impact on your enjoyment of the games, what you need is a feel for the games that you can only get from playing them. Smile

Thanks for the responses. What you say makes sense. I will play some more and see if the combat results make sense.  I guess I am still used to the Combat Results Tables from board games.  Again, thank you. 

Robert
Ah yes the old CRT, there you are dealing in very obvious mechanics, these game engines will always contain some "mystery" even after many games especially as you can't see the "dice roll".

You will have the same experience with assault results where occasionally you will lose an assault you expect to win and not really know why, once again you have to put this down to a bad dice roll.

I think these blurred results are a good thing as in war there are no certainties and history is littered with examples when things do not go to plan due to some unforeseen event that could not be anticipated.
(08-20-2017, 05:49 PM)Mr Grumpy Wrote: [ -> ]Ah yes the old CRT, there you are dealing in very obvious mechanics, these game engines will always contain some "mystery" even after many games especially as you can't see the "dice roll"."General

You will have the same experience with assault results where occasionally you will lose an assault you expect to win and not really know why, once again you have to put this down to a bad dice roll.

I think these blurred results are a good thing as in war there are no certainties and history is littered with examples when things do not go to plan due to some unforeseen event that could not be anticipated.

Actually, I agree with this.  I think blurred results do make games better. 

Regarding the game help files, though, I think "Help" is not presented to the user very well. I have PzB MG installed on my PC.  I have seen and read the "User Manual".  But beyond that I'm confused. The User Manual refers to a "Main Program Help File".  I can't find that anywhere.  I assume that is what the "Help" menu calls General Help, and also what is supposed to come up when clicking the question mark on the tool bar.  I get no response from any of these actions: Pressing F1, choosing General Help under the Help menu, or clicking on the question mark in the tool bar.  Nothing. No response at all. I'm trying to learn how to play these games and this is very frustrating.  

Robert
Newer titles have more documentation, like campaign/scenario notes. I'd be surprised if something like the main program help isn't in older titles though, since they've been updated a number of times. I've only played Moscow '42, the FWWC series and PB thus far though.

The shortcuts to the help files are broken in newer Windows versions, but the files should still be there in the game folder.

One thing to note is that percentage bonuses and penalties are added and/or substracted to get to the percentage bonus/penalty that applies. Number are not increased/decreased based on the percentage bonus step by step.

A 20% quality fire bonus and a -20% firepower penalty means there's no change to the normal strength value. It is not multiplied by 1.2 and subsequently multiplied by 0.8.