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combat_calculations [2010/11/26 14:09] viccombat_calculations [2026/06/22 12:14] (current) – external edit 127.0.0.1
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 ==Max Intercept Range== ==Max Intercept Range==
-The maximum intercept range is the lowest readiness in the unit seen as Action Points modified by rulevar [[547]]. If the unit can then reach the hex it is in intercept range.+The maximum intercept range is the lowest readiness in the unit seen as Action Points modified by rulevar [[147]]. If the unit can then reach the hex it is in intercept range.
  
 ==Uncertainty of Intercept==  ==Uncertainty of Intercept== 
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 ==Fuel== ==Fuel==
 If not enough fuel is present to support at least 2 rounds of combat then the intercept will not commence. If not enough fuel is present to support at least 2 rounds of combat then the intercept will not commence.
 +**<Not in AT classic rules>**
  
 ===Anti Aircraft Support from outside hex=== ===Anti Aircraft Support from outside hex===
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 ==Air stacking== ==Air stacking==
 If rulevar [[833]] is active then air can exceed its own max stacking in attack.  If rulevar [[833]] is active then air can exceed its own max stacking in attack. 
 +**<Not in AT classic rules>**
  
 ==Artillery stacking== ==Artillery stacking==
 If rulevar [[834]] is active then artillery can exceed its own max stacking in attack. If rulevar [[834]] is active then artillery can exceed its own max stacking in attack.
 +**<Not in AT classic rules>**
  
 ==Battlestack== ==Battlestack==
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 ==Fuel ATT== ==Fuel ATT==
 The attacker can get penalties on their scores if out of fuel. Fuel is used in the first attack of a combat round. No fuel is used if the target is being more often attacked then its max attacked score. The attacker can get penalties on their scores if out of fuel. Fuel is used in the first attack of a combat round. No fuel is used if the target is being more often attacked then its max attacked score.
 +**<Not in AT classic rules>**
  
 ==Global Combat Modifier ATT== ==Global Combat Modifier ATT==
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 ==Attack startup ATT== ==Attack startup ATT==
-The attack can get a startup penalty in round of rulevar [[316]] and in round 2 of rulevar [[317]]+SFtypes can have limited effectiveness in the first 2 combat round when they belong to the attacking side of the battle. These modifiers are set in rulevar 316 and 317 and can be modified themselves by the SFType in question, making for example some (partially) imminue to this effect.  
-**<Not present in classic AT Rules>**+ 
 +Counter attacking defenders get the same attack startup penalty since they fight on the attackers terms (not yet fully in place to do battle). Counterattacking attackers should not get the penalty since they fight on the defenders terms (defender found a way to effectively engage them).  
 + 
 +The whole objective of the rule is to model the effect of the fact that it takes the attacker a bit of time to advance towards the enemy positions to reach a position where they can actually start effectively attacking the enemy. Thats why tanks have less of a startup penalty than infantry. 
  
 ==Counterattack modifier ATT== ==Counterattack modifier ATT==
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 ==Surprise Combat ATT== ==Surprise Combat ATT==
-If attacker is part of the defense force of the hex it gets the rulevar [[108]] modifier.+If attacker is part of the defense force of the hex it gets the rulevar [[108]] modifier. Its not given for counterattacks.
  
 ==Versus Paradropper ATT== ==Versus Paradropper ATT==
-If target is part of the paradrop force being dropped it gets attacker the rulevar [[109]] modifier.+If target is part of the paradrop force being dropped it gets attacker the rulevar [[109]] modifier. Its not given for counterattacks.
  
 ==Versus Amphibic Landing ATT== ==Versus Amphibic Landing ATT==
-If target is part of the amphibic invasion force being dropped it gets the attacker the rulevar [[110]] modifier.+If target is part of the amphibic invasion force being dropped it gets the attacker the rulevar [[110]] modifier. Its not given for counterattacks.
  
 ==Is Rebel ATT== ==Is Rebel ATT==
-If attacker is part of a Rebel attack on the hex it gets the rulevar [[111]] modifier.+If attacker is part of a Rebel attack on the hex it gets the rulevar [[111]] modifier. Its not given for counterattacks.
  
 ==Orderly retreating target ATT== ==Orderly retreating target ATT==
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 ==Overstacking ATT HP== ==Overstacking ATT HP==
 If you overstack, your troops will be more vulnerable and fight less well. You can overstack in defense as well as in attack. Overstacking makes attacks and defense stronger, at the cost of higher casualty rates. Penalties due to overstacking are only imposed when a land troop type is attacked (and notably not when air attacks air), and the penalty is exponential rather than linear. If you overstack, your troops will be more vulnerable and fight less well. You can overstack in defense as well as in attack. Overstacking makes attacks and defense stronger, at the cost of higher casualty rates. Penalties due to overstacking are only imposed when a land troop type is attacked (and notably not when air attacks air), and the penalty is exponential rather than linear.
 +
 +In air attacks overstacking your air means that the aircraft will have less HP defending against flak attacks (ground=>air) and less Attack points when attacking land targets themself. However air to air is not affected at all (because the air fights are considered to take place in wider region also).
 +
 +For land theater troops in attack stack maximum is rulevar [[30]] or (rulevar [[31]] * sides of attack), whatever is higher.
 +
 +For artillery attacks the attack stack maximum is rulevar [[834]].
 +
 +For air attacks (versus ground) the attack stack maximum is rulevar [[835]].
 +
 +Defending land troops always have a stack maximum of rulevar [[30]].
 +
  
 ==Airfield Attack HP== ==Airfield Attack HP==
 When the airstrike is targeting an airfield the aircraft stationed there will fight with a penalty. Air units that are attacked on their airfield hexes fight with a penalty on their hitpoints in the first combat rounds. Penalty depends on rulevar [[835]] and rulevar [[836]]. When the airstrike is targeting an airfield the aircraft stationed there will fight with a penalty. Air units that are attacked on their airfield hexes fight with a penalty on their hitpoints in the first combat rounds. Penalty depends on rulevar [[835]] and rulevar [[836]].
- +**<Not in AT classic rules>**
-==Attack Startup ATT== +
-SFtypes can have limited effectiveness in the first 2 combat round when they belong to the attacking side of the battle. These modifiers are set in rulevar [[316]] and [[317]] and can be modified themselves by the SFType in question, making for example some (partially) imminue to this effect.+
  
  
  
  
combat_calculations.1290780559.txt.gz · Last modified: 2026/06/22 12:10 (external edit)

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