This is an old revision of the document!
Table of Contents
Combat Calculations
Its a very complicated set of calculations that solves combat. For what its worth… here it goes…
Setup
Individuals
When a unit of for example 40x Infantry goes into combat for the calculations 40 so called individuals go into the battle. Each one keeps is own stats in combat and only at the end of the combat calculations the (surviving) individuals are merged back in their units and the stats averaged out.
Interceptors
In case the combat is an airstrike, bombing run, air recon, paradrop, airlift or airsupply the defending regime can have air units intercepting. If they can try to intercept depends on their intercept setting which must be set higher then the average readiness of the unit. Allied air units will also try to intercept if the same is true.
In the rare case that combat is initiated because an air recon mission has been executed above a sea hex without any hostile vessels in it the regime (and it allies) with the most intercept units in range will attempt to do the intercept.
Backbench aircraft will never join in intercepts. Unless their own airfield is the target.
Max 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
An intercept, even if within intercept range and with right readiness and standing order, is never certain. However the closer to the airfield where the interceptors are stationed the airstrike is taking place the bigger the chance an intercept will take place. Rulevar 837 can disable this or set the % chance of intercept to fail at edge of radius of unit. Rulevar 838 can set the % of intercept to fail at theoretical 0 distance. The % to fail somewhere in between 0 range and ultimate range is somewhere in between rulevar 837 en 838. <Not in AT classic rules>
Fuel
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
Allied and own units outside the combat hex that have subformations with AA range will join the defending side.
Combat Loop
The loop basicly plays rounds untill either the attacker has retreated , been killed or is victorious. Combat round starts at 0 before going into the first Combat Round. The following things happen in the following order:
Check Sea Attack Breakoff
If no defending ships left the battle is ended.
Add Round
Combat round +1
Throw Initiative
If first round only. Every individual gets a random iniative between 0 and its initiative score.
Sort on initiative
The individuals with highest initiative will come first in every subround.
Check Capitulation
Only defenders have a chance to capitulate. And only if they are retreating or have retreated. If an individuals morale is lower then rulevar 37 and readiness is lower then rulevar 301 then there is a chance it capitulates. This chance it does not capitulates is 1). This means that overstacking your airfields will allow more aircraft to be close to the frontline but they will perform worse and worse the further overstacked your airfields are.
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.
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
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>
