Yes, thank you, I had independently realized that combat wasn't working the way I thought :
- I didn't think that units on operational defense attacked too (and units on operational offense could then counter-attack to that).
- Attack/Defense is not multiplied with HP to get the relevant values.
- The application of attack/defense/HP is even less symmetric, because other factors like the "attack startup modifier", the "counter-attack modifier" (both of which don't apply in the same way to the offensive and to the defensive side !), "max" number of counter-attacks modifier, retreat situations... not to mention the unit feats !
- I've tried to figure out the formula for hits -
(according to the manual which gives the exact same 2:1 example with 75% result that would be a hit, and not necessarily a kill in your example, though it doesn't explain how the pinned/retreat/killed states are picked):
The attacker compares his attack score to the hit point score
of the defending Subunit. If they are equal, there is a 50% chance of a hit. If
the attacker has twice the points, there is 75% chance of a hit; if the defender
has twice the score, there is a 25% chance of a hit, and so on.
- but I haven't been able to, how did you figure out the 3:1 resulting in 83.3% ?
Also the manual is contradicting itself later :
The attack score and the hitpoint score are finally both randomized and
will score a value between 0 and their calculated number, and if the attacker
scores higher a hit is scored, otherwise not.
In that case 2:1 would "only" have 50% chances of a hit !
And it gets even more complicated when you start considering "preventers" and the calibre question :
But without going into the details, the first point actually makes clearer the role for both Assault Guns and Tank Destroyers : I would expect them "on paper" to still be much worse on operational offense against hard targets than Medium/Heavy tanks ? (I'll definitely have to look into these details.)
< Message edited by BlueTemplar -- 3/14/2021 10:15:00 AM >