[GUIDE] Combat Value Calculation (CV)

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Wiedrock
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[GUIDE] Combat Value Calculation (CV)

Post by Wiedrock »

Why this Guide?
This is supposed to be a basic Guideline on Combat Value-creation/calculation (CV).
It is intended to give a general idea on how CV of Divisions are generated and to show the "importance" of different types of modifiers.

After reading this Guide...
...you know how Ground Elements are used to generate a units CV.
...you may be able to give yourself an answer to questions like: "Why the s...Stalin is my CV so low on this Division?"



What's not included:
I did not mess with the different "motoization-types" which can be seen for "NON-MOTORIZED (X)" units.

Starting Notes:
Before we start, note that the CV seen in game is modified by "/10" (Battle Report) and "/100" (Unit Counters). When talking about CV I refer to normal CV values unmodified by arbitrary varying divisors.


Contents:
  1. Calculating Base CV
  2. Factors influencing CV
  3. Formula for NON-MOTORIZED
  4. Applied Rates & Examples
    • NON-MOTORIZED
    • MOTORIZED


1. Calculating Base CV
Every Ground Element has a Ground Element Type, this Type has a set value for CV.
This set CV can be interpreted as the base value which could be achieved if all "good" factors are at 100% and all "bad" factors are at 0%.
So a Ground Element Number (GEN) of 1000 "Rifle Squad 40's" of the Ground Element Type 'Rifle Squad' (ElementCV (ECV) = 3) would have a base CV of 3000.
Note that "Foot Soldier Elements" seem to have a CV dependent on the Men in the Squad (which isn't mentioned in the Manual!). So a 10 men Squad is the base and has 3CV while each additional/missing men will add/substract 10% (0.3CV) of this 3CV.
Ground Element Type CV
Ground Element Type CV
Type CV.png (630.67 KiB) Viewed 2091 times


2. Factors influencing CV
  • "good"
    • Morale MOR
    • Experience EXP
    • Ammo AMO
    • Fuel FUE - MOTORIZED only
    • Vehicles VEH
  • "bad"
    • Fatigue FAT
  • Additionals (depend on Attacking/Defending side)
    • Combat Preparation Points CPP - affects Attacker CV
    • Fortification FOR - affects Defender
    • Terrain TER - affects Defender
    • Density DEN - affects Attacker+Defender
    • Weather-Road-Modifier WRM - affects Attacker ("Ground" Weather/Conditions in attackers Hex!!!)
    • ...
  • Indirect effects
    • Rivers/Air Weather - affects (at least) Attacker (causes Disruption before combat)
    • ...

3. Formula for NON-MOTORIZED

Code: Select all

CV=GEN * ECV * (MOR/100) * (EXP/100) * (SUMIF(AMOhave/AMOneed; ">0,4999999")+SUMIF(E10; "<0,5"; 0,5)) * (1+((VEHhave/VEHneed)-1)*0.2) * (1-(FAT/100*0.33333)) * Additionals
I am pretty sure there are smarter ways/terms to use in a formula which will give the same results, I am not an programmer, therefore bare with me!^^
Here you have an example of a Spreadsheet I've created.
It does not have the "men per footsoldier-squad" included and works for NON-MOTORIZED only. You should be able to use it as is or just download/copy/convert it into an Excel file. Feel free to improve and share it with the community as you like.


4. Applied Rates & Examples

NON-MOTORIZED
  • Morale and Experience have the greatest effect on CV and are applied at a rate of 100%.
    (MOR/100) * (EXP/100)
    Example 1: So at 75MOR and 70EXP the base CV would be modified by x0.75x0.7 to 0.525
    Example 2: So at 50MOR and 47EXP the base CV would be modified by x0.5x0.47 to 0.235
    Meaning that MOR/EXP-example 1 will have 223.4% of example 2's CV (ignoring other modifiers and assuming the Divisions have the same number/types of Ground elements).
  • Ammunition is applied at a rate of 100%. - up to a max of x0.5
    (SUMIF(AMOhave/AMOneed; ">0,4999999")+SUMIF(E10; "<0,5"; 0,5))
    Ex1: So 85% Ammo will apply a modifier of x0.85
    Ex2: So 10% Ammo will apply a modifier of x0.5
  • Vehicles are applied at a rate of 20%. "NON-MOTORIZED"
    (1+((VEHhave/VEHneed)-1)*0.2)
    Ex1: So 70% Vehicles will apply a modifier of x0.94
    Ex2: So 45% Vehicles will apply a modifier of x0.91
  • Fatigue is applied at a Rate of 33%.
    (1-(FAT/100*0.33333))
    Ex1: So 100 Fatigue will apply a modifier of x0.666
    Ex2: So 60 Fatigue will apply a modifier of x0.8
  • Combat Preparation Points are applied (to AtkCV) at a rate of 100%.
    So a Unit with a AttackCV of 25 will get a modifier of x1.4 at 40CPP which results in 35AtkCV.
  • ....other Additional modifiers may follow, encountering the issue that basic Infantry units/bicycles/foot soldiers are dependent on the number of men in the squad messed up my workflow.
MOTORIZED (like NON-MOTORIZED but with following additions/special rules)
  • Vehicles are applied at a rate of 50%. "MOTORIZED"
    Ex1: So 70% Vehicles will apply a modifier of x0.85
    Ex2: So 45% Vehicles will apply a modifier of x0.725
  • Special Rules for Ammo+Fuel:
    Ammo and Fuel modifiers multiplied can not exceed 50% (It can't go below x0.5!)
    • Fuel is applied at a rate of 200%. - this will only take effect below Fuel <50% and will reach it's max at 25% Fuel.
      Ex1: So 90% Fuel will apply a modifier of x1
      Ex2: So 30% Fuel will apply a modifier of x0.6
    • Ammunition is applied at a rate of 100%. - up to a max of x0.5
      ...multiplied with Fuel up to a max of x0.5.

I am sure there are issues of some kind, if you encounter any or feel like there is a better way to explain/elaborate so people understand better, let me know!
If one could doublecheck the examples, I created them using a basic calculator, hope I did not fail doing so. :lol:
Last edited by Wiedrock on Thu Mar 23, 2023 1:55 am, edited 10 times in total.
Veterin
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Re: [GUIDE] Combat Value Calculation (CV)

Post by Veterin »

Thanks for pulling this together. As always, love your deep dives into game mechanics!
jasonbroomer
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Re: [GUIDE] Combat Value Calculation (CV)

Post by jasonbroomer »

Interesting stuff, thank you
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loki100
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Re: [GUIDE] Combat Value Calculation (CV)

Post by loki100 »

few obv errors though

23.8.3, vehicles. Lack is 20% for non-mot, 50% for motorised - makes quite a difference

ammunition shortage affects both mot and non-mot

fuel shortage only hits cv once its worse than 50%

also the fuel+ammo penalty for mot units is taken together and can't be worse (combined than 50%)
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Wiedrock
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Re: [GUIDE] Combat Value Calculation (CV)

Post by Wiedrock »

loki100 wrote: Wed Mar 22, 2023 10:26 pm few obv errors though

23.8.3, vehicles. Lack is 20% for non-mot, 50% for motorised - makes quite a difference

ammunition shortage affects both mot and non-mot

fuel shortage only hits cv once its worse than 50%

also the fuel+ammo penalty for mot units is taken together and can't be worse (combined than 50%)
Thanks I'll include that. I went over the Motorized units a little "stiefmütterlich" ....no idea how that's called in english :lol:
...I should have sticked to Infantry only :)
steven512
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Re: [GUIDE] Combat Value Calculation (CV)

Post by steven512 »

Great instruction!Helped me a lot
2more questions:
1.artillery and air-support.Artillery units have very low CV,air support have no CV,but they can change the results.Especially soviet artillery divisions.
How is this process calculated?Can i estimate how much they affected final CV?
2.Generals.Does general skill counted on the displayed CV?And how much does general skill take effect?
Manual says battle invole many times dice roll.So a general with infantry 5 vs a general with 6,what’s the difference?
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Wiedrock
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Re: [GUIDE] Combat Value Calculation (CV)

Post by Wiedrock »

steven512 wrote: Thu May 11, 2023 8:28 am 2more questions
I replied in a new Thread in the War Room. :)
https://www.matrixgames.com/forums/view ... 1&t=395359
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Wiedrock
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Re: [GUIDE] Combat Value Calculation (CV)

Post by Wiedrock »

  • Fixed a bug which caused the 2-32 Ground Elements to no be calculated properly (forgot about the $ for fixing the cell of vehicles [E12 -> $E$12] in the calculations).
  • Added some notes concerning the DAMaged elements which do not contribute towards CV.
Jeff_Ahl
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Re: [GUIDE] Combat Value Calculation (CV)

Post by Jeff_Ahl »

Very Good guide!
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