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:
- Calculating Base CV
- Factors influencing CV
- Formula for NON-MOTORIZED
- 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.
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
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.
- 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.
- 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.
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.
