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Combat System Discussion

Started by Logi, March 21, 2014, 02:24:30 PM

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Logi

This thread is for discussing all things including the army/air forces and how they are simulated in sim reports and in combat.

This thread is not for discussion on changes to the naval ruleset!

The N3 rules in question (Warning, they are huge!):
QuoteArmy units have four major characteristics:

- Rating: the overall strength of the unit (in the unit ratings, the "X" of "X/Y"
- Artillery: how strong devastating artillery fire this unit can throw at its opponent (the "Y" of "X/Y").
- Morale
- Strength: what percentage of the unit is ready

The basic army unit in the game is one corps, equaling 2 or 3 divisions plus corps-level attachments. Each corps is considered to have a nominal strength of 50,000 troops.

For book keeping purposes, a corps may be divided into divisions or brigades. Divisions are equal to one half of a corps. Brigades are equal to one tenth of a corps.

The maximum amount of corps a country can maintain is 5-7% of its population, but this is at the expense of the economy. Most nations go bankrupt before that.

There are two generic types of army units available, the Infantry Corps and the Cavalry/Specialist Corps.  For any given technological level, the cost of either unit is the same.  However, the Cavalry/Specialist Corps has less artillery, while benefitting either from increased mobility (Cavalry) or specialized training and equipment (Desert; Alpine; Commando; Marine).  The nature of a specific Cavalry/Specialist Corps is specified when the unit is raised, and can only be changed through a formal restructuring of the unit.

The stats for the Infantry Corps and Cavalry/Specialist Corps, their cost in dollars and BP, and their maintenance costs, are detailed in this table:

Infantry   Cavalry/Specialist  Cost   Upkeep - Mobilized/Active/Reserve
Primitive2/0.52/0.0$4 and 0.50 BP$0.40 / $0.20 / $0.04
Dated3/1.03/0.5$6 and 0.75 BP$0.60 / $0.30 / $0.06
1895 Baseline4/2.04/1.0$8 and 1.00 BP$0.80 / $0.40 / $0.08
1905 Advanced5/3.05/1.5$10 and 1.25 BP$1.00 / $0.50 / $0.10
1915 Cutting Edge    6/4.06/2.0$12 and 1.50 BP      $1.20 / $0.60 / $0.12
19257/5.07/2.5$14 and 1.75 BP$1.40 / $0.70 / $0.14
19358/6.08/3.0$16 and 2.00 BP$1.60 / $0.80 / $0.16

Upgrading army units cost is the rating difference ($2 and 0.25BP per level).

Corps can change their type. This takes half a year and costs 50% of $ and BP necessry to raise a corps of the new type and level from scratch. Elite/Veteran status, if present, is lost, but regained after 6 months.

Unit Readiness:

-Wartime:  the unit is at full strength, ready to move and fight if it isn't already doing so. 

-Active:  the unit is part of the standing army, at 50% of its nominal strength in peacetime.  Once mobilized, the remainder of the corps is rounded out by reservists.  While at this condition, the unit can move and fight, but at reduced strength and capability.

-Reserve:  Only a framework organization of the unit exists - the HQ and a few regiments, with the equipment needed for mobilization stored. Only a fraction of the officers and NCOs are professional soldiers, the majority is reservists called up in time of crisis. This unit can not move or fight to any useful degree until mobilized.

Stockpiling

A Corps can be declared to be in "stockpiled status". This means that the equipment for the formation exists, but there are no men in the formation. The idea is that at "mobilization", some cadres are provided by Active or Reserve units, which are combined with surplus Reservists, fresh Conscripts or Volunteers.

The creation of a Corps costs the normal price ($ and BP) for a formation of its type and level, minus 2$ (cannot be less than 1$). Upkeep is 0 (zero). Activation costs half the $ and 0BP of raising such a Corps from scratch. Further upkeep is like for any other formation of its type and level. Time from Activation to combat readiness is half a year (6 months).

Ammunition Use

If a nation is engaged in trench warfare, units at the theater - units that are not engaging in combat, too - consume artillery ammunition, at a rate of 1000t per corps per Artillery rating. Ammunition can be stockpiled, the maximum amount is six months of reserve for the entire army - the total 'artillery' rating of one's armed forces.

1000t ammo cost 0.2BP and $0.2.

UK in the Great War had spent more than 4 million tonnes of ammunition, about 5000t per corps per six month.

Morale Levels

-Green/Reserve: a freshly raised or just mobilized reserve unit.

-Regular: Standing army, or recruit corps after 6 months in wartime. A newly raised corps need 12 months to achieve this status.

-Elite:  Any 'Regular' unit kept at wartime upkeep in peacetime for 24 months becomes 'elite'. During war, after twelve months of warfare without horrendous losses, a 'regular' unit can become 'elite'. This bonus disappear after 6 months of reduced readiness.

-Veteran:  Elite units after 18 months of war, unless the casualties were very heavy (Great War - like), become 'veteran'. Effect would dissipate after taking heavy losses or three years of peacetime, degrading unit back to elite. Funding cut back will reduce the morale status to 'regular' in six months.

Chemical Warfare

Each single use of gas attack cost $0.5 per corps. Effect depends on the relative gas warfare level of the two combatants. Actual implementation is up to the GM.

QuoteMotorized Land Units

Motorization

The 1900 motorization tech represents the understanding that motor vehicles could be used for military purposes.  It allows testing of individual vehicle types in different roles, but has no noticeable effect on the abilities of a unit.

Subsequent tech levels do provide tangible benefits to the units, and may be purchased for those units:

Generation   $ CostBP CostBuild TimeEffect
1910$1.000.506 monthsArtillery, HQ elements motorized; improved tactical mobility
1920$2.001.006 monthsAll supporting elements motorized; improved strategic mobility

The cost of motorization is added to that of the affected army unit for determination of maintenance costs.

Upgrading from 1910 to 1920 motorization costs $1 and 1.00 BP, as the earlier generation of vehicles are junked and replaced by a greater number of more capable vehicles.

Discarded 1910-vintage vehicles can be recycled for scrap.

It is recommended that players consider a nomenclature scheme to differentiate between motorized and non-motorized army units.

Armored Cars and Light Armor

The basic unit of light armor is the Brigade. A light-armored brigade may operate independently or attached to a mechanized infantry corps. Larger units of light armor are possible. To build a light armored division, multiply the values in this table by 5, and to build a light armored corps, multiply the values below by 10.

Armored Cars & Light Armor Brigade
CostUpkeep
DateRating$BPMobilizedActiveReserve
19051/0$1.500.750.1500.0750.015
19101.25/0$1.500.750.1500.0750.015
19151.5/0$1.7510.1750.0880.018
19202/0$2.0010.2000.1000.020


Upgrading armored cars/light tanks from one technology level the next requires considerable additional expenditures, including the full amount that a new unit of that level would cost in BP, as well as that same amount in $. So to upgrade a brigade from 1910 to 1915 armored cars would cost $1 and 1 BP.

Discarded armored cars/light tanks may be recycled for scrap.

Heavy Armor

The basic unit of armor is the Brigade. An armored brigade may operate independently or attached to a mechanized infantry corps. Larger units of armor are possible. To build an  armored division, multiply the values in this table by 5, and to build an armored corps, multiply the values below by 10.

Heavy Armor Brigade
CostUpkeep
DateRating$BPMobilizedActiveReserve
19102/0$2.501.250.2500.1250.025
19152/0$3.001.50.3000.1500.030
19202.5/0$3.001.50.3000.1500.030


Upgrading tanks from one technology level the next requires considerable additional expenditures, including the full amount that a new unit of that level would cost in BP, as well as that same amount in $. So to upgrade a brigade from 1910 to 1915 tanks would cost $1.5 and 1.5 BP.

Discarded tanks may be recycled for scrap.

Armored Trains

An armored train is classified by the largest gun carried within it; there is usually just one such weapon.  The train will also include a security detail  and a few light defensive guns.

The cost of trains is:

Main Gun          $ Cost       BP Cost    Build Time
5 - 6"$0.200.106 months
7.5 - 8.27"$0.400.206 months
9.2-10"$0.600.309 months
10.75" - 12"$1.300.6512 months
13" - 14"$2.101.0512 months

Half-yearly maintenance is 25% of cost when mobilized, 12.5% when active and 2.5% in reserve.

If surplus naval artillery is used for the train's main battery, the dollar/BP cost of the gun (simulated as a deck mount, with no armor) is subtracted from the cost of the train as listed above.  Construction time is reduced by three months.

Armored Trains are not significantly impacted by technological progress, so do not require "upgrading". 

An armored train can be upgraded to a larger size, by replacing the main gun car(s) and possibly adding additional locomotives and support cars.  The full cost of the larger train size - less one half the $/BP cost of the original


QuoteMobilization of Land Units

1.  It takes one month to move a unit from Reserve to Active status.  Once active, it may be transported, and defend at reduced effectiveness.

If the nation has completed the 1910 Reserves Tech, this interval is reduced to one week.

2.  It takes one week to move a unit from Active to Mobilized status.  Once mobilized, it may fight at full capacity.

QuoteFortresses

Fortresses may be built in a number of sizes. A nation must posess the applicable Infantry tech (listed in the first column) before they can build or upgrade a fortress at that level. To upgrade a fortress's level or size costs simply the difference in price between the old fortress and the new.

When the garrison manning a fortress is forced to leave their prepared defenses, they become 'detached', and their maintenance costs and fighting characteristics become as those listed in the second half of the table below.

Fortresses require one half year per citadel to construct or expand.

Rating   Artillery   Money   BP   Mobilized   Active   Reserve   Manpower
1 Citadel Fortress
1880 Dated   0.5   0.5   $2   0.125   $0.200   $0.100   $0.020             2,750
1895 Baseline   0.667   1   $2.667   0.250   $0.267   $0.133   $0.027             2,750
1905 Advanced   0.833   1.5   $3.333   0.375   $0.333   $0.167   $0.033             2,750
1915 Cutting Edge      1   2   $4   0.5   $0.400   $0.200   $0.040             2,750
3 Citadel Fortress
1880 Dated   1.5   1.5   $6   0.375   $0.600   $0.300   $0.060             8,250
1895 Baseline   2   3   $8   0.75   $0.800   $0.400   $0.080             8,250
1905 Advanced   2.5   4.5   $10   1.125   $1.000   $0.500   $0.100             8,250
1915 Cutting Edge      3   6   $12   1.5   $1.200   $0.600   $0.120             8,250
6 Citadel Fortress
1880 Dated   3   3   $12   0.75   $1.200   $0.600   $0.120            16,500
1895 Baseline   4   6   $16   1.5   $1.600   $0.800   $0.160            16,500
1905 Advanced   5   9   $20   2.25   $2.000   $1.000   $0.200            16,500
1915 Cutting Edge      6   12   $24   3   $2.400   $1.200   $0.240            16,500
12 Citadel Fortress
1880 Dated   6   6   $24   1.5   $2.400   $1.200   $0.240            33,000
1895 Baseline   8   12   $32   3   $3.200   $1.600   $0.320            33,000
1905 Advanced   10   18   $40   4.5   $4.000   $2.000   $0.400            33,000
1915 Cutting Edge      12   24   $48   6   $4.800   $2.400   $0.480            33,000
18 Citadel Fortress
1880 Dated   9   9   $36   2.25   $3.600   $1.800   $0.360            49,500
1895 Baseline   12   18   $48   4.5   $4.800   $2.400   $0.480            49,500
1905 Advanced   15   27   $60   6.75   $6.000   $3.000   $0.600            49,500
1915 Cutting Edge      18   36   $72   9   $7.200   $3.600   $0.720            49,500
1 Citadel Fortress Garrison (Detached)
1880 Dated   0.165   0   NA   NA   $0.033   $0.017   $0.003             2,750
1895 Baseline   0.220   0   NA   NA   $0.044   $0.022   $0.004             2,750
1905 Advanced   0.275   0   NA   NA   $0.055   $0.028   $0.006             2,750
1915 Cutting Edge      0.330   0   NA   NA   $0.066   $0.033   $0.007             2,750
3 Citadel Fortress Garrison (Detached)
1880 Dated   0.495   0   NA   NA   $0.099   $0.051   $0.009             8,250
1895 Baseline   0.660   0   NA   NA   $0.132   $0.066   $0.012             8,250
1905 Advanced   0.825   0   NA   NA   $0.165   $0.084   $0.018             8,250
1915 Cutting Edge      0.990   0   NA   NA   $0.198   $0.099   $0.021             8,250
6 Citadel Fortress Garrison (Detached)
1880 Dated   0.990   0   NA   NA   $0.198   $0.102   $0.018            16,500
1895 Baseline   1.320   0   NA   NA   $0.264   $0.132   $0.024            16,500
1905 Advanced   1.650   0   NA   NA   $0.330   $0.168   $0.036            16,500
1915 Cutting Edge      1.980   0   NA   NA   $0.396   $0.198   $0.042            16,500
12 Citadel Fortress (Detached)
1880 Dated   1.980   0   NA   NA   $0.396   $0.204   $0.036            33,000
1895 Baseline   2.640   0   NA   NA   $0.528   $0.264   $0.048            33,000
1905 Advanced   3.300   0   NA   NA   $0.660   $0.336   $0.072            33,000
1915 Cutting Edge      3.960   0   NA   NA   $0.792   $0.396   $0.084            33,000
18 Citadel Fortress (Detached)
1880 Dated   2.970   0   NA   NA   $0.59   $0.31   $0.05            49,500
1895 Baseline   3.960   0   NA   NA   $0.79   $0.40   $0.07            49,500
1905 Advanced   4.950   0   NA   NA   $0.99   $0.50   $0.11            49,500
1915 Cutting Edge      5.940   0   NA   NA   $1.19   $0.59   $0.13            49,500

Fortified Lines

Fortified lines are another type of static defense emplacement. They are generally used for static defense against an attacking enemy. In general, their characteristics are similar to their corresponding infantry units, with the additions of static defense elements like trenchworks and additional artillery.

When the garrison manning a fortified line is forced to leave their prepared defenses, they become 'detached', and their maintenance costs and fighting characteristics become as those listed in the second half of the table below.

As is the case with forts, a nation must possess the applicable infantry tech listed in the first column of the table before a fortified line of that level may be constructed. Fortified lines may be upgraded from level to level or added to in length at a cost of simply the difference in $ and BP between the old line and the new.

Fortified lines require one half year per 10 km to construct.

Rating   Artillery   Money   BP   Mobilized   Active   Reserve    Manpower
10 Kilometer Fortified Line (Half-Division)
1880 Dated   0.75   0.5   $3   0.125   $0.300   $0.150   $0.030    12,500
1895 Baseline   1   1   $4   0.25   $0.400   $0.200   $0.040    12,500
1905 Advanced   1.25   1.5   $5   0.375   $0.500   $0.250   $0.050    12,500
1915 Cutting Edge      1.5   2   $6   0.5   $0.600   $0.300   $0.060    12,500
20 Kilometer Fortified Line (Division)
1880 Dated   1.5   1   $6   0.25   $0.600   $0.300   $0.060    25,000
1895 Baseline   2   2   $8   0.5   $0.800   $0.400   $0.080    25,000
1905 Advanced   2.5   3   $10   0.75   $1.000   $0.500   $0.100    25,000
1915 Cutting Edge      3   4   $12   1   $1.200   $0.600   $0.120    25,000
40 Kilometer Fortified Line (Corps)
1880 Dated   3   2   $12   0.5   $1.200   $0.600   $0.120    50,000
1895 Baseline   4   4   $16   1   $1.600   $0.800   $0.160    50,000
1905 Advanced   5   6   $20   1.5   $2.000   $1.000   $0.200    50,000
1915 Cutting Edge      6   8   $24   2   $2.400   $1.200   $0.240    50,000
Half-Division Sized Garrison (Detached), Fortified Line
1880 Dated   0.25   0   NA   NA   $0.050   $0.025   $0.005    12,500
1895 Baseline   0.5   0   NA   NA   $0.100   $0.050   $0.010    12,500
1905 Advanced   0.75   0.125   NA   NA   $0.150   $0.075   $0.015    12,500
1915 Cutting Edge      1   0.25   NA   NA   $0.200   $0.100   $0.020    12,500
Division Sized Garrison (Detached), Fortified Line
1880 Dated   0.5   0   NA   NA   $0.100   $0.050   $0.010    25,000
1895 Baseline   1   0   NA   NA   $0.200   $0.100   $0.020    25,000
1905 Advanced   1.5   0.25   NA   NA   $0.300   $0.150   $0.030    25,000
1915 Cutting Edge      2   0.5   NA   NA   $0.400   $0.200   $0.040    25,000
Corps Sized Garrison (Detached), Fortified Line
1880 Dated   1   0   NA   NA   $0.200   $0.100   $0.020    50,000
1895 Baseline   2   0   NA   NA   $0.400   $0.200   $0.040    50,000
1905 Advanced   3   0.5   NA   NA   $0.600   $0.300   $0.060    50,000
1915 Cutting Edge      4   1   NA   NA   $0.800   $0.400   $0.080    50,000

Siege Artillery

A siege artillery battery is actually a regular Army unit which is specialized only in artillery bombardment, and has no infantry fighting power. A nation must possess the applicable Infantry tech (listed in the first column) before they can acquire a siege artillery battery of that level. The cost to upgrade a siege artillery battery is simply the difference in cost between the old level and the new.

Rating   Artillery   Money   BP   Mobilized   Active   Reserve   Manpower
Siege Artillery, Battery
1880 Dated   0   0.5   $2   0.125   $0.200   $0.100   $0.020   500
1895 Baseline   0   1   $2.667   0.250   $0.267   $0.133   $0.027   500
1905 Advanced   0   1.5   $3.333   0.375   $0.333   $0.167   $0.033   500
1915 Cutting Edge     0   2   $4   0.5   $0.400   $0.200   $0.040   500

QuoteCoast Defense

Coast defense batteries may be constructed. Guns may be emplaced in turrets, in casemates, or in pits on disappearing carriages. The costs differ for each option according to the table below. The standard emplacement of a coastal gun can be expected to withstand damage from a projectile fired from a gun of similar caliber, with a few exceptions.

In addition, coast defense guns may be provided with 'extra defense' or 'massive defense' emplacements. This has the effect of adding to the amount of punishment that emplacement can take. Extra defense means that a gun can successfully withstand a hit from a typical projectile from the next size up gun in the table below. Massive defense means that the gun can successfully withstand nearly any foreseeable enemy projectile. In both cases, the weapons themselves must be exposed, and are still subject to damage or destruction by a direct hit.

Turrets have the advantage over casemates of a much wider field of fire. Disappearing carriages have a nearly unlimited field of fire similar to turrets, but remain open to plunging fire from above, no matter what protection has bee provided for them.

To calculate the costs of coast defense batteries, add up the costs in $ and BP of each gun equipping that battery, plus the costs for extra or massive defense, again per gun. Upkeep percentages are the same as those used for naval ships. The values in the table are provided for reference.

For example, a 4x15" casemate battery with extra defense provided would cost:

0.75 * 4 = $3 and 3BP, plus 2 * 4 = $8 and 8BP for extra defense. The total is $11 and 11 BP.

Maintenance for the same battery would be:
Mobilized: $11 / 40 = $0.275 per half
Active: $11 / 80 = $0.1375
Reserve: $11 / 400 = $0.0275

It is assumed that any coastal battery includes necessary communications and fire control systems.

Coast defense guns 8.01" and larger require 6 months to construct the gun, and 6 months to install it, for a total of 1 year for project completion. Guns below 8.01" require 3 months to construct the gun, and 3 months to install it, for a total of 6 months for project completion.

Turret      Disappearing Carriage
Cost   Upkeep         Cost   Upkeep
Gun Size   $   BP   Mobilized   Active   Reserve      Gun Size   $   BP   Mobilized   Active   Reserve
18.01 - 20"   3.00   3.00   0.0750   0.0375   0.0075      18.01 - 20"   0.75   0.75   0.0188   0.0094   0.0019
16.01 - 18"   2.2   2.2   0.0550   0.0275   0.0055      16.01 - 18"   0.55   0.55   0.0138   0.0069   0.0014
14.01 - 16"   1.5   1.5   0.0375   0.0188   0.0038      14.01 - 16"   0.38   0.38   0.0095   0.0048   0.0010
12.01 - 14"   1   1   0.0250   0.0125   0.0025      12.01 - 14"   0.25   0.25   0.0063   0.0031   0.0006
10.01 - 12"   0.65   0.65   0.0163   0.0081   0.0016      10.01 - 12"   0.17   0.17   0.0043   0.0021   0.0004
8.01 - 10"   0.38   0.38   0.0095   0.0048   0.0010      8.01 - 10"   0.1   0.1   0.0025   0.0013   0.0003
6.01 - 8"   0.19   0.19   0.0048   0.0024   0.0005      6.01 - 8"   0.04   0.04   0.0010   0.0005   0.0001
6" or less   0.08   0.08   0.0020   0.0010   0.0002      6" or less   0.02   0.02   0.0005   0.0003   0.0001
Casemate      Extras
Cost   Upkeep         Cost   Upkeep
Gun Size   $   BP   Mobilized   Active   Reserve         $   BP   Mobilized   Active   Reserve
18.01 - 20"   1.50   1.50   0.0375   0.0188   0.0038      14.01" + ED   2   2   0.0500   0.0250   0.0050
16.01 - 18"   1.1   1.1   0.0275   0.0138   0.0028      14.01" + MD   6   6   0.1500   0.0750   0.0150
14.01 - 16"   0.75   0.75   0.0188   0.0094   0.0019      8.01" - 14.01" ED   0.68   0.68   0.0170   0.0085   0.0017
12.01 - 14"   0.5   0.5   0.0125   0.0063   0.0013      8.01" - 14.01" MD   2   2   0.0500   0.0250   0.0050
10.01 - 12"   0.33   0.33   0.0083   0.0041   0.0008      8" or less ED   0.13   0.13   0.0033   0.0016   0.0003
8.01 - 10"   0.19   0.19   0.0048   0.0024   0.0005      8" or less MD   0.38   0.38   0.0095   0.0048   0.0010
6.01 - 8"   0.08   0.08   0.0020   0.0010   0.0002      ED = Extra Defense: Provides protection against a projectile
one caliber band larger than the gun that is protected.
6" or less   0.04   0.04   0.0010   0.0005   0.0001      MD = Massive Defense: Is virtually impervious to enemy fire

Guns or whole turrets may be reused in coast defense batteries, in which case the cost of that battery is reduced.

When reusing just guns themselves:
Turreted Coast defense battery, reduce cost in $ and BP by 1/6 compared to that built with a new gun.
Casement Coast defense battery, reduce cost in $ and BP by 1/3 compared to that built with a new gun.
Disappearing Carriage Battery, reduce cost in $ and BP by 2/3 compared to that built with a new gun.

Re-using a turret with it's guns guns:
Turreted coast defense battery, reduce cost in $ and BP by 1/2 compared to that of building a new turret and guns.

These cost adjustments are applied before the cost for extra or massive defense is added.

Quote
AIRSHIPS

Classification

Military Airships are divided into 6 types, sorted for size and structure.

Type 0: 10 000m³ (nonrigid), 1 tons military payload, speed 30kts:  $0.10
Type 1: 20 000m³, 4 tons military payload, speed 40 kts:  $0.20
Type 2: 40 000m³, 9 tons military payload, speed 50 kts:  $0.40
Type 3: 70 000m³, 16 tons military payload, speed 60 kts:  $0.70
Type 4: 130 000m³, 31 tons military payload, speed 65 kts:  $1.30
Type 5: 210 000m², 60 tons military payload, speed 70 kts:  $2.10

Building and maintaining airships

Building time is six months.  Airships are financed from the military budget.

Construction, maintenance and safe storage happens in hangars. Landed airships are vulnerable to the weather, so they have to be stored in these huge structures if they are not in use.  You must have one hangar for every two airships.

If less hangars are constructed, 1 or more airships, according to the mathematic ratio will be subject to a wear and tear ratio equal to the ratio applicable to warships. With the following provision:  Airships below 50% can't fly.

Operations

The maximum endurance of an airship is 2hr for every 1000m3 of volume at a cruising speed of 40kts.

Maximum payload can be delivered up to 1/4th of the range.  Half the payload can be delivered to 1/2th the range.  The payload that can be delivered to the maximum  distance is effectively zero.  Between distances, payload scales linearly.

Example:  A 40,000m3 airship has a payload of 9 t. Its endurance is 80 hr. It can take 4.5 t for a 40 hr flight, or 2.25 t payload to a 60 hr flight.

An airship requires 1 hour maintenance for each hour spent in air.  This costs nothing, but functions as a limitation on operational tempo.

Upkeep

Maintenance requirements for airships are high, and they need frequent overhauls.  They are treated as land units - 12.5%/25% peacetime/mobilized upkeep per six months.
Airships cannot be put in reserve.

Design Life

An airship has a life of six years in peacetime conditions.  Heavy/wartime usage puts much higher demand on the airframe, and degrades the airship twice as fast - each six months counts as a full peacetime year.

Damage

100-86%:   Normal working aspects in airships. Doesn't affect any of the capabilities, unless it is visual. This is payed for in the upkeep

80-66%:  Range/speed/lifting capacity is reduced due leaks in the gasbags, and wasted ballast or fuel.  To repair this, the airship needs an input of 10% of the basic cost.

65-50%:  Barely airworthy, capacity lost in range/speed/lift is such that the nearest landing spot under controlled circumstances is needed.  To repair this, 25% of the original cost must be spent.

50-35%:  A controlled hard landing is the only option, but further damage can be avoided.  If the airship survives this crash, a reconstruction is possible at 50% cost, if the large lumbering hulk can be put into a hangar.

34% or less:  The airship crashes and is destroyed.

Hangar Cost

Type 0:  $2
Type 1:  $3
Type 2:  $4
Type 3:  $5
Type 4:  $6
Type 5:  $7

QuoteAircraft

Aircraft may be purchased in units as small as a squadron. The approximate manpower of each unit size can be found in the table below. In general terms, "small" is a single engine aircraft, "medium" is a twin engine aircraft, and "large" has 4 or more engines. The Moderators will be empowered to rule where a specific design fits in these classifications. Note that the manpower of air units is counted against per-nation military manpower caps (see army rules for details of these):

Num of Aircraft   Manpower
Unit   Small   Medium   Large   (Approx)
Squadron   24   16   8   400
Wing   120   80   40   2000
Group   600   400   200   10,000

Aircraft unit acquisition costs in $ and BP are dependent upon the tech level of that unit, as are their maintenance costs. Aircraft units may not be upgraded from one tech level to the next. Rather, they may be scrapped, and if desired, their scrap value used for the acquisitions of new units of a newer tech level. The scrap value of an aircraft unit is:  0.15 * unit's original dollar/BP cost. The player earns back this value in the half-year following completion of scrapping.

Cost to construct air units:
Tech Level   Squadron   Wing   Group
$   BP   $   BP   $   BP
1906   0.10   0.02   0.50   0.10   2.50   0.50
1910   0.20   0.04   1.00   0.20   5.00   1.00
1913   0.30   0.06   1.50   0.30   7.50   1.50
1917   0.40   0.08   2.00   0.40   10.00   2.00
1921   0.50   0.10   2.50   0.50   12.50   2.50
1925   0.60   0.12   3.00   0.60   15.00   3.00
1929   0.70   0.14   3.50   0.70   17.50   3.50
1933   0.80   0.16   4.00   0.80   20.00   4.00
1937   0.90   0.18   4.50   0.90   22.50   4.50

Upkeep of air units:

Because aircraft are fragile and temperamental machines, it is not possible to maintain them at anything but wartime footing.
Tech Level   Squadron   Wing   Group
$   $   $
1906   0.01   0.05   0.25
1910   0.02   0.10   0.50
1913   0.03   0.15   0.75
1917   0.04   0.20   1.00
1921   0.05   0.25   1.25
1925   0.06   0.30   1.50
1929   0.07   0.35   1.75
1933   0.08   0.40   2.00
1937   0.09   0.45   2.25


The fighting value of air units may be considered using the army unit artillery rating value according to this table:

Fighting strength of air units (in units equivalent to army artillery ratings):
Tech Level   Squadron   Wing   Group
1906   0.02   0.1   0.5
1910   0.04   0.2   1
1913   0.06   0.3   1.5
1917   0.08   0.4   2
1921   0.10   0.5   2.5
1925   0.12   0.6   3
1929   0.16   0.8   4
1933   0.20   1   5
1937   0.24   1.2   6

Airfields
The Most basic airfield is simply an improvised strip, which may be constructed by the aircraft unit planning to use it. This has no cost, but these improvised fields have no permanent support capability. Units operating from these fields must have support from a permanent airfield for doing things like engine and airframe overhauls. Or in other words, while an improvised field can be constructed anywhere, to support a unit of aircraft more than one half-year, a permanent field must be available.

Airfields:         
Constr. Cost   
Type   $   BP   Permanent Support Capacity
0   1   0   Squadron
1   2   0.25   Wing
2   3   0.5   2 Wings
3   4   1   Group

Aircraft Unit/Airship Equivalency
Airships and aircraft may be based alongside one another. Airships still require additional fixed infrastructure (in the form of airship hangars). Existing airship bases are also convertible to type 0 airfields.

Airships are equivalent to aircraft unit size for the purpose of determining how many airships and aircraft may be supported by a given airfield according to this table:

Airship Type   Equivalent Aircraft Unit   
0   1/12 Squadron   
1   1/6 Squadron   
2   1/3 Squadron   
3   1/2 Squadron   
4   1 Squadron   
5   2 Squadrons   

Naval Aviation
Aircraft to be carried by or supported by ships are bought in units just as all other aircraft, and must be purchased separately from the ships they are planned to be operated from. Aircraft carried afloat do not require a shore base.

snip

One thing I think we should do is use the Giant-Ass Victoria II map that is lying around here somewhere (I have a cleaned-up version *somewhere*). that way we have ready-made provinces that would make combat easyer then a map with no pre-defined areas.
You smug-faced crowds with kindling eye
Who cheer when solider lads march by
Sneak home and pray that you'll never know
The hell where youth and laughter go.
-Siegfried Sassoon

Logi

The combat system has been a great source of discomfort in N3. All the wars that did occur in N3 were heavily stalled by an ill-defined ad-hoc combat system.

I've stated before that my opinion is that there are two methods of approaching this problem.
1) Eliminate the combat system and rely on scripting.
The benefits of this is that it prevents war stalling and makes the task of simulating a war much easier on the players involved. The disadvantages include a lowered incentive to wage war due to the requirement of trust between opposing players and detachment from reality amongst other things.

2) Very well defined combat system
The benefits is it streamlines the war process, making stalling less likely. However it greatly increases player burden and will take quite some time to define - lengthening the amount of time we spend now discussing rather than playing.

I'm personally of the opinion of option 1 is the way to go, since I want the sim to avoid stalling at the gate. However, if there is significant interest in option 2, we can go for that as well.

snip

#3
I think there is a happy ground between the two. What about a system that deals with simming combat on the highest order (something akin to Risk in style[1], but with some additional elements to fit the world) and relying on the involved players to script anything smaller then the grand overview. This would still allow for unscriped wars, but take the burden of of the simmers to provide detailed write-ups. Thoughs?

[1] I use Risk as the example because it is a simple system for simming very high level strategic combat. Additional items of complexity could be added to apply things like technological level, supply, moral, degree of victory/defeat and other more complex factors without adding massive amounts of time. It could be used to model the outline of events that would allow the rest of the sim to continue on while the warring parties fleshed out the storyline via scripted events.
You smug-faced crowds with kindling eye
Who cheer when solider lads march by
Sneak home and pray that you'll never know
The hell where youth and laughter go.
-Siegfried Sassoon

Darman



Using the table in the upper left corner, which is from the game The Russian Campaign, I'm positive that we can come up with a simple way to simulate wars at the strategic level using army corps as the basic unit.  If desired, we can still build army corps or use pre-set corps because the combat system relies on the ratio of the attackers strength versus the defenders strength.  Modifiers can adjust the strength up or down (attaching an armored car brigade to an infantry corps will increase its attack strength by +1, or attaching an aviation unit to a corps will affect the unit's air defense (from non-existent to +1), etc).  If you are interested then I can peruse my copy of the rulebook as a refresher and try to figure out some simple rules for pre-armor/aviation combat to start with.  We may want to return to a mod triumvirate, though.  And also attempt to enlist some additional players. 

For those of you worried about how advancing technology would affect the simulations, you shouldn't worry too much because as an army upgrades its units its combat power (scrapping the old two-tier system of combat strength and artillery firepower) increases, and the simulation is run using ratios, so theoretically the combat power of one side in a battle could be up to say 500 against 400 (ratio of 1:1 for gaming purposes).  However, one limitation I'd place on the game is that a maximum of X corps can be stationed in one zone for fighting purposes, which would limit the total combat power numbers, so you can't throw 100 1848 level infantry corps against 1 2001 level infantry corps and have the 1848 infantry win because they had too many units and aggregate combat power. 

Darman

Using some rough theoretical estimates of maximum movement rates for various types of unit over roads, I've calculated some base movement values for units.  These are approximate numbers, and can be adjusted if desired but I'm using them more to get theoretical rates of maximum advance to present a basis for comparing different units and also for future modernization/motorization. 

This is based on a corps-level military simulation.  I realize that army corps are combined arms formations so they will be a mixture of infantry/cavalry, field/horse artillery, and some logistics, engineering, and medical units, but I also rationalized that any units attached to a specific type of corps will be tailored to that corps (i.e. artillery units attached to a cavalry corps will have additional horses to increase its mobility, etc). 

Infantry - 3mph (over roads) x 12 hours marching time per day = roughly 36 miles per day.  I had decided I wanted a movement value of 4 for the infantry units so I divided 36 by 4 and got a modifier of 9.  (I used the infantry corps as the basic unit.)
Infantry Corps movement rating of 4.  My theoretical c. 1890s Infantry Corps would be a 2/4 unit (Combat of 2, movement of 4). 

Cavalry - 5mph (over roads) x 12 hours marching time per day = roughly 60 miles per day.  After applying my modifier (dividing 60/9= 6.67, rounded up to 7). 
Cavalry Corps movement rating of 7.  Theoretical c. 1890s Cavalry Corps would be a 1/7 unit (Combat of 1, movement of 7). 

Artillery - 2.5mph (over roads) x 12 hours marching time per day = roughly 30 miles per day.  After modifier (30/9=3.33, rounded down to 3). 
Artillery Corps/Division movement rating of 3.  (This would be for later, not a unit available at our start, which at this time I presume to be 1900).  The combat rating can be determined later. 

Logistics units have a rate of march of 2mph x 12 hours per day=24 miles per day.  They don't really march per se, the rate is used to determine supply lines, with a 5,000 strong brigade having 1 wagon for every 4 personnel, or 1250 4-horse wagons, carrying 1 ton of supplies each.  Each corps is the equivalent of 50,000 men, consuming 3lbs of food daily, or 150,000lbs per day.  The maximum distance from a railhead/port/friendly city that a single Logistics brigade can support 1 corps is 125 miles. 

125 miles - 10 days round trip.  1,500,000lbs rations required by corps during this time.  The 4 horses consume 800lbs during this time, leaving 1200lbs cargo.  Total supplies delivered in a 10 day period: 1,500,000lbs or 1 corps. 
100 miles - 8 days round trip.  1,200,000lbs rations required.  Horses consume 640lbs, leaving 1360lbs cargo.  Total supplies delivered: 1,700,000 or 1.4 corps. 
75 miles - 6 days round trip.  900,000lbs rations required.  Horses consume 480lbs, leaving 1520lbs cargo.  Total supplies delivered: 1,900,000 or 2 corps. 
50 miles - 4 days round trip.  600,000lbs rations required.  Horses consume 320lbs, leaving 1680lbs cargo.  Total supplies delivered: 2,100,000lbs or 3.5 corps. 
25 miles - 2 days round trip.  300,000lbs rations required.  Horses consume 160lbs, leaving 1840lbs cargo.  Total supplies delivered: 2,300,000lbs or 7 corps. 

Logi

Instead of rough approximates, this manual by the US War Department on German forces might be useful: TM-E 30-451 Handbook on German Military Forces
That is specifically the troop movement section, but there are other sections one as well.

Darman

I'm guessing the Germans march for fewer than 12 hours every day.  I think everybody does to be honest. But I wanted a base standard.  I was also trying to use the movement values for infantry and cavalry corps from Russian Campaign to use as the basis for the system.  If you want to use 20 miles a day (from the link above) as the average march per day then you can multiply the movement value by 5 miles per "unit of distance/hex/etc" to get 20 miles per day, and still use the movement values. 

Darman

Oh, and I wanted to place a limit on the number of corps that can be present within a "hex" or territory.  Too many troops in one place and they will simply trip all over each other. 

snip

Once again, I highly suggest that we use the Victoria 2 map. That comes with a bunch of ready-made provinces that would make such a system simple. Just be attacking province-to-province.
You smug-faced crowds with kindling eye
Who cheer when solider lads march by
Sneak home and pray that you'll never know
The hell where youth and laughter go.
-Siegfried Sassoon

Darman

Quote from: snip on March 23, 2014, 01:04:08 PM
Once again, I highly suggest that we use the Victoria 2 map. That comes with a bunch of ready-made provinces that would make such a system simple. Just be attacking province-to-province.
which would be fine by me, I'm only referencing hexes because that's the Russian Campaign terrain unit.  It would work equally well with territories (although imho we'd still need to work out LOC distances for logistics purposes BUT we don't need to do it all the time, just if two countries are fighting a war in the middle of Siberia with 100 army corps on each side and zero logistics support when clearly the region can't support that level of troops). 

My thinking is that limiting the number of corps that can be stacked in each province should be limited to about 10.  It just makes it more difficult for someone to stack 100 corps in Alsace-Lorraine and attack into Germany (or vice verse into France).  You are forced to spread your troops around. 

Also, as special functions are researched and added, I was wondering what you all think about adding specialized brigades and attaching them to army corps?  For example, when you research battlefield chemical weapons you can now train a chemical battalion (for using gas or smoke) and you attach them to an army corps.  That army corps now has the ability to utilize the function represented by the attached brigade.  Same would go for anti-aircraft, etc. 

Logi

My obvious question to the query is:
How would this be represented in the sim report? Remember we are in Excel spreadsheet world, where we can't define objects with private data-types or structs.

snip

#12
The Victoria 2 map, if anyone is interested in updating it to our 1900, feel free to do so.
You smug-faced crowds with kindling eye
Who cheer when solider lads march by
Sneak home and pray that you'll never know
The hell where youth and laughter go.
-Siegfried Sassoon

Logi

That's an interesting link that doesn't work  :)

snip

You smug-faced crowds with kindling eye
Who cheer when solider lads march by
Sneak home and pray that you'll never know
The hell where youth and laughter go.
-Siegfried Sassoon