
Stacking penalties depend on the number of Divisions (not Regiments) involved in the battle, and on the number of directions of attack (attack vectors). The following is extracted from a forum post by blu emu) Combat has an "attacker" and a "defender" based on whichever side initiated combat.įor stacking penalties ships and airwings, see naval combat and air combat.
Each round has five phases: firing, damage, shattering, push back, and reorganization.
2.1 Changes introduced with Their Finest HourĬombat is measured by one hour "rounds". 1.3.1 TFH update: Armour and Armour Piercing. Too many divisions in a province reduces combat effectiveness. Affects combat delay (?) and organization. Softness: The percentage of a unit that is not armored. Hard Attack: Attack power against armored targets. Soft Attack: Attack power against non-armored targets. In February 2011, it has been discovered that since Hoi 3 v1.0 up to SF 1.4d, a bug rendered Toughness, Defense and similar damage preventing stats completely useless - all fired shots hit the target! Keep in mind that a lot of balancing would have been done using this technique, so, while it does not break game balance overpowering the enemy is worth far less worth than it should be - source: įrom beyond that point, the bug appears to have been fixed. Defensiveness: A unit's ability to prevent damage from enemy fire while defending. Toughness: A unit's ability to prevent damage from enemy fire while attacking. Combat width: The space a unit occupies on the front line of battle.
Effectiveness is determined by leaders, weather, terrain, etc.
Effectiveness: Assigned to both attack and defense, this is a modifier of "base" values for attacking and defending. Organization is affected various factors including unit type, technologies, and Officer Ratio. Organization: A unit's capacity to stay engaged in combat. This article is considered accurate for the current version of the game.