Field Army Warfare (The End of Peace Map Game)

Field Army Algorithm
After the demise of Napoleonic Tactics but before the grand-mobilization seen in the world wars Field Armies would clash in semi-linear units. Unlike Napoleonic battle, soldiers would operate in companies or regiments and exploit cover, higher rates of fire, and concealed firing positions. These sorts of tactics were first employed in Europe by Prussians in the Franco-Prussian War during which their infantry would deploy by unit in looser formations which encouraged the maximal use of their bolt-action rifles. In smaller theaters of war where armor, mechanized units, and heavy artillery are scarce such tactics remained until the modern era.

Structure

 * Battle Name (Year)
 * Attacker
 * Total:
 * Troops:
 * Infantry Equipment:
 * Support:
 * Morale:
 * Experience:
 * Terrain:
 * Defensives: N/A
 * Defender
 * Total:
 * Troops:
 * Infantry Equipment:
 * Support:
 * Morale:
 * Experience:
 * Terrain:
 * Defensives:
 * Result:

Troops
Troops are the number of soldiers you have in the army group fighting on any given front. Troops are measured to the nearest thousands and constitute the backbone of the combat phase. Troop score is calculated by taking your overall number of troops and dividing by 1,000.

Infantry Equipment
Equipment represents the combat effectiveness of the weapons employed by a standard infantry unit of company size in your fielded army. This usually takes the form of small arms, motorized, mechanized, and communications equipment. Equipment is a modifier score meaning that it has a base score of 1.00 to which the values are added.
 * Standard Small Arm
 * Late Assualt Rifles (AK-74): 2.00
 * Early Assault Rifles (AK-47): 1.85
 * Late Semi-Automatic Rifles (eg. M1 Garand): 1.00
 * Early Semi-Automatic Rifles(eg. Mondragon): 0.85
 * Lever-Pinion Rifles: 0.60
 * Modern Bolt-action Rifles: 0.50
 * Lever-Action: 0.40
 * Early Bolt-Action (Magazine Fed): 0.35
 * Breach-Loading (Single Shot): 0.15
 * Flintlock Muskets: 0.05
 * Motorization
 * Fully Motorized: 1.00
 * Partially Motorized: 0.75
 * Lightly Motorized: 0.50
 * Fully Horse-drawn: 0.15
 * Foot and Horse: 0.10
 * Foot and Donkey: 0.05
 * Only Foot: 0.00
 * Battlefield Communications
 * Universal radio: 1.00
 * Squad level radio: 0.95
 * Company level radio: 0.50
 * Regiment level radio: 0.35
 * Scarce radio: 0.25
 * Motorcycle: 0.15
 * Bicycle: 0.10
 * Horse: 0.00
 * Runner: -0.10
 * Specials (By Mod Approval Only)
 * Rapid Advance Genius (Great Leader by mod event):+0.10 to motorized score

Support

 * Field Artillery and Anti-Tank Guns
 * Aerial
 * Full Aerial Supremacy & Full CAS Support: 0.20
 * Partial Aerial Supremacy or Partial CAS Support: 0.20
 * Minimal Aerial Supremacy or Minimal CAS Support: 0.20
 * Specials (By Mod Approval Only)
 * Ground Support Ace (Great Leader by mod event):+0.20 to aerial score
 * Artillery Coordination Expert (Great Leader by mod event):+0.10 to artillery score
 * Ambush Master (Great Leader by mod event):+0.20 to overall score

Morale
Morale represents the men's willingness to fight. Morale is critical to any fight and is dependent on both the National War Score Phase and the recent battles. Morale is a modifier score meaning that it has a base score of 1.00 to which the values are added. NOTE: If morale falls below 0, the army disbands or surrenders depending on the logical option.
 * Positioning Penalties
 * Encircled: -0.30
 * Out of Supply: -0.50
 * Surrounded and Out of Supply: -0.90
 * Conscription Laws
 * Volunteer Only: 0.10
 * Limited Conscription: 0.05
 * Mandatory Service: -0.05
 * Massive Conscription: -0.25
 * Specials (By Mod Approval Only)
 * Warrior Code (With mod approval): 0.15
 * Reconquest of lost territories: 0.10
 * Defense of homeland: 0.15
 * Inspirational General (Great Leader by mod event): 0.30
 * Glorious Last Stand (With mod approval): 0.50
 * Naval Invasion:-0.20
 * Under Attack from Chemical Weapons:
 * With Gas Equipment:-0.10
 * Without Gas Equipment:-0.30

Experience
Experience is pretty self-explanatory, but can be extremely influential. Experience is dependent on recent wars and battles. Experience is a modifier score meaning that it has a base score of 1.00 to which the values are added.
 * Officers
 * Untrained: -0.50 (No Military Academy)
 * Green: -0.10 (National Military Academy)
 * Veteran (1-2 Battles): 0.10
 * Experienced (1+ Wars): 0.20
 * Non-Commissioned Officers
 * Untrained: -0.10
 * Green: -0.05
 * Veteran (1-2 Battles): 0.20
 * Experienced (1+ Wars): 0.30
 * Training
 * No training: -0.50
 * Minimal training: -0.10
 * Basic training (Reservists): 0.00
 * Extensive training (Professional Army): 0.20
 * Specials (By Mod Approval Only)
 * Experienced Staffer (Great Leader by mod event):+0.20

Terrain

 * Attacker
 * Mountains: 0.35
 * Hills: 0.65
 * River Crossing: 0.85
 * Marsh: 0.65
 * Jungle: 0.85
 * Desert: 0.75
 * Plains/Grassland: 1.00
 * Forest: 0.95
 * Defender
 * Mountains: 1.65
 * Hills: 1.10
 * River Crossing: 1.50
 * Marsh: 0.85
 * Jungle: 0.55
 * Desert: 0.85
 * Plains/Grassland: 1.00
 * Forest: 1.10

Defensives
Defensives are pretty self-explanatory, they are physical barriers set up to protect troops from bombardment and fire. Defensives are the least complex section and have calculations built in. Entrenchments can be built by troops in place, while strategic lines require peacetime production and several years of work to build.
 * Light Entrenchments: 1.25
 * Heavy Entrenchments: 1.35
 * Fortress and Entrenchment Line: 1.50
 * Specials (By Mod Approval Only)
 * Fortification Expert (Great Leader by mod event):+0.20