Alternative History
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Combined Arms Algorithm[]

With new technologies such as the airplane, tank, and advanced firearms came new tactics. Instead of digging into the mud for safety, armies must remain mobile and responsive, overwhelming the enemy in small critical fights with coordinated attacks. The Combined Arms Algorithm is the peak of modern combat and incorporates everything from the lowly Armored Personnel Carrier to Drones.

Structure[]

  • Battle Name (Year)
    • Attacker
      • Total:
      • Troops:
      • Infantry Equipment:
      • Mechanization:
      • Support:
      • Morale:
      • Experience:
      • Terrain:
      • Defensives: N/A
    • Defender
      • Total:
      • Troops:
      • Infantry Equipment:
      • Mechanization:
      • 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 thousand 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 Assault 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(Magazine Fed): 0.40
    • Early Bolt-Action (Magazine Fed): 0.35
    • Breach-Loading (Single Shot): 0.15
    • Flintlock Muskets: 0.05
  • Motorization
    • NOTE: Motorization does not include the motorization of the supply chain, only motorization of infantry formations
    • Fully Motorized: 1.00
    • Partially Motorized: 0.75
    • Lightly Motorized: 0.50
    • Fully Horse-drawn: 0.15 (All-Cavalry Forces)
    • 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: 0.10
    • Runner: -0.10
  • Specials (By Mod Approval Only)
    • Rapid Advance Genius (Great Leader by mod event):+0.10 to motorized score

Mechanization[]

Mechanization represents the use of armored vehicles in an army. Generally these come in two main categories: Tanks and Armored Personnel Carriers. Tanks can further be broken into Light Tanks, Medium Tanks, Heavy Tanks, and later Main Battle Tanks.

Only TWO of the three types of tanks can be used in any one algorithm.[]

  • Medium/Main Battle Tank
    • Fourth Generation Main Battle Tanks (Armata T-14): 0.75
    • Third Generation Main Battle Tanks (T-80): 0.60
    • Second Generation Main Battle Tanks (T-62): 0.50
    • First Generation Main Battle Tanks (T-54): 0.40
    • Late Medium Tanks (T-44): 0.30
    • WWII Era Medium Tanks (T-34):0.20
    • Inter-War Era Medium Tanks (T-28): 0.10
  • Light Tanks
    • Fourth Generation Modern Light Tanks (No OTL Equivalent): 0.65
    • Third Generation Modern Light Tanks (2S25 Sprut-SD): 0.60
    • Second Generation Modern Light Tanks (SK-105 Kürassier): 0.45
    • First Generation Modern Light Tanks (PT-76): 0.30
    • WWII Era Light Tanks (T-50): 0.20
    • Inter-War Era Light Tanks (BT-2/7): 0.15
    • Early Light Tanks (Renault FT): 0.10
  • Heavy Tanks
    • Fourth Generation Modern Heavy Tanks (No OTL Equivalent): 0.40
    • Third Generation Modern Heavy Tanks (No OTL Equivalent): 0.40
    • Second Generation Modern Heavy Tanks (No OTL Equivalent): 0.40
    • First Generation Modern Heavy Tanks (T-10/IS-10): 0.40
    • WWII Era Heavy Tank (IS): 0.35
    • Inter-War Era Heavy Tank (KV-1): 0.25
    • Early Heavy Tanks (Mark I): 0.10
  • Mechanization
    • Fully Mechanized: 0.75 (Mechanized Divisions, etc.)
    • Partially Mechanized: 0.50
    • Lightly Mechanized: 0.25 (Mechanized vehicles distributed through a force, but not universal)

Support []

Support is the amount of incoming fire infantry at the front can call against an enemy position, it includes infantry weapons like field guns, mortars, and bazookas, as well as heavy artillery, aerial support, and self-propelled artillery.

  • Field Artillery, Mortars, Bazookas, and Anti-Tank Guns
    • Squad level: 0.95
    • Company level: 0.50
    • Regiment level: 0.35
    • Scarce: 0.10
  • Heavy Artillery 
    • Massive: 0.45
    • Full: 0.40
    • Moderate: 0.20
    • Minimal: 0.10
  • Self-Propelled Artillery
    • Company level: 0.75
    • Battalion level: 0.45
    • Regiment level: 0.30
    • Scarce: 0.10
  • Aerial
    • Full Aerial Supremacy & Full CAS Support: 0.80
    • Partial Aerial Supremacy or Partial CAS Support: 0.50
    • Minimal Aerial Supremacy or Minimal CAS Support: 0.20
    • No Aerial Supremacy: 0.00
  • 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.

  • 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: 0.00
    • Mandatory Service: -0.10
    • 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

NOTE: If morale falls below 0, the army disbands or surrenders depending on the logical option.

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+ Major Wars): 0.20
  • Non-Commissioned Officers
    • Untrained: -0.10
    • Green: -0.05
    • Veteran (1-2 Battles): 0.20
    • Experienced (1+ Major Wars): 0.30
  • Training
    • No training: -0.50
    • Minimal training: -0.10
    • Basic training (Reservists): 0.00
    • Extensive training (Professional Army): 0.20
    • Veterans (1-2 Battles): 0.30
    • Experienced (1+ Major Wars): 0.40
  • Specials (By Mod Approval Only)
    • Experienced Staffer (Great Leader by mod event):+0.20

Terrain[]

  • Attacker
    • Mountains: 0.65
    • Hills: 0.95
    • River Crossing: 0.85
    • Marsh: 0.75
    • Jungle: 0.85
    • Desert: 1.20
    • Plains/Grassland: 1.50
    • Forest: 0.95
    • Urban: 0.65
  • Defender
    • Mountains: 1.65
    • Hills: 1.10
    • River Crossing: 1.25
    • Marsh: 0.85
    • Jungle: 0.95
    • Desert: 0.85
    • Plains/Grassland: 0.90
    • Forest: 1.10
    • Urban: 1.35

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: 1.05
  • Heavy Entrenchments: 1.15
  • Fortress and Entrenchment Line: 1.35
  • Specials (By Mod Approval Only)
    • Fortification Expert (Great Leader by mod event):+0.20

Naval Algorithm (Under Construction)[]

The Naval Algorithm is comprised of three categories: Ships, Fleet, and Technology. Ships obviously takes into account the composition of a naval force. Meanwhile, Fleet represents the overall age and type of fleet. Naval technology represents the competency and the systems employed by the officer corps of the navy. Furthermore, the Algorithm is broken into two types of of naval combat. The first is Surface Combat this is clashes between battleships, cruisers, destroyers, and other craft that do not employ aircraft as their primary means of fighting. The second is Naval-Air this is battles like the battle of midway where the engagment is fought at distance between airplanes. 

Ships[]

Ask Mods if you have any weird ships you want to use or if you have a question.Surface Combat

Surface Combat[]

  • Battleship: 100/ship
  • Battle-cruiser: 75/ship
  • Heavy Cruiser (Armored Cruiser): 50/ship
  • Light Cruiser (Protected Cruiser): 35/ship
  • Destroyer: 15/ship
  • Small Surface Craft: 5/ship
  • Submarine: 35/ship
  • Super Carrier: 45/ship
  • Fleet Carrier: 15/ship
  • Light Carrier: 10/ship
  • Coastal Batteries: 200/pixel on map

Naval-Air Combat[]

  • Battleship: 15/ship
  • Battle-cruiser: 20/ship
  • Heavy Cruiser (Armored Cruiser): 20/ship
  • Light Cruiser (Protected Cruiser): 25/ship
  • Destroyer: 20/ship
  • Small Surface Craft: 10/ship
  • Submarine: 5/ship
  • Super Carrier: 100/ship
  • Fleet Carrier: 85/ship
  • Light Carrier: 65/ship
  • Ground Based Naval Bombers: 1/plane

Specials[]

(With Mod Approval Only) (These are added on a per unit basis, so each carrier gains the +10 from Naval-Aviation Expert)

  • Naval-Aviation Expert +10 to all Carriers
  • Admiral of the Line of Battle +5 for both Battleships and Battle-Cruisers
  • Iron-Willed Admiral +2 for all Destroyers and Other Smaller Surface Craft
  • Convoy Raider +5 for Battleships, Battlecruisers, and Heavy Cruisers without escort
  • Wolfpack Master +5 for Submarines
  • Defending a Straight: +2 for Small Surface Craft
  • Defending an Archipelago: +1 for Small Surface Craft and Destroyers

Unique Ship Types[]

  • Pocket Battleship (eg: Deutschland-class cruiser)
    • Surface Algo: 60/Ship
    • Air Algo: 20/Ship
  • Pursuit Battleship (eg: ATL Victoria-class)
    • Surface Algo: 65/Ship
    • Air Algo: 20/Ship
  • Flightdeck Cruiser
    • Surface Algo: 40/Ship
    • Air Algo: 55/Ship

Technology[]

Technology is calculated by adding a single value from each of the subsections, for example a fleet with Limited Radio, Green Officers, Green Seamen, and Normal Tradition would get a score of 1.45 - 0.20 - 0.20 + 0.00 = 1.05

Naval Communications[]

  • Widespread radio: 2.00
  • Limited Radio, Signal Lights and Signal Flags: 1.45
  • Signal Lights and Flags: 1.20
  • Limited Signal Flag: 1.00

Officer[]

  • Untrained: -0.50 (No Naval Academy)
  • Green: -0.20 (National Naval Academy)
  • Veteran (1-2 Battles): 0.10
  • Experienced (1+ Wars): 0.20

Seamen[]

  • Untrained: -0.80
  • Green: -0.20
  • Veteran (1-2 Battles): 0.10
  • Experienced (1+ Wars): 0.20

Naval Tradition[]

  • Highest Tradition: 0.30 (UK, Japan, Greece)
  • High Tradition: 0.15 (Netherlands, France, Italy, USA)
  • Normal Tradition: 0.00 (Most other industrialized nations)
  • Low Tradition: -0.15 (Everyone else)

Fleet Composition[]

Fleet Purpose[]

This may seem complicated, but its just a way of determining the strengths and weaknesses of your naval designs. For example, the Royal Navy is designed for high-endurance missions across the high seas and is thus a Blue-Water Navy. Meanwhile, the Greek Navy is more likely designed for the defense of the Aegean and other Greek waters, and is thus an Archipelagic Navy. Greek ships are likely designed for low endurance missions in the Mediterranean which means they can carry more guns and armor with a smaller platform, but will perform poorly in deep ocean. Thus, the Greek, Archipelagic Navy will struggle against the British Navy on the high seas, but be stronger in calm, archipelagic waters.

Blue-water navy Green-water navy Archipelagic Navy Brown-water navy
Open Ocean 1.25 Modifier 0.80 Modifier 0.25 Modifier 0.05 Modifier
Littoral Area 0.80 Modifier 1.50 Modifier 0.75 Modifier 0.10 Modifier
Archipelago 0.50 Modifier 0.80 Modifier 1.75 Modifier 0.40 Modifier
Riverine  Not Possible 0.10 Modifier 0.20 Modifier 2.00 Modifier

Blue Water Navy Characteristics[]

  • ====Large capital ships with high endurance (e.g. USA, UK, Japan)====
  • Many carriers
  • Many cruisers employed in a fleet support capacity
  • Many destroyers employed in a fleet support capacity
  • Few smaller surface ships

Green Water Navy Characteristics (e.g. Italy, Turkey)[]

  • ====Mid-sized capital ships with mid range endurance====
  • Few carriers
  • Several or more cruisers in support roles
  • Many destroyers
  • Fewer other smaller surface ships

Archipelagic Navy Characteristics (e.g. Greece, Philippines, Indonesia)[]

  • Smaller capital ships with limited endurance
    • Large numbers of coastal batteries
  • Very few carriers if any
    • Large numbers of ground-based naval bombers
  • Some cruisers employed as squadron leaders
  • Many destroyers
  • Very many other small surface ships
    • Fast attack craft with light weapons and torpedoes

Brown Water Navy Characteristics (e.g. River-gunboats, Patrol boats)[]

  • No capital ships
  • No aircraft carriers
  • No cruisers
  • No destroyers
  • River-Going fast attack craft with light weapons and shallow drafts

Fleet Age[]

This represents the average age and obsolescence of a navy. Generally it favors wealthier, larger naval powers like the United States and United Kingdom.

Age & Obsolescence[]

  • Cutting Edge: 1.05
  • Modern: 1.00
  • 10 years out of date: 0.85
  • 20 years out of date: 0.65
  • 30 years out of date: 0.40
  • Obsolete: 0.25

Result[]

To calculate the total score add all of your ship's strengths, this is done by determining the type of engagement and then multiplying the number of your ships by their relative types and adding to get the overall ship strength of your fleet.  Then mupltiply this ship strength by the Technology score which is determined by adding a single value from each of the subsections of Technology. Finally, multiply the result of the multiplication by the Fleet Purpose score and then Fleet Age score.  This final number is your Fleet score and is the overall fighting power of your fleet. To get the overall score comeplete the same steps for the enemy and then use the result calculator below. 

The Result calculation uses https://percentagecalculator.net/. Put the larger of the two results in the first blank of the second line, and the smaller in the second. This should yield a percentage of 100+.  

Percent
100-149% Stalemate
150-199% Slight Victory: Defeated forced to retreat orderly
200-299% Significant Victory: Defeated forced to retreat disorderly
300-399% Major Victory: Defeated put to route
400-499% Strategic Victory: Defeated navy shattered and must be reformed in the following year
500%+ Absolute Victory: Total destruction of the defeated navy
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