Alternative History
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Basic rules about plausibility and sensibility, three strikes and a ban or just a ban if you do something stupid. In the initial signup phase your name may be removed for good reason.

So this is the algorithm (it is not concrete yet, it will be before the game starts)

Tiering of armies in 1965 based on the quality of equipment, leadership, air forces and everything.

Tier 1, x6.0 Tier 2, x4.0 Tier 3, x2.5 Tier 4, x1.5 Tier 5, x1.0
Australia

Austria

Canada

France

Israel

United States

United Kingdom

USSR

West Germany

South Africa

Switzerland

Belgium

Bulgaria

Cuba

Czechoslovakia

Denmark

East Germany

Finland

Greece

Hungary

Ireland

Italy

Japan

Malta

N Korea

Netherlands

New Zealand

Norway

Poland

Portugal

Romania

S Korea

Spain

Sweden

Taiwan

Turkey

Vietnam, North

Vietnam, South

Yugoslavia

Argentina

Brazil

Bulgaria

Burma

Ceylon

Chile

China

Colombia

Costa Rica

Ecuador

El Salvador

Hati

Honduras

India

Iran

Kuwait

Malaya

Malaysia

Mexico

Nepal

Nicaragua

Pakistan

Panama

Paraguay

Peru

Philippines

Rhodesia

Saudi Arabia

Singapore

Thailand

Uraguay

Venezuela

Afghanistan

Albania

Algeria

Bolivia

Dominican- republic

Ethopia

Indonesia

Jamaica

Kenya

Lebanon

Libya

Mongolia

Morocco

Nigeria

Trinidad and Tobago

Tunisia

Tamil Tigers

Uganda

UAR




Cambodia

Cameroon

Cen Afri Rep

Chad

Dahomey

Dem Rep Congo

Eq Guinea

Gaboon

Gambia

Ghana

Guatemala

Guinea

Guyana

Ivory coast

Laos

Liberia

Malag Republic

Malawi

Maldives

Mali

Mauritania

Mauritius

Niger

Rep Congo

Rwanda

Senegal

Sierra Leone

Somalia

Sudan

Tanzania

Togo

Western Samoa

Zambia

Zanzibar


Battle algorithm

This algo is an individual battle algo you may have to do several in one turn. Each algo decides who wins a specific engagement so you can win all the battles in Siberia you want, you do not hold Moscow and other examples.

A specific unit may also fight several battles and need to do more than one algo such as invading a country and individually destroying enemy units and defensive lines. You are limited by both your ability to move so far and if you take enough casualties you men will stop fighting, there is no exact rule for this but units below a third or half of their original strength are unlikely to keep on the offensive although they can still be counter-attacked and there is a penalty in the algo for constant fighting.

So the first step is establishing the number of men has on each side of this engagement.

Once you have done this you then multiply the defending armies current scores by the terrain. This is a list of the different terrain which you can multiply it by some of these things can overlap (such as attacking up a mountain in a mountain range:

3.0x for tropical rainforest such as the Amazon or the Congo forest

2.6x for fighting in mountain ranges of the Himlayas or Andes

2.5x for heavily tropically forested areas such as south east asia

2.5x for heavily packed and dense urban environments such as slums

2.4x for amphibious landings in tidal areas (bear in mind how many landing craft you have)

2.3x for attacking up high ground with a gradient of over 12%

2.3x for swamps which cannot support vehicular traffic

2.1x for crossing rivers like the Rhine or the Amazon

2.1x for fighting in high mountain ranges such as the Alps and the Rockies

2.1x for fighting in thick non tropical rainforest

2.0x for urban environments but are a normal level of buildup

1.9 for crossing normal rivers

1.7x for fighting in a slightly mountainous area (the Pennines)

1.6x for fighting in wooded terrain

1.6x for attacking up high ground with a gradient between 3% and 11.99%

1.5x for fighting in spread out and depopulated urban areas

1.4x for crossing streams

1.0x for open flat ground


Then we move onto defensive fortifications and how they affect. You have to be able to fit all your troops into this defensive line for it to apply you can’t build one bunker and one strip of barbed wire and have it apply to 200,000 troops. The defensive side multiplies it’s current score by whatever man made fortifications it is in:

3.0x for deep well built bunkers and air raid shelters supported by more than 2 lines of obstacles such as barbed wire and anti- tank ditches in front.

2.5x for bunkers which are not as immune to air and artillery and have 1 or 2 lines of obstacles in front of them.

2.0x for deep well built bunkers and air raid shelters not supported by obstacle lines.

2.0x for more than 2 lines of obstacles such as barbed wire and anti- tank ditches in front with no bunkers.

1.75x for bunkers which are not immune to air and artillery.

1.75x for 1 or 2 lines of obstacles in between the defender and attacker.

1.5x for positions which provide cover from direct fire such as entrenched fighting positions.


Then you take the morale of troops both attackers and defenders which is affected by several factors and so multiply by all that apply to the general score of the troops.

1.6x government is revered at home.

1.5x government at home is popular.

1.0x people are neither particularly for nor particular against the government at home.

0.75x government at home is unpopular with people but there is no rebellion.

0.4x government at home is unpopular and people the soldiers know are rebelling against the government.


1.7x if you're fighting for your homes (must be the main population base as opposed to territory) against an enemy who is seen as really nasty by the people.

1.4x if you're fighting for your homes (must be the main population base as opposed to territory).

1.1x if you’re fighting for a cause soldiers believe in strongly although it is not within the main population base.

0.9 unsure of reasons for fighting abroad but vaguely understands why the war needs to be fought.

0.7x doesn’t agree with fighting the war but is still a volunteer soldier.

0.5 doesn’t agree with fighting the war and is a conscript soldier.

0.3 doesn’t agree with fighting the war and is effectively being made to fight at gunpoint or blocking units placed behind.

Then once all scores have been multiplied you take the defenders score and divide it by the attackers score and then take that value and use this table to figure out who won and lost.

2.0+- attacker has won decisively and defender is forced out of position with high casualties and in general retreat no longer fighting as a unit.

1.99- 1.50- attacker has won strongly and the defender is pushed out of the objective and slightly further while taking high casualties the defender’s survivors continue to function as a unit once they have regrouped.

1.49- 1.20- attacker has won but no decisively and the defender loses the objective but no other ground. The defenders casualties are higher than the attackers but the defenders maintain a cohesive force.

1.19- 1.0- The attacker has won but only marginally and the defender does not lose the entire objective with fighting for the objective continuing. The attacking and defending casualties are about the same.

0.99- 0.90- The defender has won but only marginally with the attacker making inroads into the objective allowing fighting to continue. Both sides face similar casualties.

0.89- 0.70- The defender has won decisively with the attack repelled taking no ground and the attacker taking higher casualties.

0.69- 0.50- The defender has won and the attacker takes no ground and the surviving attackers cannot attack again although they can still resist a counterattack.

0.49- 0.0...-The defender has won and the attacking unit ceases to exist as a unit.

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