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APPENDIX IV - COMBAT MECHANICS

"The decision will come from God,

 from the God of battles, when He lets fall

 from His hand the iron dice of destiny"

                                    --BISMARK

    The exact algorithm (computer calculation) for combat results in Empire Deluxe Internet Edition  is quiet complicated.  Below is a rough description of how it works.

    Each unit has four attributes, or ratings, that apply to it during combat.  These attributes, expressed as numbers, define the units various combat strengths and weaknesses.  These ratings are Attack, Defense, Damage, and Shot Damage.  Combat can be describe as taking place in a series of invisible mini-turns, or Rounds.  These Rounds do not actually exist but are used here to illustrate a point.  When combat is initiated, the attacker's (the unit that moved into the other unit and thus started the combat) Attack rating is compared to the defender's (the unit that was moved into to start the combat, i.e., the unit that isn't the attacker) Defense rating.  This comparison can be expressed as a ratio of numbers.  The ratio, in turn, is an expression of the odds that the attacker will hit the defender during a Round, instead of the defender hitting the attacker. Only one of the two units involved in a combat will score a hit during any given combat Round.  When a hit is scored, the unit that is hit takes damage equal to the Shot Damage rating of the scoring unit.  This damage is cumulative.  When the total damage taken from hits equals or exceeds the Damage rating of that particular unit, that unit is destroyed and removed from the game.  The rounds of combat continue until one of the two units has been destroyed.  Damage received from a combat remains on that unit until it is repaired.

    The exact Attack, Defense, Damage and Shot Damage ratings for each unit may be found under the descriptions of each unit in Appendix II - Unit Descriptions and on Table X following.  The effects of terrain on combat ratings can be found under Appendix III - Terrain Description or on Table X following.  In addition, one special rule applies to combat in the advanced game.  That is, a unit that is crippled has it's Attack rating halved.

 Example #1:  Armies have an Attack of 2, a Defense of 2, a Damage of 1 and a Shot Damage or 1.  Fred decides to use one of his Armies to attack an enemy Army.  The ratio of the attacker's Attack rating versus the defenders Defense rating is 2 to 2, or reduced to the lowest whole numbers, 1 to 1.  Thus the odds of Fred's Army scoring a hit on the defender before the defender scores a hit on Fred's unit are 1 to 1 or 50%.  Since the Shot Damage rating of an Army is the same as the Damage rating, only one hit is required for an Army to destroy another Army.  Thus Fred's Army has a 50% chance of destroying the defending Army.  Sadly, therefore, the defending Army has a 50% chance of destroying Fred's Army as well.

 Example #2:  Fred decides to attack a Transport with his Cruiser.  Transports have an Attack of 1, a Defense of 1, a Damage of 3 and a Shot Damage of 1.  Cruisers have an Attack of 2, a Defense of 2, a Damage of 8 and a Shot Damage of 2.  The ratio of Attack to Defense ratings is 2 to 1, or a 66% chance in favor of the attacker scoring a hit first.  On the first round (as stated before, rounds do not really exist, you will not see them when playing the game, you will only see the results) Fred's Cruiser scores the hit thus doing 2, its Shot Damage rating, to the Transport.  Since the Transport has a Damage rating of 3 it lives on to fight the second round.  Any hit on in now, however would destroy it.

    On the second round, the Transport beats the odds and scores a hit on the Cruiser.  The Cruiser, previously undamaged, now has an accumulated damage total of 1, considerably less than the 8 needed to sink her.

    On round three, the Transport again beats the odds and the accumulated damage total on Fred's Cruiser is now 2.

    Round four occurs and Fred's Cruiser finally scores another hit on the Transport, bringing the Transport's accumulated damage total to 4.  Since this is greater than the Transport's Damage rating of 3, the Transport is sunk.  Fred's Cruiser has escaped from the battle with an accumulated damage total of 2.

 Example #3:  Fred is playing an advanced game of Empire Deluxe Internet Edition.  He decides to attack an Armor unit sitting in a forest square, using shore bombardment from a Crippled Battleship.  Armor units have a Defense rating of 2.  Battleships have an Attack rating of 2.  The armor unit is sitting in a forest square, which doubles it's Defense to 4.  The Battleship is using shore bombardment which cuts the Armor's Defense in half, bringing it back down to 2.  The Battleship is Crippled, which cuts it's Attack rating in half, reducing it to 1.  The Attack to Defense ratio, then, for this combat is 1 to 2.  Not very good odds for a Crippled Battleship.

TABLE X

UNIT CAPABILITIES CHART

Unit

Move

Move

Range

Attack

Defense

Damage

Shot

Damage

Sight

Range

Unsightable

Production

Times

Army

1

NA

2

2(c)

1

1

1

Subs

6/5

Infantry

1

NA

2

2(c,h)

1

1

1(g)

Subs

6/5

Armor

2(j)

NA

2(l)

2(c,i)

2

1

1(g)

Subs

12/10

Fighter(a)

5

20

2

2

1

1

1

Subs

12/10

Fighter(b)

6

18

2

2

1

1

2

Subs

12/10

Bomber

4

24

2(d,m)

2(d)

1

2

2

Subs

12/10

Transport

2

NA

1(e,l)

1

3

1

1(g)

Subs

30/25

Destroyer

3

NA

2(e,l)

2

3

1

1(g)

-

24/20

Submarine

2

NA

2(e,l)

1

2

3

1

Land, Air

24/20

Cruiser

2

NA

2(e,f,l)

2

8

2

1(g)

-

36/30

Battleship

2

NA

2(e,f,l)

2

12

3

1(g)

Subs

60/50

Carrier

2

NA

1(l)

2

8

1

1(g)

Subs

48/40

Airbase

0

NA

NA

1

1

1

1(g)

Subs

NA

City

0

NA

NA

1

1

1

2(k)

-

NA

Notes:

a)  Statistics apply to Fighters when using the standard rules.

b)  Statistics apply to Fighters when using the advanced rules.

c)  Defense Rating is x1/2 against shore bombardment

d)  Defense and Attack Ratings are x1/2 when in combat against Fighters.

e)  Advanced rules only -- Attack Rating is x1/2 when attacking air units.

f)  This unit may conduct shore bombardment.

g)  Advanced rules only -- May sight air units at a range of 2.

h)  Advanced rules only -- Defense Rating x2 when in forest, mountain or being attacked by a land unit when in a river square.

i)  Advanced rules only -- Defense Rating x2 when in forest or being attacked by a land unit when in a river square.

j)  Move is reduced to 1 in forest, river and rough terrain.

k)  Cities have a sighting range of 1 when using standard rules.

l)  Advanced rules only -- Attack Rating x1/2 when crippled.

m)  May bomb cities.

 

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