Wargame Mechanics Index

A Point System for Command Decision

Points are derived directly from the game's own combat statistics, with command costs scaling as the square root of the force commanded.

A formula-based points system for Command Decision (CD I and II) army lists so unequal WWII formations can be matched. Infantry, weapons, vehicles, artillery and command are each costed from their game statistics, with worked unit values for 1944 Soviet, German and US formations.

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Mechanics 2 · 0 distinctive

Forces & Unit Definition

2force

Every stand, weapon, vehicle and commander is costed by formula from its Command Decision statistics.

How it works

Infantry stand = (two hit-effect numbers + A/T modifier)/3 + hits to eliminate + rate-of-fire modifier. MGs and indirect weapons = range/10 x rate of fire; A/T guns sum accuracy/9, hits/9 and HE factor x area. AFVs = armour (avg front + side) + gun value + sqrt(cross-country speed), x1/1.25/1.5 for HE resistance and x0.75 if turretless; amphibious +10%. A commander costs sqrt(value of everything under him) + his stand value; staff cost as the next-lower commander.

For the commander add the value of all his men plus any equipment and vehicles under his command. Find the Square root of this and add in the commanders stand value.
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1force
Troop and crew quality costsTroop quality grades

Infantry quality heavily drives cost while AFV crew quality adjusts vehicle cost by 10% per level.

How it works

Infantry base values by quality run green 2, trained 3, experienced 4, veteran 6, elite 8. For CD II armour crews, each extra hit or chance to hit above experienced adds 10%, so elite crews add 20% and green crews subtract 20%.

So an elite crew increases the cost of an AFV 20%, and a green crew decreases it 20%.
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