陆军战斗:修订间差异

本页面所适用的版本可能已经过时,最后更新于1.9
(翻译词条开头的第一句话。)
→‎伤害结算:​ 翻译了本词条剩下的大部分内容,并附加了一些说明。
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{{LandWarfareNavColumn}}
{{LandWarfareNavColumn}}
[[File:BattleScreen v18.png|thumb|Example battle screen.]]
[[File:BattleScreen v18.png|thumb|Example battle screen.]]
 一场地面战斗每一小时结算一轮,在每一轮对战中,进攻方和防守方各随机选择一支部队进行对战。
 一场地面战斗每一小时结算一轮,在每一轮对战中,进攻方和防守方各随机选择一支部队进行对战。 (虽然如此,但是仍可以把多个参加战斗的师的进攻值合并使用。见“伤害结算”章节。)


In the following we refer to as the "attacker" the side who is on the offensive and initiated the battle and as "defender" the side which was attacked. A specific attacking and defending unit then depends on the combat phase and can refer to unit on either side.
In the following we refer to as the "attacker" the side who is on the offensive and initiated the battle and as "defender" the side which was attacked. A specific attacking and defending unit then depends on the combat phase and can refer to unit on either side.
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==进攻==
==进攻==
'''对人员杀伤'''和'''对装甲杀伤'''是对防守师的杀伤数值。防守部队的'''装甲率'''决定着该部队吸收对人员杀伤和对装甲杀伤的比率。例如,一支100%'''装甲率'''的部队会受到全部的'''对装甲杀伤''',而不受到'''对人员杀伤''';而一支25%'''装甲率'''的部队会受到25%的'''对装甲杀伤'''和75%的'''对人员杀伤'''。
'''对人员杀伤 (软攻)'''和'''对装甲杀伤 (硬功)'''是对防守师的杀伤数值。防守部队的'''装甲率'''决定着该部队吸收对人员杀伤和对装甲杀伤的比率。例如,一支100%'''装甲率'''的部队会受到全部的'''对装甲杀伤''',而不受到'''对人员杀伤''';而一支25%'''装甲率'''的部队会受到25%的'''对装甲杀伤'''和75%的'''对人员杀伤'''。


 如果进攻部队的穿甲深度低于防守部队的装甲厚度,则实际的杀伤值减半。
 如果进攻部队的穿甲深度低于防守部队的装甲厚度,则实际的杀伤值减半。


 在计算可能的伤害之前,先对杀伤值与防守部队的防御值进行比较。参见伤害结算部分。
 在计算可能的伤害之前,先对杀伤值与防守部队的防御值进行比较 。杀伤值可以理解为发动进攻的次数 。参见伤害结算部分。


==Defenses==
【译者注:请注意区分杀伤(attack,或译为攻击)和伤害(damage),attck是指一方可以发动多少次攻击;damage是指一次攻击命中后输出的组织度和HP的伤害。】
The attacker's '''Breakthrough''' values are used to determine how many defenses each of the attackers' units has. This is compared to the defenders' units hard and soft attacks to evaluate damage done to the attackers' units.


The defender's '''Defense''' values are used to determine how many defenses each of the defenders' units has. This is compared to attackers' units hard and soft attacks to evaluate the damage done to the defenders' units.
==防御==
进攻方的突破(breakthrough)表示进攻方可以发动多少次防御。该数值用以在结算中抵扣防守方的进攻,以计算进攻方最终受到的伤害。
 
防守方的防御(defense)表示防守方可以发动多少次防御。该数字用以在结算中抵扣进攻方的进攻,以计算防守方最终受到的伤害,详见下节“伤害结算”。


==伤害结算==
==伤害结算==
[[File:infantry_attacks.png|thumb|Defender organization loss under infantry attacks]]
[[File:infantry_attacks.png|thumb|Defender organization loss under infantry attacks]]
[[File:armor_attacks_2.png|thumb|Defender organization loss under armor attacks]]
[[File:armor_attacks_2.png|thumb|Defender organization loss under armor attacks]]
In damage dealing, the number of attacks is <code>round(hardness modified attack / 10)</code> and the number of defenses is <code>round(defense / 10)</code> (round(x) is random and defined as <code>round(x) = ⌊x⌋ + Bernoulli(x - ⌊x⌋)</code>). Both are integers.
在伤害结算中,进攻值=<code>round( 装甲率修正后的进攻值/ 10)</code> ;防御值=<code>round( 防御值/ 10)</code>
 
。进攻值和防守值都是整数。(round(x) 是一个随机取整的函数,定义为<code>round(x) = ⌊x⌋ + Bernoulli(x - ⌊x⌋)</code> ,第一项表示取x的整数部分,第二项表示以一定概率取1,概率=x的小数部分。可参考伯努利分布。)
 
每次进攻都有命中和未命中的可能,命中时会造成敌方HP和组织度受损。每次进攻过后,进攻方单位进攻值-1,防守方单位防御值-1(若仍有剩余),而真正的命中几率取决于防守方有无防御值剩余。当一个单位有防御值剩余时,对攻击的基础躲闪几率为'''90%'''。如果防守单位已无剩余防御值,其躲闪几率降低至'''60%。'''
 
而对于每一次命中,造成的伤害也是随机的,需要引入一个随机骰子(例如,我们生活中常用的骰子数值为6)。对HP的伤害,骰子数值为2;对组织度的伤害,骰子数值为4。
 
伤害值=掷骰子的结果*伤害修正因子。
 
伤害修正因子只包括三种:0.05的基础值、战术修正、小金盾修正(即若受到伤害的一方的装甲厚度高于对手的穿甲深度,则受到的伤害-50%)。而除此之外的各种修正,都只是修改进攻值,也就是相当于修改命中次数,而对每次命中的伤害值没有影响。
 
当装甲单位对战穿甲深度不足的目标时,组织度伤害的骰子数值修改为6,这模拟了装甲单位在战场上可以更自由地移动,更精确地瞄准,因而打出更高的伤害。这意味着,一个没被击穿的装甲单位每小时可以造成3.5的组织度伤害,而非2.5,这相当于每次命中的伤害提升了40%。


  每次进攻都有命中 未命中 可能 命中时会 造成 敌方HP和组织度受 损。 每次进攻过后,防守方 单位 移除1点防御值(若仍有剩余 ,而真正 命中几率取决于防守方有无防御值剩余 一个单位 有防御值剩余时 对攻击 基础躲闪几率为'''90%''' 。如 果防守单位已无剩余防御值 其躲闪几率降低至'''60%。'''
  遭受HP伤害意味着人力损失 装备 损失 损失数量与HP下降成正比(按:即HP损失的70%),而实际上的装备损失还要加上损耗 造成 一个 单位 的战力(strength 取人力满编率和equipment IC中较小 那一个 一个单位 输出的伤害受到战力的修正 即实际输出伤害=输出伤害*战力导致 修正。战力导致的修正等于战力按10% 向下取整 战力是92% 则修正为90% ,以此类推 写成数学公式就是


For each hit, the amount of possible damage done is random; a "die" is used to randomly choose the amount of damage done. For HP damage, the die size is {{hover|LAND_COMBAT_STR_DICE_SIZE|2}} and for organization damage, it is {{hover|LAND_COMBAT_ORG_DICE_SIZE|4}}. The exact amount of damage done to HP and organization per hit is calculated by multiplying the obtained die rolls with the damage modifiers ({{hover|LAND_COMBAT_STR_DAMAGE_MODIFIER & LAND_COMBAT_ORG_DAMAGE_MODIFIER|0.05}} base modifier, [[tactics]] attack modifiers, and {{hover|LAND_COMBAT_STR_ARMOR_DEFLECTION_FACTOR & LAND_COMBAT_ORG_ARMOR_DEFLECTION_FACTOR|'''-50%'''}} when the target's armor is greater than the opponent's piercing). Other modifiers affect the number of attacks, thus the number of hits, but not the amount of resulting damage ''per'' hit.
<code>实际输出伤害 = 输出伤害*(10%*⌊战力/10%⌋)</code>


When armored units are in combat against targets with insufficient piercing, the organization dice size is increased to {{hover|LAND_COMBAT_ORG_ARMOR_ON_SOFT_DICE_SIZE|6}}, representing the ability of the armored unit to move more freely under fire, obtain better positioning and thus deal more damage. This means an unpierced armored unit on average does 3.5 organization damage per hit instead of 2.5, or '''40%''' more damage per hit.
请注意,在战斗结束之前,一支部队HP受到伤害并不会改变该部队其他的数据。


The damage done to a unit's HP reduces its manpower and equipment proportionally by HP loss percentage, in addition to equipment loss from attrition. The fighting strength of the unit is the minimum between the ratios of manpower and equipment IC. A unit's damage output is scaled by its fighting strength. The scaling is rounded to multiples of 10%, e.g., for strength less than 100% but greater or equal to 90%, the damage output is scaled by 90%. Note that damage done to a unit's HP does not change the other stats of the unit before the combat is finished.
举例说明上述机制:1个对人员杀伤1000的装甲师进攻,1个防御500的步兵师防守。不考虑战术修正。


  举例说明上述机制:1个 对人员 杀伤1000 的装甲 师进攻,1个 御500的步兵师
  因此,防守方装甲率=0;进攻方可以发动100次 对人员的 进攻,因 装甲 不被击穿,组织度伤害骰子数值=6; 御方可以发动50次


*50次进攻受到 抵抗 ;50次进攻未受 抵抗。50 attacks against defense; 50 attacks against no defense.
*50次进攻受到 防御 ;50次进攻未受 防御。
*50次进攻的命中几率为1 - <abbr title="BASE_CHANCE_TO_AVOID_HIT">90%</abbr> = 10%;50次进攻的命中几率为1 - <abbr title="CHANCE_TO_AVOID_HIT_AT_NO_DEF ">60%</abbr> = 40%。
*50次进攻的命中几率为1 - <abbr title="BASE_CHANCE_TO_AVOID_HIT">90%</abbr> = 10%;50次进攻的命中几率为1 - <abbr title="CHANCE_TO_AVOID_HIT_AT_NO_DEF ">60%</abbr> = 40%。
*步兵师平均被命中50 * 0.1 + 50 * 0.4 = 25次。
*步兵师平均被命中50 * 0.1 + 50 * 0.4 = 25次。
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*总结,装甲师预计每小时造成25 * 3.5 * 90% * <abbr title="LAND_COMBAT_ORG_DAMAGE_MODIFIER">0.05</abbr> = 3.9点伤害。鉴于一个常规的步兵师的组织度为50-60,战斗预计将于半日后结束。
*总结,装甲师预计每小时造成25 * 3.5 * 90% * <abbr title="LAND_COMBAT_ORG_DAMAGE_MODIFIER">0.05</abbr> = 3.9点伤害。鉴于一个常规的步兵师的组织度为50-60,战斗预计将于半日后结束。


 当一方有多个师参加战斗时,这些师可以将它们的杀伤值合并,以对抗 防守 方。例如,2个 杀伤值100 的师各自 对单 个防御 值150 的师。在此情况下,150 进攻 阻” ,有0.1的命中几率 而另外50 进攻 未受 阻” ,有0.4的命中几率 。When more than one division participates from one side, they can combine their attack value to overcome the defense of the opposition.
 当一方有多个师参加战斗时,这些师可以将它们的杀伤值合并,以对抗 另一 方。例如,2个 进攻次数为100 的师各自 对1 个防御 次数为150 的师。在此情况下,150 进攻受 到防御 ,有0.1的命中几率 而另外50 进攻未受 防御 ,有0.4的命中几率
For example, two divisions with 100 attacks each pull their attacks versus single division with 150 defenses. In this situation 150 attacks will be considered "blocked" and have a 0.1 chance of hitting, while 50 attacks will be "unblocked" and have 0.4 chance of hitting.


===Collateral damage===
=== 附带性伤害(建筑伤害)===
Infrastructure in the state and fortifications (naval fortifications for naval landings) in the province receive damage based on the attacker's attacks. The amount scales with the attacker's number of attacks, soft attack component and damage scaling factor. Damage against fortifications only occurs with a probability of {{hover|NMilitary.LAND_COMBAT_FORT_DAMAGE_CHANCE|5%}} while infrastructure always gets damaged. Attacks by close air support do not cause collateral damage.
当地的基础设施和防御工事(陆上要塞和海陆要塞)也可以受到伤害。伤害值由进攻方的进攻数、软攻占比和伤害结算因子决定。防御工事受到伤害的概率为5% ,而基础设施则为100%。近地支援机不会造成附带性伤害。


<math>\text{collateral damage} = 0.1 * \text{soft attack} * \#\text{ of attacks} * \text{damage dealing factor}</math><ref>[[forum:1305734]]</ref>
<math>\text{ 附带性伤害} = 0.1 * \text{ 软攻} * \text{ 进攻总数} * \text{ 伤害结算因子}</math><ref>[[forum:1305734]]</ref>


The damage against infrastructure gets scaled further as described in [[Construction#Damage_and_repair]].
对基础设施的损害还会受到进一步的修正,详见[[Construction#Damage_and_repair|onstruction#Damage_and_repair]].


{{icon|wtt}} The Siege Artillery ability doubles both the probability and the damage against land forts.
{{icon|wtt}} The Siege Artillery ability doubles both the probability and the damage against land forts.


==Combat factors==
== 战斗修正==
The following factors modify the number of attacks and/or defenses a unit has in combat (list is not exhaustive): 
下面列出一些对进攻数和防御数的修正因子 ( 并不详尽): 


*Terrain: base penalties for attacker {{red|-20%}} in a forest, {{red|-30%}} in hills, {{red|-60%}} in mountains.
* 山地: base penalties for attacker {{red|-20%}} in a forest, {{red|-30%}} in hills, {{red|-60%}} in mountains.
*River crossing: penalty of {{red|-30%}} or {{red|-60%}} for attacker attack and breakthrough depending on the river size
* 跨河: penalty of {{red|-30%}} or {{red|-60%}} for attacker attack and breakthrough depending on the river size
*Night: penalty of {{red|-50%}} for attacks of both sides
* 夜间: penalty of {{red|-50%}} for attacks of both sides
*Fort: penalty for attacker attack and breakthrough of {{red|-15%}} per fort level. Each extra attacking direction cancels out one fort level but not the last level.
* 要塞: penalty for attacker attack and breakthrough of {{red|-15%}} per fort level. Each extra attacking direction cancels out one fort level but not the last level.
*Encirclement: penalty for defender {{red|-30%}}
* 包围: penalty for defender {{red|-30%}}
*Enemy air superiority: penalty for defender defense or attacker breakthrough. <code>penalty = enemy air superiority * (1 + enemy doctrine modifiers + terrain modifier + concealment advisor) * <abbr title="ENEMY_AIR_SUPERIORITY_IMPACT">-0.35</abbr> + <abbr title="ENEMY_AIR_SUPERIORITY_DEFENSE">0.7</abbr> * AA / (AA + <abbr title="ENEMY_AIR_SUPERIORITY_DEFENSE_STEEPNESS">112</abbr>)</code> (the latter part is "enemy air superiority reduction").
* 敌方拥有制空权: penalty for defender defense or attacker breakthrough. <code>penalty = enemy air superiority * (1 + enemy doctrine modifiers + terrain modifier + concealment advisor) * <abbr title="ENEMY_AIR_SUPERIORITY_IMPACT">-0.35</abbr> + <abbr title="ENEMY_AIR_SUPERIORITY_DEFENSE">0.7</abbr> * AA / (AA + <abbr title="ENEMY_AIR_SUPERIORITY_DEFENSE_STEEPNESS">112</abbr>)</code> (the latter part is "enemy air superiority reduction").
*Low supply: scaling penalties up to {{red|-33%}} at no supply
* 缺乏补给: scaling penalties up to {{red|-33%}} at no supply
*Exceeding combat width penalty: divisions in active combat can slightly exceed allowed combat width with a small penalty to offset this ({{red|-2%}} per extra combat width).
* 超出战场宽度: divisions in active combat can slightly exceed allowed combat width with a small penalty to offset this ({{red|-2%}} per extra combat width).
*Stacking penalty for having too many divisions in combat: ({{red|-2%}} per division over the stacking limit. The stacking limit is 8, plus 4 per flanking direction.
* 部队堆叠惩罚: ({{red|-2%}} per division over the stacking limit. The stacking limit is 8, plus 4 per flanking direction.
*In multiple combats: {{red|-50%}} for a division that is attacked from a different direction while already attacking
* 多线作战: {{red|-50%}} for a division that is attacked from a different direction while already attacking
*Paradrop penalty: {{red|-30%}} combat penalty 48 hours after being paradropped.
* 空降乘法: {{red|-30%}} combat penalty 48 hours after being paradropped.
*Amphibious penalty: {{red|-70%}}
* 登陆惩罚: {{red|-70%}}
*Commander skill, {{green|+5%}} per skill point for both attack and defense
* 指挥官技能: {{green|+5%}} per skill point for both attack and defense
*Planning bonus, the base maximum is <abbr title="PLANNING_MAX">{{green|+30%}}</abbr> which can be further improved by a doctrine to {{green|+110%}}
* 计划加成: the base maximum is <abbr title="PLANNING_MAX">{{green|+30%}}</abbr> which can be further improved by a doctrine to {{green|+110%}}
*Entrenchment: {{green|+2%}} per each point built. Maximum achievable: 5 base + 11 engineer IV + 10 doctrine = {{green|+52%}}
* 堑壕: {{green|+2%}} per each point built. Maximum achievable: 5 base + 11 engineer IV + 10 doctrine = {{green|+52%}}
*Air support: bonus to attack and defense (in addition to direct damage support planes do)
* 空中支援: bonus to attack and defense (in addition to direct damage support planes do)
*Country bonus
* 国家精神
*Division experience: {{red|-25%}} for green, 0 for trained, {{green|+25%}} for regular, {{green|+50%}} for seasoned and {{green|+75%}} for veteran
* 部队经验: {{red|-25%}} for green, 0 for trained, {{green|+25%}} for regular, {{green|+50%}} for seasoned and {{green|+75%}} for veteran
*Combat tactics
* 战术修正
*Decryption advantage: {{green|+5%}} per decryption level compared to enemies average encryption level (ex: dec. level is 5 and enemy average enc. level is 3 then 5-3 = 2 which gives 10 % increase)
* 破译优势: {{green|+5%}} per decryption level compared to enemies average encryption level (ex: dec. level is 5 and enemy average enc. level is 3 then 5-3 = 2 which gives 10 % increase) (抵抗运动dlc中已修改)


All positive factors stack with each other multiplicatively, so it is possible to reach very high values in a very good tactical situation.
所有的正向修正都可以叠乘在一起,所以若占尽天时地利人和,可能会得出非常高的正向修正。


For example:
例如:


*experience {{green|+75%}}
*experience {{green|+75%}}
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The final factor is capped at 1% if the multiplied value is lower.
The final factor is capped at 1% if the multiplied value is lower.


==Equipment damage==
== 装备损失==
During combat, the ratios of equipment and manpower losses are updated to <abbr title="EQUIPMENT_COMBAT_LOSS_FACTOR">{{green|70%}}</abbr> of the loss in strength ratio. The stats of the unit are locked during the combat if the template is unchanged, and are updated after the combat.
经过战斗,装备损失和人力损失都会变更为HP损失的70% 。【按:原文是strength,不通,应改为HP】
 
除非变更编制,一支部队的其他数据在战斗中都是锁定的,在战斗后才变更。


{{Template:WarfareNavbox}}
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[[Category:Military]]
[[Category:Military]]
<references />
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2021年3月25日 (四) 22:19的版本

Example battle screen.

一场地面战斗每一小时结算一轮,在每一轮对战中,进攻方和防守方各随机选择一支部队进行对战。(虽然如此,但是仍可以把多个参加战斗的师的进攻值合并使用。见“伤害结算”章节。)

In the following we refer to as the "attacker" the side who is on the offensive and initiated the battle and as "defender" the side which was attacked. A specific attacking and defending unit then depends on the combat phase and can refer to unit on either side.

战术

主条目:Combat tactics

战斗开始时会选择战术,每过12小时会变更一次。

战斗宽度

在战斗中,每个师的战斗宽度将被相加在一起,以确定有多少个师与前线宽度相适应并参加战斗。多线进攻时,战斗的可用宽度会增加,所以当战斗宽度是部队进攻的限制因素时,需要多线进攻以增加战斗宽度。战斗宽度也受特定的战术影响. 战场的基本战斗宽度是80,每个额外的进攻方向将增加40战斗宽度。

师的作战宽度是所有营的宽度之和。步兵营(包括摩托化步兵、机械化步兵和特种部队)、坦克营和反坦克营的作战宽度是2,炮兵营和自行火炮营(SPG)的作战宽度是3,反坦克营、防空营的作战宽度是1。支援连不占用作战宽度。人海突击学说科技树的两个分支中的The Vast Offensives和Human Wave Offensive可以降低步兵营0.4的作战宽度,意味着相同的作战宽度能够多挤进25%的步兵。

作战时会从预备队中抽调师加入作战,除非超宽惩罚达到33%。超宽惩罚的计算方法是2 * (总宽度 - 战场宽度) / 战场宽度,这说明在80宽的战场上,可以有93宽的作战部队进行战斗(32.5%的惩罚),但94宽就不可以了(35%的惩罚)。

预备队

加入战斗的几率

战斗宽度不适合的师,或者是在战斗开始后才加入战斗的师,将会进入预备队。在预备队中的单位不能以任何方式为己方做出贡献,不能恢复组织度,也不能提高堑壕等级和计划准备加成。

在预备队中的单位在现场宽度容许的情况下,每小时都有几率加入战斗。基础几率只有每小时2%(平均增援时间是35小时)。增援几率可以通过研究无线电科技、师速度、陆军学说和通信支援连获得很大的提高。

防守时,如果所有前线师都被击退而预备队仍有部队,预备队中的部队也被迫随着前线师一同撤退。进攻也是同样道理,如果所有前线师的组织度耗光而预备队还有有组织度的部队,整体的攻势也会终止。

作为防守方,应当在预备队中及时放置部队,令其有时间增援前线,且不会被迫撤退,甚至击溃。如果战斗是满宽度预备队还有可用的部队,可以考虑手动将组织度很低的防守部队一次一支地撤到后方的一个地块,这样这些部队就能恢复组织度而预备队中的部队就能填补前线。否则,己方就会面临前线部队的组织度都处在低水平,预备队无法增援而被同时击退的风险。

如果是进攻方,可以考虑不要让超过现场宽度的部队进攻,这样这些部队就不会待在预备队中,还能够恢复组织度并获得计划加成。如果战场宽度允许,而预备队中还有部队(有部队抵达,或前线有部队组织度耗光),防守方的所有单位都处于战斗中,可以考虑不等待增援,而是手动停止战斗,然后再一同进攻,这样所有单位就可以立刻加入战斗了。

进攻

对人员杀伤(软攻)对装甲杀伤(硬功)是对防守师的杀伤数值。防守部队的装甲率决定着该部队吸收对人员杀伤和对装甲杀伤的比率。例如,一支100%装甲率的部队会受到全部的对装甲杀伤,而不受到对人员杀伤;而一支25%装甲率的部队会受到25%的对装甲杀伤和75%的对人员杀伤

如果进攻部队的穿甲深度低于防守部队的装甲厚度,则实际的杀伤值减半。

在计算可能的伤害之前,先对杀伤值与防守部队的防御值进行比较。杀伤值可以理解为发动进攻的次数。参见伤害结算部分。

【译者注:请注意区分杀伤(attack,或译为攻击)和伤害(damage),attck是指一方可以发动多少次攻击;damage是指一次攻击命中后输出的组织度和HP的伤害。】

防御

进攻方的突破(breakthrough)表示进攻方可以发动多少次防御。该数值用以在结算中抵扣防守方的进攻,以计算进攻方最终受到的伤害。

防守方的防御(defense)表示防守方可以发动多少次防御。该数字用以在结算中抵扣进攻方的进攻,以计算防守方最终受到的伤害,详见下节“伤害结算”。

伤害结算

Defender organization loss under infantry attacks
Defender organization loss under armor attacks

在伤害结算中,进攻值=round(装甲率修正后的进攻值/ 10);防御值=round(防御值/ 10)

。进攻值和防守值都是整数。(round(x)是一个随机取整的函数,定义为round(x) = ⌊x⌋ + Bernoulli(x - ⌊x⌋),第一项表示取x的整数部分,第二项表示以一定概率取1,概率=x的小数部分。可参考伯努利分布。)

每次进攻都有命中和未命中的可能,命中时会造成敌方HP和组织度受损。每次进攻过后,进攻方单位进攻值-1,防守方单位防御值-1(若仍有剩余),而真正的命中几率取决于防守方有无防御值剩余。当一个单位有防御值剩余时,对攻击的基础躲闪几率为90%。如果防守单位已无剩余防御值,其躲闪几率降低至60%。

而对于每一次命中,造成的伤害也是随机的,需要引入一个随机骰子(例如,我们生活中常用的骰子数值为6)。对HP的伤害,骰子数值为2;对组织度的伤害,骰子数值为4。

伤害值=掷骰子的结果*伤害修正因子。

伤害修正因子只包括三种:0.05的基础值、战术修正、小金盾修正(即若受到伤害的一方的装甲厚度高于对手的穿甲深度,则受到的伤害-50%)。而除此之外的各种修正,都只是修改进攻值,也就是相当于修改命中次数,而对每次命中的伤害值没有影响。

当装甲单位对战穿甲深度不足的目标时,组织度伤害的骰子数值修改为6,这模拟了装甲单位在战场上可以更自由地移动,更精确地瞄准,因而打出更高的伤害。这意味着,一个没被击穿的装甲单位每小时可以造成3.5的组织度伤害,而非2.5,这相当于每次命中的伤害提升了40%。

遭受HP伤害意味着人力损失和装备的损失,损失数量与HP下降成正比(按:即HP损失的70%),而实际上的装备损失还要加上损耗造成的损失。一个单位的战力(strength)取人力满编率和equipment IC中较小的那一个。而一个单位输出的伤害受到战力的修正,即实际输出伤害=输出伤害*战力导致的修正。战力导致的修正等于战力按10%向下取整。例如战力是92%,则修正为90%,以此类推。写成数学公式就是

实际输出伤害 = 输出伤害*(10%*⌊战力/10%⌋)

请注意,在战斗结束之前,一支部队HP受到伤害并不会改变该部队其他的数据。

举例说明上述机制:1个对人员杀伤1000的装甲师进攻,1个防御500的步兵师防守。不考虑战术修正。

因此,防守方装甲率=0;进攻方可以发动100次对人员的进攻,因装甲不被击穿,组织度伤害骰子数值=6;防御方可以发动50次防御。

  • 50次进攻受到防御;50次进攻未受防御。
  • 50次进攻的命中几率为1 - 90% = 10%;50次进攻的命中几率为1 - 60% = 40%。
  • 步兵师平均被命中50 * 0.1 + 50 * 0.4 = 25次。
  • 计算组织度损失需要掷骰子25次,单次的数学期望为(1 + 6) / 2 = 3.5。
  • 装甲师的战斗强度受损,略小于100%,故伤害输出向下修正至90%。
  • 总结,装甲师预计每小时造成25 * 3.5 * 90% * 0.05 = 3.9点伤害。鉴于一个常规的步兵师的组织度为50-60,战斗预计将于半日后结束。

当一方有多个师参加战斗时,这些师可以将它们的杀伤值合并,以对抗另一方。例如,2个进攻次数为100的师各自对1个防御次数为150的师。在此情况下,150次进攻受到防御,有0.1的命中几率;而另外50次进攻未受防御,有0.4的命中几率。

附带性伤害(建筑伤害)

当地的基础设施和防御工事(陆上要塞和海陆要塞)也可以受到伤害。伤害值由进攻方的进攻数、软攻占比和伤害结算因子决定。防御工事受到伤害的概率为5%,而基础设施则为100%。近地支援机不会造成附带性伤害。

[math]\displaystyle{ \text{附带性伤害} = 0.1 * \text{软攻} * \text{ 进攻总数} * \text{伤害结算因子} }[/math][1]

对基础设施的损害还会受到进一步的修正,详见onstruction#Damage_and_repair.

唤醒勇虎 The Siege Artillery ability doubles both the probability and the damage against land forts.

战斗修正

下面列出一些对进攻数和防御数的修正因子 (并不详尽):

  • 山地: base penalties for attacker -20% in a forest, -30% in hills, -60% in mountains.
  • 跨河: penalty of -30% or -60% for attacker attack and breakthrough depending on the river size
  • 夜间: penalty of -50% for attacks of both sides
  • 要塞: penalty for attacker attack and breakthrough of -15% per fort level. Each extra attacking direction cancels out one fort level but not the last level.
  • 包围: penalty for defender -30%
  • 敌方拥有制空权: penalty for defender defense or attacker breakthrough. penalty = enemy air superiority * (1 + enemy doctrine modifiers + terrain modifier + concealment advisor) * -0.35 + 0.7 * AA / (AA + 112) (the latter part is "enemy air superiority reduction").
  • 缺乏补给: scaling penalties up to -33% at no supply
  • 超出战场宽度: divisions in active combat can slightly exceed allowed combat width with a small penalty to offset this (-2% per extra combat width).
  • 部队堆叠惩罚: (-2% per division over the stacking limit. The stacking limit is 8, plus 4 per flanking direction.
  • 多线作战: -50% for a division that is attacked from a different direction while already attacking
  • 空降乘法: -30% combat penalty 48 hours after being paradropped.
  • 登陆惩罚: -70%
  • 指挥官技能: +5% per skill point for both attack and defense
  • 计划加成: the base maximum is +30% which can be further improved by a doctrine to +110%
  • 堑壕: +2% per each point built. Maximum achievable: 5 base + 11 engineer IV + 10 doctrine = +52%
  • 空中支援: bonus to attack and defense (in addition to direct damage support planes do)
  • 国家精神
  • 部队经验: -25% for green, 0 for trained, +25% for regular, +50% for seasoned and +75% for veteran
  • 战术修正
  • 破译优势: +5% per decryption level compared to enemies average encryption level (ex: dec. level is 5 and enemy average enc. level is 3 then 5-3 = 2 which gives 10 % increase)(抵抗运动dlc中已修改)

所有的正向修正都可以叠乘在一起,所以若占尽天时地利人和,可能会得出非常高的正向修正。

例如:

  • experience +75%
  • entrenchment +40%
  • terrain +20%
  • country +40%
  • commander skill +35%

Multiplied together this gives your unit +556% to base stats (1.75*1.4*1.2*1.4*1.35=5.56)

The final factor is capped at 1% if the multiplied value is lower.

装备损失

经过战斗,装备损失和人力损失都会变更为HP损失的70%。【按:原文是strength,不通,应改为HP】

除非变更编制,一支部队的其他数据在战斗中都是锁定的,在战斗后才变更。