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Mobile Frame Hangar • View topic - Battle Simulations (Sim 9 Posted)

Battle Simulations (Sim 9 Posted)

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Battle Simulations (Sim 9 Posted)

Postby Tetrajak » Thu Apr 26, 2012 8:18 pm

Last edited by Tetrajak on Thu May 31, 2012 11:23 pm, edited 12 times in total.
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Re: Skirmish Company Test - Battle Sim

Postby calculus » Thu Apr 26, 2012 9:04 pm

Cool to look through, thanks for posting!

What did you learn?
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Re: Skirmish Company Test - Battle Sim

Postby schoon » Thu Apr 26, 2012 9:09 pm

...and how big was your "table?"
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Re: Skirmish Company Test - Battle Sim

Postby Tetrajak » Thu Apr 26, 2012 9:27 pm

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Re: Skirmish Company Test - Battle Sim

Postby Mantisking » Thu Apr 26, 2012 9:47 pm



-- A MFZ blog.
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Re: Skirmish Company Test - Battle Sim

Postby Tetrajak » Thu Apr 26, 2012 9:50 pm

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Re: Skirmish Company Test - Battle Sim

Postby calculus » Fri Apr 27, 2012 5:48 am

Yes, I would like to see round two.
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Re: Skirmish Company Test - Battle Sim

Postby Tetrajak » Fri Apr 27, 2012 6:09 am

OK, round 2 involved a slightly altered attacking squad, and a completely different set of defenders. Again, I completely forgot about the SSR's. I really need to stop doing that.

Orange team
Close Defense: d6Rh d6Rh d8Rh d6B d6B d8G d6W d6W
Spot Tank 1: d6Rd d6Rd d8Rd d6B d6Y d6W d6W
Spot Tank 2: d6Rd d6Rd d8Rd d6B d6Y d6W d6W
Quick Arty: d6Ra d6Ra d8Ra d6B d6G d6W d6W

Purple team
Swarmer 1: d6Rh d6Rh d8Rh d6B d6Y d6W d6W d8G
Swarmer 2: d6Rh d6Rh d8Rh d6B d6Y d6W d6W d8G
Assault 1: d6Rd d6Rd d8Rd d6B d6G d6W d6W
Assault 2: d6Rd d6Rd d8Rd d6B d6G d6W d6W
Artillery Support: d6Ra d6Ra d6Y d6Y d6B d6W d6W

Key
Black Polygons: Opaque cover
White/Light Blue Polygons: Translucent cover
Circles: frame position markers
Coloured polygons: team stations
Yellow numbers: Spots on a frame
Red Numbers: Total damage to a frame
Coloured Lines: frame movement

Battle Setup
Image

Round 1 End
Image

Round 2 End
Image

Round 3 End
Image

Round 4 End
Image

Round 5 End
Image

After this point, the remaining purple frames spend the next 6 turns chasing the remaining orange artillery as it pelts them from afar, slowly whittling them down, until the DDC reaches it's end and purple wins by initiative points.

If you're interested in the remaining images, you can find them in the .
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Re: Skirmish Company Test - Battle Sim

Postby Ced23Ric » Fri Apr 27, 2012 6:14 am

That is great input and confirms some thought that I had myself. Please keep doing these, they are great!

PS: I saw the pictures and thought: "Okay, so purple goes into orange's face ... ah this is where orange is zerged ... and here ... oh, now they got run out of town ... ah. Wiped out. Brutal."
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Re: Skirmish Company Test - Battle Sim

Postby Tetrajak » Fri Apr 27, 2012 6:20 am

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Re: Skirmish Company Test - Battle Simulations

Postby Joshua A.C. Newman » Fri Apr 27, 2012 10:35 pm

Ideal tables are about 4x Direct range; ie 32 units across.
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Re: Skirmish Company Test - Battle Simulations

Postby Tetrajak » Sat Apr 28, 2012 12:05 am

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Re: Battle Simulations (Sim 3 Posted)

Postby calculus » Sat Apr 28, 2012 7:21 pm

Again, really enjoyed reading this, reading your thinking, and thinking through it myself.

At least against that match up, I'd try changing the defense heavy soldiers to be the standard soldier with a green die. The attacking team is half fast moving melee units and half slow walkers. If you gave up your initial stations and just ran for it, you'd only be facing two melee units, which your soliders would outnumber. You could take them down, possibly even before they got in melee range, then either turn back around if healthy and you'd also outnumber the slow frames, or just keep running. As long as you have that one enemy station, he'd have to kill all but one of your units to win - and that wouldn't happen with your speed advantages.
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Re: Battle Simulations (Sim 3 Posted)

Postby Tetrajak » Sat Apr 28, 2012 8:41 pm

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Re: Battle Simulations (Sim 3 Posted)

Postby calculus » Sat Apr 28, 2012 8:53 pm

That's the hypothesis I'm been coming to today as well. Because the "attackers" can't win unless they control all, or almost all of the stations, and kill a few defenders, the "defense" side should be fast moving both to grab stations and stay out of fights. Oddly enough, the "defense" seems to need to move faster than the "attackers".
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Re: Battle Simulations (Sim 3 Posted)

Postby Tetrajak » Sun Apr 29, 2012 12:09 am

Yes, that's what I was thinking. The next "defense" company I field is going to be fast moving and focused on guerrilla warfare.

On a related subject, here is the 32 unit 'table' as recommended by Josh (I have also added a key to the battle templates, both this small one, and the larger 48 unit one);
Image

It appears that the only place to hide artillery on such a map is right at the edge of the play area, and even then, it wouldn't take long to get to them, even from the other side of the map.
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Re: Battle Simulations (Sim 3 Posted)

Postby Tetrajak » Fri May 11, 2012 4:55 am

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Re: Battle Simulations (Sim 4 Posted)

Postby Ced23Ric » Fri May 11, 2012 6:37 am

Great stuff. It clearly shows the problem I have with melee - the short range (durr) is easily used for kiting or delaying, and every turn a melee 'Frame don't punch is a turn you get for free. Good. Also, nicely done on using two soldiers as backbone for the Defenders. Shows that the combination of versatility and DF fire sure combines into a way better package than you'd think at first. Furthermore, it's clear that Defenders only need to strike even to win - here, you even mopped the floor. Hell's yeah! But keep in mind, SSRs help attackers immensely.

By the way: 3 vs. 4 blow for Defenders. 5 vs. 6 is a whoooole 'nother ball game.

Also, the last picture looks like a WoW Raid - so many numbers above the mob! :D
Image - An Ijad-controlled system, where SU and FC are still fighting.
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Re: Battle Simulations (Sim 4 Posted)

Postby Tetrajak » Fri May 11, 2012 7:12 pm

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Re: Battle Simulations (Sim 4 Posted)

Postby randolph » Fri May 11, 2012 7:43 pm


Inexorable. Progress.
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