[REF] Advanced Features, Mechanics & Internals

Panzer / Allied General Remake: Strategies, Tactics, Efiles, Custom Campaigns, Customizations, Documentation.

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HexCode
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[REF] Advanced Features, Mechanics & Internals

Post by HexCode » 2020-01-15 03:09, Wednesday

CONTENT LINKS
==============

Victory Conditions: Terminology
viewtopic.php?f=95&t=277#p2658

Indirect Support Fire
viewtopic.php?f=95&t=277#p2750

Surprise Unit Collisions: Overview
viewtopic.php?f=95&t=277#p3317

Surprise Unit Collisions: Combat Avoidance
viewtopic.php?f=95&t=277#p3345

Surprise Unit Collisions: Port Events
viewtopic.php?f=95&t=277#p3375


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VICTORY CONDITIONS: TERMINOLOGY
=================================

The following terminology is applicable to PGF's victory conditions:

A) Instantaneous Victory may be declared at any point in time during play as a result of certain victory conditions having been met "on the spot". Play immediately ends right there and then.

B) End-Point Victory is declared at the mandated termination point of a "battle's" duration (e.g., a scenario's completed last half-turn) in the absence of a prior Instantaneous Victory event determination and as a result of certain termination victory conditions having been met.

C) Nuanced Victory Conditions may further qualify a Victory / Defeat outcome by making reference to additional performance metric combinations (e.g., effective scenario duration and / or specific objective hexes owned).

PGF sports TWO (2) Instantaneous Victory types:

a1) Early Victory is declared at the very instant an Alliance owns all scenario objective hexes.

a2) Automatic Victory is declared at the very instant an Alliance is left with no units on the map whatsoever.

PGF sports various End-Point Victory types, strictly based on the objective hex ownership pattern at the scenario's mandated termination point.

Standalone Scenario Play Mode "knows" of only TWO (2) possible victory outcomes:

---- Side-0 Victory
---- Side-1 Victory

PGF sports Nuanced Victory Conditions in Campaign Play Mode only ! Specifically, this mode only "knows" of THREE (3) possible victory outcomes:

---- Side-0 Major Victory
---- Side-0 Minor Victory
---- Side-1 Victory

The first two outcomes represent nuanced gradations of the umbrella "Side-0 Victory" outcome. The criteria here are additional performance metric combinations (i.e., effective scenario duration and / or specific objective hexes owned).
Last edited by HexCode on 2020-02-25 00:44, Tuesday, edited 5 times in total.

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INDIRECT SUPPORT FIRE

Post by HexCode » 2020-01-19 05:11, Sunday

INDIRECT SUPPORT FIRE
=====================

Indirect Support (Defensive) Fire (ISF) is a rather well known PGF feature. In general, only certain units capable of ranged attacks as well as Fighters can provide ISF. ISF is always involuntary in the sense that it can never be initiated (or voluntarily skipped) by a human player. In its own digital... wisdom, PGF initiates and follows through with all possible ISF phenomena.

Global Clarifications

It's not necessary for a unit providing ISF to be adjacent to the attacking enemy
unit. It is necessary, though, for the unit providing ISF to be adjacent to the friendly unit under attack "requesting" ISF.

Global Rule #1: Units providing ISF are never subjected to enemy "counter-fire".

Global Rule #2: ISF can never be provided in instances where the enemy attack is a ranged one (i.e., attacking Artillery and Capital Ship class as well as Fort units).

Global Rule #3: If a unit, which could, otherwise, provide ISF, runs out of ammunition, quite logically, it can't engage in ISF.

Ground Unit Clarifications

Only Artillery class units (irrespective of their Shooting Range) can provide ISF to adjacent friendly Ground units being attacked by enemy Ground units. Only Air Defense class units (irrespective of their Shooting Range) can provide ISF to adjacent friendly Surface (i.e., Ground and Naval) units being attacked by enemy Air units.

PGF treats Air Defense class units having a Shooting Range of 0 as if it were, in fact, 1... Moreover, neither Anti-Aircraft class nor Fort units can ever provide ISF.

Ground Unit Rule #1: Subject to its ammunition availability, a Ground unit may participate in the provision of ISF more than once during the course of a half-turn.

Ground Unit Rule #2: If a Ground unit, which could, otherwise, provide ISF, is in a state of being transported, it cannot engage in ISF. Simply put, PGF will not
automatically "unmount" such a unit on its own digital... initiative, even in instances where such action is both possible and desirable from the defender's point of view.

Ground Unit Rule #3: If a Ground unit, which could, otherwise, provide ISF, has no remaining unsuppressed strength points left on-line due to the lasting effects of enemy level bombing action, quite logically, it cannot engage in ISF.

Ground Unit Rule #4: Same Ground class units capable of providing ISF support to an adjacent friendly unit under attack do so sequentially, one combat at a time. Each such combat event takes the outcome of the immediately preceding combat event as a new starting point in the rapidly unfolding battle resolution saga...

Naval Unit Clarifications

Naval Unit Rule #1: Despite the fact that Capital Ship class units engage in ranged attacks, such units cannot ever provide ISF.

Naval Unit Rule #2: Naval units can never be the beneficiaries of ISF provided by friendly Artillery class units, adjacency considerations notwithstanding...

Naval Unit Rule #3: Destroyer class units attacking enemy ground units occupying coastal hexes can never be subjected to enemy artillery-type ISF.

Air Unit Clarifications

Air Unit Rule #1: Only Fighter class units can provide ISF to adjacent friendly units under enemy air attack. Fighter-Bomber units can never provide ISF.

Air Unit Rule #2: Each specific Fighter class unit is allowed one and only one ISF provision (i.e., Interception) per half-turn. The friendly unit supported can be a Ground, Naval or Air one (even Submarine class units can be supported).

Air Unit Rule #3: Fighter class units can never combine their support for purposes of Interception. PGF automatically picks the intercepting unit which is expected to do the most damage to the attacking enemy Air unit.

Air Unit Rule #4: In instances where both Fighter and Air Defense ISF are possible, PGF starts with the resolution of the Fighter interception first. It automatically proceeds, next, with the resolution of Air Defense ISF as a separate battle event, thus, taking the outcome of the preceding Fighter Interception as a new starting point in the rapidly unfolding battle resolution saga...

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SURPRISE UNIT COLLISIONS: OVERVIEW

Post by HexCode » 2020-02-19 01:53, Wednesday

SURPRISE UNIT COLLISIONS: OVERVIEW
===================================

Not About That...

We're all reasonably familiar with PGF's Hidden Units "on" checkbox setting ("Fog of War"). From time to time, one of our units effectively ends up its movement phase finding itself adjacent to an enemy unit that has hitherto been hidden from us (unspotted). It's immaterial whether this has been the result of:

a) Our unit having voluntarily cut its movement phase short or having been forced by PGF to stop -- having simply exhausted its effective Movement Allowance (MA), or

b) PGF having put an abrupt stop to our unit's movement upon entering an enemy unit's suddenly revealed Zone of Control (ZoC) without having attempted to actually move into (or through) the hex actually occupied by the said enemy unit.

Most of this post and the immediately two ones to follow are not about all that...

What happens though if, under "Fog of War", one of our units attempts to enter a hex occupied by a hitherto unspotted enemy unit ? For starters, if our unit is a ground / naval one and the enemy unit is an air one (or vice versa), well, nothing much ! The opposing units can... peacefully co-exist and, in fact, our moving unit can even go through the said hex unobstructed.

Once again, the remainder of this post and the immediately two ones to follow are not about all that...

Surprise, Opposing Unit Actual Collisions

You know the kind; one of our units attempts to enter a hex occupied by a hitherto unspotted enemy unit and PGF suddenly intervenes and stops our moving unit dead in its tracks (so to speak) in a hex adjacent to the hitherto unspotted and presently revealed enemy unit. At that very moment, PGF's behavior would be indistinguishable from the one described under preceding case (b). However, what happens next, if anything, is a bit more interesting...

Combat-Avoiding Surprise Collisions

Not all "Surprise Collision" events necessarily and automatically lead to actual combat ! The following two Global Rules underlie Combat-Avoiding Surprise Collisions:

Global Rule #1: If the hitherto hidden stationary unit sports either a bracketed or a zero (0) combat-relevant Attack value, no combat ensues.

Global Rule #2: If the hitherto hidden stationary unit sports zero (0) Ammo Points, no combat ensues.

Combat-Triggering Surprise Collisions

We're all reasonably familiar with run-of-the-mill "Rugged Defense" events as they apply to combat between opposing ground units. Basically, a "Rugged Defense" event is, more often than not, way more disadvantageous to an attacking ground unit than an equivalent "Ordinary Combat" event.

Combat-Triggering Surprise Collisions tend to result in combat that is way more disadvantageous to the moving unit than in an equivalent "Ordinary Combat" situation. This is a direct extension of run-of-the-mill "Rugged Defense" concepts into surprises involving ground unit collisions; it's also a further extension into naval and air unit sudden collisions. The following establishes some Combat-Triggering Surprise Collision terminology:

1) It's a "Rugged Defense" event if the stationary unit is a ground one.

2) It's a "Surprise Contact" event if the stationary unit is a naval one.

3) It's an "Out of the Sun" event if the stationary unit is an air one.

The immediately two following posts will focus on a number of important particularities.

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SURPRISE UNIT COLLISIONS: COMBAT AVOIDANCE

Post by HexCode » 2020-02-22 00:41, Saturday

SURPRISE UNIT COLLISIONS: COMBAT AVOIDANCE
===========================================

In the immediately preceding post I wrote:
If the hitherto hidden stationary unit sports either a bracketed or a zero (0) combat-relevant Attack value, no combat ensues.
What's a combat-relevant Attack capability ? Well, it's situational. Specifically, it's the capability of the stationary unit to hypothetically initiate (or not) actual combat against the moving enemy unit under "normal" combat circumstances. Clearly, a bracketed Attack value points to a stationary unit's inability to hypothetically initiate actual combat.

Naval Unit Combat Avoidance

The following three (3) Combat-Avoiding restrictions are unit class properties which PGF enforces in addition to the two Global Rules stated in the immediately preceding post.

NUCA #1: Any Surprise Collision between a stationary Submarine class unit and a moving enemy naval unit belonging to a class other than Destroyer avoids combat.

NUCA #2: Any Surprise Collision between a stationary Capital Ship class unit and a moving enemy Submarine class unit avoids combat.

NUCA #3: Any Surprise Collision between a stationary Aircraft Carrier or Naval Transport class unit and a moving enemy naval unit avoids combat.

Air Unit Combat Avoidance

The following Combat-Avoiding restriction is enforced by PGF in addition to the two Global Rules stated in the immediately preceding post.

AUCA: Under atmospheric conditions of Rain or Snow, all Surprise Collisions between opposing air units avoid combat.

There's one more very special case left to examine. What happens when a Port City or Port Facility hex "showcases" a Surprise Collision between a Ground unit and a Naval unit ? Well, that's what the next post is all about.

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SURPRISE UNIT COLLISIONS: PORT EVENTS

Post by HexCode » 2020-02-25 00:42, Tuesday

SURPRISE UNIT COLLISIONS: PORT EVENTS
=====================================

We all know that a Port City / Facility hex can accommodate either a ground or a naval unit but not both simultaneously. To this effect, a hitherto hidden, stationary unit occupying such a hex can be subjected to a Surprise Collision by a moving, enemy unit. All instances involving Sudden Collisions between Ground units have already been documented in the two immediately preceding posts; ditto for Sudden Collisions between Naval units.

The present post strictly focuses on various types of Surprise Collisions, each involving a Ground and a Naval unit (and vice versa) in instances where either stationary unit occupies a Port City / Facility hex. To the extent that such collisions trigger actual combat, PGF always visually identifies them as "Rugged Defense" events. Also, in certain instances not involving actual combat, PGF forces a stationary Naval unit to vacate the Port / Facility hex it has hitherto occupied and displays the message "FLEEING PORT!". If there are no adjacent, unoccupied, terrain-friendly hexes that the Naval unit can retreat to, it gets eliminated and PGF displays the message "SHIP IS SCUTTLED!".

Port-Related Unit Combat Avoidance

The following Combat-Avoiding restrictions are unit class properties which PGF enforces in addition to the two very important Global Rules stated two posts up.

PRUCA #1: Any Surprise Collision involving a Submarine class unit avoids combat.

PRUCA #2: Any Surprise Collision between a stationary Aircraft Carrier or Naval Transport class unit on one hand and a moving enemy Ground unit on the other avoids combat.

PRUCA #3: Any Surprise Collision between a stationary Destroyer or Capital Ship class unit on one hand and a moving enemy Infantry, Tank or Recon class unit on the other avoids combat while forcing the stationary Naval unit to retreat at the same time.

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