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- EBS User's Manual
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- Section 4
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- Selected Module Design Notes
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- 4.1 The Force . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
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- 4.2 The Unit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
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- 4.3 Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
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- 4.4 Attacks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
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- 4.5 Defenses . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
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- 4.6 Tactics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
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- 4.7 Strategies . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
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- 4.8 Supply . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
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- 4.9 Movement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
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- 4.1 The Force
-
- A force may be a bit tricky to design. It seems fairly obvious as a
- simple collection of units and a match for the normal "side" to a conflict,
- but in EBS, you may wish to use more than one force to define a side, and
- even define normally extraneous elements, such as civilian population as
- forces.
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- As an example, if your scenario involves a mobile force attacking
- across a static defensive line, you may wish to define the troops guarding
- the static defensive line as one force, using the FORCESTATIC option and
- forcing them to have no strategy but to guard the line as instructed. The
- attacking mobile force can then be defined separately and given its
- strategy, such as a center penetration without causing the related units in
- the trenches to also execute the same strategy.
-
- On the other hand, if you are using a group of mobile units, or units
- not located in the line as a mobile reserve for defensive purposes. In this
- case, you can define the units in the trenches as one force, the mobile
- units as another, and define a "rangefrombase" value, indicating how close
- the attacking units must come to the mobile units before touching off their
- reaction.
-
- These sorts of design make for more intelligent command of the forces
- on the part of EBS, but they may also make play easier for a human player,
- who will not necessarily want to play all the various more or less static
- units, such as fixed artillery and soldiers in bunkers. Those may be left
- to EBS to play and allow the human player to concentrate on a smaller
- portion of the battlefield and of the forces associated with his side.
-
- Another key area is the REVIEWBASE time for a force. This is the time
- which passes between several actions taken by a force. Each time the
- force's review counter counts down to zero, the force reviews the factors
- which might cause it to launch a defensive strategy (are any units being
- fired on, how close is the enemy to my units at the closest point, etc),
- whether its objectives have been accomplished, and which of its units are
- resupplying. At this time, any unit lacking a tactics module will also
- review its decisions. Note that a tactics module is not necessary for a
- unit. Not having one simply indicates that all tactics for that unit are
- the defaults for the force of which it is a member.
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- The STRATEGYREVIEW value is another. In general, the more often a unit
- reviews its decisions, the "smarter" it is, as it adapts well to the
- changing circumstances. In the case of a review of strategy, excessively
- short times can be more destructive than excessively long times. Reviewing
- the strategy every couple of minutes, besides wasting execution time, causes
- confused movement of the units, as they are unable to progress toward a
- single point. A good length of time for strategy review should be play
- tested, but a good basic time would be the length of time it takes for the
- average unit in the force to cross the map. It will be extremely rare for a
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- unit to actually cross the map in that period of time, but if that much time
- has elapsed, it may be valuable to relook at the strategic decisions,
- including whether the force should be offensive or defensive and to what
- extent.
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- When EBS reviews the strategy, it looks at the entire situation as
- though the game were starting at that moment. It is generally assumed that
- the placement of units at the beginning of the strategy is the result of
- movement and/or previous battles. Thus, to EBS, this is essentially a new
- battle starting. EBS will not necessarily change strategies due to actions
- in the intervening time, but it may do so radically if units have moved.
- Initial strategies are often based on inadequate information about the
- enemy's strength and deployment, so a half an hour or so of combat may
- change the overall view of the force.
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- 4.2 The Unit
-
- The unit is the most complex element of the EBS system, because it
- includes both many values of its own, but also looks to numerous other
- modules in defining how it will behave. In general, leaving out a module
- results in default values. The following is a list of what results from
- leaving out various modules.
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- Markers: The unit is not part of the scenario. It is not located on
- the map at all, and it will take no actions and be the target of no actions.
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- Defense: The unit has a defensive value of zero to all attacks. This
- option could be used where all units are of similar defensive value. Be
- sure that weapon design takes this defensive value into account, otherwise
- you could have a very bloody scenario where being seen is dying.
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- Attacks: If a unit has no attack chain, it will not be able to attack
- any targets. This would be valid for a truck or unit of trucks used for
- transportation. The trucks would have a defensive value against attack, but
- would be unable to attack any targets themselves. With proper options set
- on the attacks of the troops the trucks are carrying may allow those troops
- to attack while mounted on the trucks, however.
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- Attacks with no Weapons: These are of no value internally, but may
- simply specify a script to execute whenever the attack would normally be
- conducted. Scripts can simulate spells or specialized weapons. They may be
- used to heal the unit or other units on its force or others. Basically,
- attacks without weapons simply become carriers for their scripts.
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- Tactics: A tactics module determines the behavior of a unit when it
- has valid targets within its zone of control. It is an optional module.
- Units without tactics modules have infinite loyalty and morale, and always
- choose default priority targets. They review their decisions each time the
- force comes up for review.
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- Movement: A unit without a movement module does not move. Any unit
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- intended to be static, such as a fixed artillery battery, or troops in a
- bunker who are never expected to leave as part of the scenario do not need
- movement modules.
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- Force: A unit with no force cannot be commanded by EBS and cannot be
- accessed through the command window. It is usually best to go ahead and
- define a force (there are 32 of them and you are unlikely to run out after
- all) and make all options available. You can, however, command such a unit
- through a script.
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- 4.3 Weapons
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- The key thing to remember about weapons is the difference between them
- and attacks. A weapon is the item which does damage, and an attack is the
- way in which a unit uses that weapon. Thus, a weapon definition includes
- ranges, amounts of damage, time between shots with the weapon and chances to
- hit.
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- You must also distinguish when to use a weapon and when to use an
- ifweapon. Despite the fact that the ifweapon is so named for "indirect
- fire" that is not the only type of weapon it covers. It also includes
- magical attacks and generally any form of attack which cannot be carried out
- using a standard weapon, but which is not so complex as to require its own
- script.
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- Use a weapon for direct fire weapons (bows, crossbows, rifles, machine
- guns, etc) and for melee weapons (swords, spears, knives, clubs, small trees
- carried by giants, straight pins carried by pixies). You can include simple
- items which cause additional damage, such as flame on arrows, or exploding
- bullets. See section 1.3.6, The Attack for further information on weapons
- and attacks.
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- Use an indirect fire weapon for weapons capable of indirect fire
- (howitzers, mortars, catapaults, pixies throwing gold dust over large rocks,
- etc) and for any attack which leaves an effect on the map for a period of
- time (chemical attacks, spells with duration, fire bombs, pixies throwing-
- sorry no pixies for this one).
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- 4.4 Attacks
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- Ultimately, if you cannot work out your attack form using any of the
- defined factors of the weapon or ifweapon modules, create an attack with no
- weapon or ifweapon and write a script to accomplish its goals. You can
- include many things, including terrain modification, using the 'draw'
- commands with the 'copy' option to make the redrawing a permanent part of
- the map. Thus, you could draw fortifications which are then attacked by
- bombers whose attacks (bombs) destroy pieces of the fortification.
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- If you believe that realistically a unit will remain supplied
- throughout the duration of the battle, such as in a short battle, or one
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- where relatively few shots will be fired, use "-1" as the ammunition value.
- This means in constant supply. In many scenarios supply can be ignored
- without significantly impacting on the playing of the scenario. If there is
- no impact on the result, it is usually a good idea to leave a feature out of
- your scenario. Extraneous features simply take up processing time without
- increasing the enjoyment. I have chosen to make all features available, but
- to allow them to be selected.
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- 4.5 Defenses
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- Defenses are not universal. You must define a defense module to cover
- the same range of weapon types as you use in a scenario. Having a system
- for certain types of scenarios, such as the Energion Campaign System for
- fantasy scenarios, will help to organize this properly.
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- You can simplify weapons and armor types by eliminating them
- altogether. Turn on the "ONEARMOR" option on your defense module, and enter
- a value only in armor type one. Then use weapon type one for all weapons.
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- If an ifweapon is defined as "MAGICAL" then the "MAGICDEFENSE" element
- corresponding to the "MAGICTYPE" element of the ifweapon is used in an
- avoidance roll using the Energion Campaign System magic rules. Again, if
- you only need one type of magic and one figure for the unit's chance of
- avoiding a magical attack, use only the first "MAGICDEFENSE" value, and
- enter the "MAGICTYPE" of one in each ifweapon.
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- 4.6 Tactics
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- Most of the function of a tactics module is quite straightforward.
- What I consider the most important part of it, however, may require some
- additional elucidation--the closest point of approach or CPA. The value is
- an ideal, and is normally based on the ranges of the weapon which the unit
- is using.
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- If you provide a predefined CPA, this value will hold throughout the
- course of the scenario unless you also select the option "FLEXCPA" from the
- tactics module options requester. The other way to use the flexible CPA
- option is by simply setting this value to zero. In that case, EBS will
- select a CPA according to the ranges of the unit's weapons.
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- EBS selects current weapon in order of range and damage. If no target
- is in range, it will make the current attack of the unit the one with the
- longest range. If there is a target in range of more than one weapon, it
- chooses the one which will do the most damage. Each of these weapons should
- have an ideal range set, otherwise the unit will approach as close as it can
- to the enemy. If the ideal range is set, the unit will approach close to
- that ideal range, then either stop and fire or maneuver to maintain range
- and fire.
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- To create an observer unit, such as an artillery spotter, set a CPA
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- which is greater than the range of the unit's longest ranged weapon. Thus,
- the unit will never voluntarily engage in combat. If an enemy unit fires
- upon it, or comes into range despite the unit's best efforts, it will also
- fire.
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- Note that this CPA maneuvering is far from perfect. In the simplest
- case, the enemy unit has chosen the maneuvering unit as a target and the
- attacker is faster. Range will close and combat will occur. Also, it is
- possible in this version of EBS for a unit maneuvering to avoid one enemy to
- stumble onto another one. (I'll save a solution for that for a system using
- the 680[insert very large number here]0.)
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- The "OBSERVER" option is needed only for aircraft, which set their
- destination to their CPA distance on the other side of the target, allowing
- a bombing or strafing run. If the "OBSERVER" option is on, the observer
- will avoid overflying the target, and thus perhaps avoid being shot down.
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- The "RANDSEARCH" option does not cause a unit to execute a random
- search from the start, but if there is no enemy in sight, and no other valid
- destination to set, it will begin randomly searching. This option should be
- used when there are expected to be enemies scattered around the map waiting
- to ambush units, and the attacker wishes to flush them out.
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- 4.7 Strategies
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- Strategies and objectives interact with destinations in a somewhat
- confusing way. When there is no objective, EBS calculates a corresponding
- target sector on the enemy's side for each friendly unit. If there are no
- deviations in the strategy module's movement data, all units should progress
- across the map in a fairly straight line. Deviations left and right will be
- the exact number of degrees from a straight line.
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- In the case of an objective, all units set their destination as the
- objective, with no offset. If the force's objective is at the center of the
- enemy's side, and behind most of his troops, then a unit on the far left
- will cut right for the center of the line, and one on the right will be
- cutting left. The 30 degree deviation values used in the built-in modules
- will just about cancel the already existing turn and cause the unit's to
- take a pretty much straight course halfway across the map, then turn toward
- the objective.
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- If you create a scenario with an objective, make the deviations
- greater, to make up for this potential problem.
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- If you have no supply modules in your scenario, that value will be
- ignored. It is not necessary to define two strategy modules, one for a
- scenario with supply, and one for a scenario without.
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- If you have no HQ units, that is, no chain of command entered, a unit
- commanded to go for enemy headquarters units will select a target randomly
- if it finds one. This will result in the unit operating against enemy units
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- independently, moving to destroy them. If this result is undesirable,
- change the "COMMAND" element of the strategy module to zero.
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- 4.8 Supply
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- Supply takes additional turn execution time. If you are using a 68000
- (non-accelerated Amiga), you may wish to just set ammunition values to
- reasonable amounts for the duration of the scenario, and any which should
- have full supply to "-1".
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- Note that a unit which belongs to a force with supply modules, and
- which runs out of ammunition, will set its destination to get supplies.
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- 4.9 Movement
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- There are several options on defensive units where interaction with
- unit and movement module values can result in interesting effects.
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- 1. If you set "ACTIVEDEFENSE" for the unit, and place it in the
- heaviest cover within its force's strategy's "MAXDEVIATION" value (say that
- 10 times fast!) then it will not move from that position until it has unit's
- behind it, and sometimes not even then. This locks the unit exactly in
- place. If, however, you place it in light cover and there is greater cover
- nearby, it will head toward that greater cover, then stay there in the same
- manner.
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- 2. If you want to lock a unit in place exactly throughout the
- scenario, unless it is forced to retreat, use the "DEFENSIVE" option for the
- unit. This is good for units in fortifications or guarding specific
- locations.
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- 3. If you want the unit to stay in a patch of cover, but want it to
- move within that, use the "SEEKCOVER" and "MOVEFREE" options of the movement
- module. It will generally not move to any location with less cover than the
- one it is on. Note that the "MOVEFREE" prevents very successful general
- movement, but will work quite effectively when all surrounding terrain has
- the same cover value.
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- 4. If you want a unit to stay static under certain conditions, but
- later launch strategic movement, you must set up a strategy module to do so,
- or set up a tactics script for the unit.
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