This is an overview of the land combat system I use when moderating, for the purposes of the ongoing discussion about land unit costs and for general info.
The system is based on GDW's Third World War series, and a few snippets may in fact be direct quotes from their rules and modules - so all due credit to them for that.
I will add additional details as time permits.
This applies to division/corps scale combat.
1) ScalesTime: Alternating turns of 1 week (exception: discrete events such as amphibious landings may be considered to last only one or more days). Aggressor goes first.
Map Divisions: Hexes of 45 km are the standard map division.
2) Unit StackingTypically limited to one corps-equivalent per hex. Due to logistical constraints, only a semi-corps/division can stack in a hex if the units belong to more than one allied nation.
Attackers and defenders can not occupy the same hex.
3) MovementInfantry and Light/Specialist Infantry units have a movement factor of 6.
Cavalry units have a movement factor of 9.
Armored and Motorized (1920) Infantry units have a movement factor of 12.
The active side conducts all movement, then combat is resolved.
4) Morale"Morale" refers both to a unit's general
elan and its proficiency at making war. Each unit is assigned a generic numerical figure based on its morale:
Mob/Civilian/Non-combatant: 1 - 3 (Moderator determined, depending on circumstances)
Green: 4
Regular: 5
Elite: 6
Veteran: 7
5) DisruptionsA unit takes damage, or disruptions, as a result of combat. Each week of combat can cause zero to several disruptions, depending on the intensity and outcome of the fighting. A unit's morale is reduced by one for each disruption incurred in action. When its morale reaches zero, the unit is combat ineffective and can not voluntarily attack or advance (withdrawn from combat, it can gradually make good its losses). If the unit's morale goes below zero, it is destroyed outright.
6) Zones of ControlA corps or semi-corps ("division") projects a zone of control into the six hexes around it, plus its own hex. A brigade exerts a zone of control over its own hex only.
Units must expend an additional movement factor(s) to enter a hex with an enemy Zone of Control projecting to it. This reflects a need for cautious, tactical deployment rather than "road march".
Zones of Control are also relevant when determining the effects of partisan activity.
7) CombatCombat takes place at the end of movement; if a unit has not expended all of its movement factors to enter the combat, it forfeits the remainder.
A single unit may attack or be attacked once per turn. Each attack must be directed at the units within a single hex. All units attacking that single hex attack together, and may do so from one or more adjacent hexes.
Units of allied nations may attack together.
Calculating Odds:-Divide the total combat strength (that is, the "5" of "5/3") of the attackers by the total strength of the defenders, rounding down to the nearest whole level (or 1.5:1).
-Determine the total artillery numbers (that is, the "3" of "5/3") of the two sides and divide the higher by the lower. If greater than 2:1, shift the odds one level in favor of whomever has more artillery. Shift another level if more than 4:1.
-Determine the average morale of the two sides and divide the higher by the lower. If greater than 2:1, shift the odds one level in favor of whomever has higher morale. Shift another level if more than 4:1.
-If appropriate, shift the odds one level in favor of whomever has an information advantage (more cavalry, aerial scouting, secret plans) and/or a technological advantage (first use of tanks!)
-Apply topographic modifiers (which always favor the defender).
-Determine the final odds, and roll a D6. Lower rolls favor the defender; higher rolls favor the attacker.
Combat Results:In the combat results table, the value to the left of the slash applies to the attacker and those to the right apply to the defender. Results are applied to each and every unit on that side. Possible results are:
-D, 2D, 3D, 4D: Every unit participating in the battle sustains this many disruptions to their morale. Units reduced to zero morale can not attack. Units below zero morale are eliminated and removed from play.
-E: Every unit participating in the battle is eliminated and removed from play.
-EX: All defending units, and attacking units with a total strength of at least the same value as the defending units, are eliminated. Remaining attacking units receive one disruption.
-R: Retreat two hexes.
Sample of the Combat Results Table:| Roll/Odds: | 1:1 | 1.5:1 | 2:1 |
| 1 | 2D/- | 2D/- | D/- |
| 2 | 2D/- | D/- | D/D |
| 3 | D/- | D/D | D/D |
| 4 | D/D | D/D | -/R |
| 5 | D/D | -/R | -/DR |
| 6 | -/R | -/DR | -/2DR |