This Dev Diary has been slow in the making, as I found it difficult to “divide” the topic into somewhat self-sufficient bite-sized pieces. It is hard to discuss some relevant matters without discussing everything.
There are two different kinds of battles: land battles and sea battles. Sea battles in ICE are quite minimalistic and do not really involve any player interaction beyond sending sea units into sea battacles, so this Dev Diary will only discuss land battles.
Battles that either do not involve the Human player or in which that Human player’s units represent a minority of the units on its side, are Auto Resolved. Such battles simulate the steps that would have been taken in a displayed battle.
Displayed land battles take place on a battle-board. The battle board is divided into two halves. The bottom half is the Human player side while the top half is the AI player side. Each side has three rows. The innermost rows, where the two sides meet, are the front line rows. Each front line row is divided into three regions, Center, Left Flank, and Right Flank. Each region has four positions, where individual units are placed. Units in the same region are equivalent as far as their position is concerned.
In order to win a battle, you must have control over the Center region of the other side as well as at least one of the two Flanks at the end of an Engagement phase (to be discussed below).
Behind the front lines is the Rear position. There is only one such region on each side, but it has six positions.
The outermost row on each side is the “retreat” row. This is where units go when they have been defeated (i.e. are fleeing the battle) but not destroyed.
Basic Unit and Combat Concepts
There are several attributes that a military unit may have.
- Attack Modifier is added to a d6 roll (might change to 2d6). This number is the sum of a base value for the unit type, weapon tech bonus, and doctrine bonus (recall that Officers provide points toward purchasing military doctrines). There are some additional possible modifiers as discussed below.
- Survivability determines how difficult it is to destroy a unit. When a unit is defeated, it may retreat or it may be destroyed. If it is defeated by more than the survivability value, it will be destroyed, otherwise it will only retreat from the battle. Each unit type has a base evasion value, which can be improved with Doctrines.
- Initiative Modifier is added to an initiative role that each participating unit makes at the start of the Bombardment and Engagement phases. Initiative is important because units that can make their move first can remove units from the board or at least be softened or lose their turn (see below).
- Evasion is a number that an artillery modified attack roll must exceed in order to defeat the target unit. If the modified attack is greater than the sum of the targets Evasion and Survivability, the target will be destroyed.
Land Battle Phases
Land battles are divided into four phases: Unit Placement, Dog Fight, Bombardment, and Engagement. The first two phases only occur once, at the start of the first round. The second two phases repeat until the battle is concluded.
- Unit Placement: The player decides where to place the units they are bringing into the battle. Fighters must be placed in the player’s Rear region and is generally advised to place Artillery there as well. Most or all remaining land units will be placed in the three front regions. Placement is important, as it affects your overall strategy (i.e., which enemy regions are you going to try to capture?).
- Dog Fight: This phase will only occur if both sides have at least one Fighter unit. Since Fighters do not appear until the late game, most battles will not include this phase. When this phase occurs, the Fighter units of each side will automatically face off against each other one at a time. During a face-off each side makes a modified attack roll, the side with the higher roll wins. In the case of a tie, neither side is removed from battle. The side with the most fighters at the end of this phase will enjoy Air Superiority during the Bombardment phase. If both sides have the same number of Fighters remaining, the Defender gets Air Superiority. Fighters cannot be targeted in the Dog Fight or Bombardment phase.
- Bombardment: Only artillery units participate in this phase. First, each unit rolls initiative to determine turn order. Artillery have an attack range of 2. This means that an Artillery placed in your Rear region will be able to target any of the enemy’s front Regions. If an Artillery is in a front region, it can also target units in the opponent’s Rear, but exposes it to being easily attacked. The attacking artillery targets an enemy unit rolls d6 adding its attack modifier and an additional bonus if its side has Air Superiority. Furthermore, even if the target is not defeated it is considered softened. A softened Unit suffers -1 to Evasion, Attack Rolls, and Initiative.
- Engagement is the most sophisticated phase and involves the moves made by Infantry, Conscripts, Cavalry, and Tanks. Initiative is rolled to determine turn order. Infantry and Conscripts can take one action per turn while Cavalry and Tanks can take two actions per turn (they are also better at initiative). Moving from one region to an adjacent region counts as an action. Attacking an enemy unit in an adjacent region also counts as an action. If a Cavalry or Tank attacks before moving, it forgoes its second action, but gets a Charge bonus. Infantry have a special action to Dig-In, which grants it a bonus to evasion and attack rolls if it is attacked. Infantry on the Defending side will be automatically dug-in at the start of the battle.
Fighting in an engagement counts as an action for both the attacker and the defender, so if a unit is attacked before its turn, it will have already lost an action, which often results in missing its turn. Note, however, that this unit may still have defeated or even destroyed the unit that attacked it, so its turn is not exactly lost, but it has lost the “initiative” – it was forced to respond to the army with the better initiative result.
An unit attacking during the Engagement phase will enjoy a Flanking bonus to its attack roll if the enemy region being attacked borders more than one region that includes units from the side of the attacker. For example, if the player has taken the AI’s left flank and has units in its own Center region, any attack on the AI’s Center region will enjoy the flanking bonus. This bonus is increased if you surround the enemy’s Center on three sides.
Control over a region is gained by moving a unit into it. You can only move a unit into a region if there are no remaining enemy units in it and it is not already full. Once you gain control over a region, you can only lose control over it if the enemy moves a unit back into it (i.e,. you do not need to keep units in it to retain control).
Once an Engagement phase concludes the battle will conclude if one side has gained control of the other side’s Center region and at least one of its Flanks. Either side can also choose to retreat at this point before returning to Bombardment.
Note that all Artillery units on the losing side will be destroyed, because the guns are too heavy to run with. The underlying POP however, will return home and can later be used to create another Unit.