Game Mechanics or The Math behind Steel Division.
- 1 Recon
- 2 Accuracy - Chance to Hit
- 3 Armor - Penetration and Bounces
- 4 Kills and Critical Hits
- 5 Suppression
- 6 Experience
- 7 Micromanagement
In order to kill the enemy, you need to first see the enemy. Recon is crucial in these situations, especially if you see the enemy from far away and gain the first strike. Below are a couple of screenshots comparing the different situations.
In order to determine if a shot hits its intended target you need to follow these simple steps:
- Roll two 6-sided dice
- Add the accuracy stat of the shooting weapon to the result of your dice roll
- Add modifiers (ie stress or veterancy) if applicable - More on this later
- If the total sum is greater than 12 you score a hit, otherwise you miss your target.
Or in short pseudo-code:
if 2d6 + accuracy + modifiers > 12 then hit else miss
A simple example: .... TBD
Calculating the Chance to Hit
-6 (shaken morale, firing at max weapon range) to
+8 (close range, 3 stars of veterancy, third shot) or anywhere in between they can have a pretty big influence on the success of your shot.
- Distance to Target/Weapon Range:
The current distance to the target (Dst) divided by the maximum weapon range (Range) is used to determine the first modifier.
In short: Very long range shots result in an accuracy malus while short range shots give a bonus.
- Successive Shots: Successive shots at the same target grant an increasing accuracy bonus.
- Veterancy: Each star of veterancy grants a +1 bonus.
- Stress/Morale: Stressed units get an accuracy malus.
|List of Modifiers|
|0 - 9%||+3||-||0|
|10% - 24%||+2||★||+1|
|25% - 33%||+1||★★||+2|
|34% - 49%||0||★★★||+3|
|50% - 74%||-1||Morale||Modifier|
|75% - 100%||-2||Calm||0|
|Number of Shots||Modifier||Engaged||-1|
|3rd, 4th, 5th... shot||+2||Shaken||-4|
- A vet 1 Pak 38 50mm with 5 acc and 1000m range will have 27.8% CTH at ~900m range.
5 (Accuracy) - 2 (90% of max range) + 1 (Vet 1) = 4 13 - 4 = 9 => 27.8% CTH
- A vet 2 stressed SPW 222 (6acc 800m) has 16% CTH at ~700m.
6 (Accuracy) - 2 (85% of max range) - 3 (Stressed) +2 (Vet 2) = 3 13 - 3 = 10 => 16.7% CTH
- A Panzer 35S(f) (5acc 1000m) has a 58% hit chance at 270m.
5 (acc) + 1 (range) = 6 13 - 6 = 7 => 58.3% CTH
- Weapons are directed against targets and the effect of an attack entirely depends on the target type.
- Soft targets, namely infantry and crew-served weapons like mortars, anti-tank guns, and so on, have a specified Strength (see units for more details). This statistic indicates the number of soldiers in the squad or gun crew, representing its hit points, and eliminating the unit is a matter of bringing that number to zero. These can only be damaged by weapons dealing high explosive damage.
- Hard targets are vehicles and have their own damage system and can be damaged by both high explosive and armor piercing weapons. Armored vehicles, like halftracks, armored cars, and of course tanks, are resistant to high explosive damage. As stated above, a weapon's armor piercing value needs to be higher than the target's armor in order to have a chance to penetrate (for example, a QF 2-pdr will generally bounce off a Panther's frontal armor, since it has 8 AP vs. Armor 12).
- However, while the anti-tank round may bounce off it, it might also stun the crew or injure one of its members. If an anti-tank round pierces through a tank's armour, it might destroy it on the spot or cause a status effect, like damage to the engine (stopping it), transmission (slowing it down to a crawl), or other effects.
- These include: Ammo explosion, fuel explosion, crew killed, transmission damaged, engine destroyed, weapon damaged, tracks broken, shooter knocked out, driver knocked out. Some effects clear up in time, other are permanent.
- Maneuvering and position is vitally important when facing down armored threats. Tanks are usually thickly armored in the front, with thinner sides and a weak rear. In the Panther's example, that 2-pdr could cause some major damage when hitting it from the flank, as a Panther only has 5 Armor on the side.
- Infantry equipped with grenades can deal major damage to open-topped vehicles if it gets close enough (provided it does not have anti-tank launchers that are extremely effective thanks to their HEAT warheads).
Crit. system as it is after Santa Claws patch December 2017:
We think this is the right data:
When you penetrate a tank you deal a crit roll + 100% of the damage of the AP shell.
Every hit rolls a 20 side dice. with different possible out comes for penetration or bounce and the side hit (see the outcomes below).
Critical Ammo Explosion = DEATH
Fuel Explosion = DEATH
Crew killed = DEATH
Internal Fragments = 100% ammo loss 2 dmg
Ammo Explosion = 100% ammo loss, 5 sec gun stun
Shooter Wounded = 10 sec gun stun
Driver Wounded = 10 sec movement and rotation stun
Crew Wounded = 10 sec gun, movement rotation stun
Internal Fire = 20 sec gun stun, 2 damage, 75% ammo loss
Turret/guns jammed = Can't shoot, repairable
Transmission Damaged = 50% speed loss, 50% rotation speed loss, repairable
Ammo Storage hit = 50% Ammo loss, 3 sec gun stun
Track/Wheels damaged = 50% speed and rotation loss, repairable
Tracks/Wheels broken = Can't move or rotate, repairable
Bailed out = 100% Gun, Speed, rotation, vision loss, repairable
Engine Destroyed = 100% Speed ad rotation loss, 5 sec gun stun, repairable
Pierce Front Rolls
1 = Critical Ammo Explosion
2 = Internal Fragments
3 = Fuel explosion
4 = Crew killed
5 = Bailed Out
6-7 = Ammo Explosion
8-9 = Shooter Wounded
10-12 = Driver Wounded
13 = Crew Wounded
14 = Internal fire 20 sec gun stun, 2 damage, 75% ammo lost
15 = Turret/guns jammed
16 = Transmission damaged
17 = Ammo Storage Hit
18-19 = Tracks/Wheels damaged
20 = Tracks/wheels broken
Pierce Side Rolls
1-2 = Critical Ammo Explosion
3-5 = Fuel Explosion
6 = Crew killed
7 = Bailed Out
8-9 = Tracks/Wheels damaged
10 = Turret/guns jammed
11 = Ammo storage Hit
12-13 = Tracks/wheels broken
14-15 = Transmission damaged
|16 = Crew Wounded
17 = Internal fire
18-20 = Engine Destroyed
Pierce Rear Rolls
1-3 = Critical ammo explosion
4-7 = Fuel Explosion
8-11 = Crew killed
12-13 = Transmission damaged
14 = Ammo storage Hit
15 = Bailed out
16 = Turret/guns jammed
17 = Internal fire
18-20 = Engine destroyed(bearbeitet)
1-17 = Bounce
18 = shooter knocked out
19 = Driver knocked out
20 = Crew knocked out
1-13 = Bounce
14 = Track Wheel damaged
15 = Shooter knocked out
16 = Driver knocked out
17 = Crew knocked out
18 = Ammo storage Hit
19-20 = Engine Stalled
1-8 = Bounce
8-12 = Engine Stalled
13 = Tracks/Wheels broken
14-15 = Transmission damaged
16 = Shooter knocked out
17 = Track/Wheel damaged
18 = Crew knocked out
19 = Ammo storage Hit
20 Turret/Guns jammed
HP Point System
if you see a Unit die with out one of the above messages it died through falling on 0 hp
Damage for each gun
All infantry AP; Puppchen Autocannon AP
Allies: Carrier recce 3AP
Allies: 6 PDR AP; Pak 38 AP ; 17 PDR ; Wolverine AP ;M5 Gun 76mm AP
Axis: Pak 40 AP; KwK 40(Used by panzer IV H); KwK 42(Used by panthers)
Axis:KwK 36(Used by king tigers); Flak 88 AP ; Pak 43 AP
after seeing these numbers and combining it with what I've experienced
Bounces probably negate all the damage
Hit Points for each Vehicle
Allies: Bedford Supply; Blitz MMG carrier ; GMC Bofors; GMC HMG; Bantam
Axis :Opel blitz supply; Opel Blitz (transport)
Allies: Hellcat; Wolverine;HT M5A1; Ford GPA OP; Halftrack_M16_AA_US; M7 DD; Stuart Command Canadian; Honey Stuart; M8 Greyhound french
Axis: SDKFZ_7_2 (Flak37mm); Panzer L6; SDKFZ_251_1; Panzerwerfer; Wirbelwind; U304; Marder
Allies M4A1 Rhino; M4A1 Sherman; M4A1 DD Sherman US; all Cromwells
Axis Stuh 42; Beute Cromwell; Panzer IV H; Panzer IV G; Panzer IV C; Jagdpanzer IV;King Tiger; Tiger I and all Panthers
(might miss some Vehicles
The Morale/Suppression system is defined in the file
../GameData/Gameplay/Gfx/Generated/DamageLevels.ndf. It defines six levels (french palier), but it differentiates between unit types, which make it rather complex!
|Table for the Suppression subsystem for dogfighter airplanes|
|100||ENGAGED||HitRollModifier = -1|
|200||WORRIED||HitRollModifier = -2|
|400||STRESSED||HitRollModifier = -3||As the mounted anti-airplane weapons have low base accuracy, it is impossible to score hits in this state without veterancy.|
|600||SHAKEN||HitRollModifier = -4|
|800||PANICKED||HitRollModifier = -4||Plane will evac|
Steel Division differentiates 4 levels of experience: normal, veteran, elite and super elite. The effects are defined in the files:
../GameData/Gameplay/Gfx/Generated/EffectsPacksList.ndf ../GameData/Gameplay/Gfx/Generated/EffetsSurUnite.ndf ../GameData/Gameplay/Gfx/Generated/ExperienceLevels.ndf
The effects differentiate for different unit types.
Military leader. Allied units within a leader's area of effect receive the following benefits:
- +1 experience level
- incoming suppression damage is halved
- do not surrender
- are not affected by morale penalties even if isolated behind enemy lines.
A leader unit's own experience level effects the range of its aura: 200m/250m/300m
The way Steel Division is designed and balanced does not force the player do bother with micromanagement. But in certain situations, doing so proves to be highly advantageous.