UNIT RATING METHODOLOGY
For Boots, Tracks,
and Rotors, and Emcon C
Mike
J.
The J-8 Shop
GROUND UNITS
A
typical ground maneuver unit will have the following notation:
Name of Unit | ||||||
Basic composition. Troop quality, Tech level. | ||||||
Size | Strength | Armor | Fire Support | Air Defense | Mobility | Doctrine |
size rating | Overall (Infantry) strength | Average/Highest Armor rating (Average/Highest) AT rating | FS points (class) | AD points | Movement/exploitation points (type of movement) | rating |
Size: unit's Size rating is equal to the number of
company-equivalents in the unit (10 8-man squads, 10 AFVs or other
weapon systems) divided by 10, and rounded off to the nearest integer
(or, in the case of smaller units, Size<2, to the nearest decimal
point).
Only armor and infantry company-equivalents are counted. Infantry
companies with APCs or IFVs are counted as single companies. Transport
helicopter unit Size represents the Size of ground unit it may airlift.
Strength: This is the number of company-equivalents (only armor
and infantry company-equivalents are counted) in the unit (10 8-man
squads, 10 AFVs or other weapon systems), divided by 10, multiplied by
the Troop Quality multiplier (Green: x1 Trained: x1.5 Regular: x
2.25 Veteran:
x3.375 Elite: x5 ), and rounded off to the nearest integer (or
nearest decimal point in the case of small units).
Mechanized infantry units are counted as a single company, i.e., a unit
of 10 APCs and 10 infantry squads would count as one company. Calculate
the parenthesized infantry strength as above, but by counting only
infantry components of the unit. Note that the infantry
company-equivalents are accounted for both in the general strength and
the parenthesized infantry strength.
Armor:
the relative armor/AT level of protection and armor penetration of
these vehicles.
Determine the number of AFV companies in the unit and their armor
protection, using the following scale:
I: HMG-armed AFVs, such as, BTRs, M113.
II: heavier IFVs (M2/M3 Bradley), CV9040, Puma light
III: ; Soviet 76mm gun, Puma heavy
IV: T-55, T-62, M48, M60; 100mm, 105mm APDS, Leopard 1, AMX-30
V: Early M1, early Leopard 2, most T-64/72/80 variants; advanced 105mm
rounds, most
125mm gun rounds, early 120mm APFSDS
VI: M1A1, Leopard 2A4, T-80U, T-90; 120mm APFSDS, late model 125mm
APFSDS
VII: M1A1HA, M1A2, Leo 2A5/6,
late-model 120mm APFSDS
Calculate the average armor protection rating for the entire unit. For
example, a unit with 3 companies of class III tanks and 9 companies of
non-mechanized infantry would have the average rating of 3xIII +
9x0/12= .75 rounded off to I. Note that while non-mechanized
infantry companies are counted in the calculation, infantry components
of mechanized infantry units are not. All other units are excluded from
the calculation. Dedicated AT weapons are not included in this
calculation, only armored vehicles. The Highest Armor rating (in
parentheses) is simply the highest armor rating found in the unit,
provided units so equipped represent at least 1/9th of the strength of
the unit. Units which have an average Armor value of 0 and whose AFV
components do not have sufficient numbers to qualify for a Highest
Armor rating have their 0 Armor value modified by ^. If a
major proportion of a unit's AFVs are equipped with laminated,
reactive, or other type of special armor, mark their Armor rating with
an "s".
Units whose anti-armor capabilities are stronger than own offensive
armor capabilities receive an AT (anti-tank) rating. This rating is
calculated solely on the basis of the weapons' AT abilities. The second
rating is calculated in the same manner as the first, with some changes:
--AFV companies' armor rating are dependent on their most powerful
anti-armor weapon. While the first armor rating reflects vehicles'
armor, the second reflects their AT weaponry.
--Although the average is calculated normaallly, dedicated AT weapons or
vehicles (ATGMs, AT guns, dedicated ATGM carriers other than
helicopters) do not have their company-equivalents added to the total.
Instead, each company-equivalent of AT weapons is treated as raising
the AT value of a maneuver company (usually infantry) to the level of
the AT weapon's. For example, each 10-weapon ATGM company-equivalent is
treated as raising an infantry company's AT rating. Therefore, a unit
of 10 infantry companies and 5 ATGM company-equivalents would have its
average AT rating calculated on the basis of 5 infantry companies with
no AT value, and 5 infantry companies with AT ratings equal to that of
the ATGMs'.
Highest AT ratings are calculated in the same manner as Highest Armor
ratings. Likewise, 0-rating procedures are also applicable to the AT
rating.
Helicopter
units are rated for AT (if equipped with ATGMs). They are
given an armor rating only if armed with weapons for use against soft
targets (cannon, rockets). Unarmored helicopters are given a 0^ rating,
to signify they are capable of attacking soft targets (and other
helicopters), while armored helicopters are give a 1 rating.
Fire Support:
Calculate
the number of artillery battalions (multiples of 18 guns or
launchers). This is the unit FS Size.
Unit FS value is calculated as
follows:
Determine the prevailing type of
artillery weapon in the unit. Multiply
1 by applicable modifiers:
75-90mm: x1
90-105mm: x1.5
122-130mm: x2.25
140-160mm: x3.375
180mm: x 5
203mm: x7.5
240mm+: x11
Range: under 10km: x.66
10-20km: x1
20-30km: x1.5
30-40km: x2.25
40-60km: x3.75
60+km: x5
Tech: use standard Tech multipliers
TQ: use standard TQ multipliers
TQ:
Green: x1 Trained: x1.5 Regular: x 2.25 Veteran: x3.375
Elite: x5
Tech: 1: x. .44; 2: x .66; 3: x 1; 4: x 1.5; 5: x 2.25
Calculate square
root. The result is the FS value. Record FS value in parentheses.
FS values from
weapons under 100mm are marked with a L, from, 203mm are marked with a
H. Rocket artillery units are marked with "r".
Organic fire support
value:
Organic
Fire Support: This refers to ability to project HE fires by
direct fire or short-range indirect fire weapons (light mortars, etc.)
organic to companies and battalions.
Base value is 0. Add following
modifiers:
per mortar battery per battalion: +1
Mortars are 107mm or larger: +1
Extensive provision of heavy weapons
platoons (equipped with automatic
grenade launchers, 50mm mortars, etc.): +1
Unit is an armor unit with main guns
less than 100mm: +1.
Unit is an armor unit wth main guns
100mm or heavier: +2.
The result is the organic FS value.
Record it in [ ] brackets.
Tech Level: This variable seeks to quantify the less tangible
but nevertheless important qualitative factors, such as the quality and
effectiveness of communications systems and other electronics, presence
of "leading edge" technologies, etc.
Level 5: "Digital" forces utilizing stealth technology, near real-time
communications, widespread use of homing munitions. Forces at that
level include: US Army from approx. 2004 onward, most "high end"
European militaries (France, Germany, Italy, Great Britain, Spain,
Sweden, etc.), Japan, Israel and Australia from 2007+.
Level 4: Composite armors, thermal imaging sights, extensive
communications networks, etc. "High-end" NATO and Warsaw Pact armies
and other forces sharing a similar technology level reached that level
in the late '70s or early '80s.
Level 3: "High-end" NATO and Warsaw Pact forces in the '60s and early
'70s.
Level 2: Germany, US, Great Britain during WW2, most NATO and WP forces
during 1950s and early 1960s. Extensive radio use.
Level 1: WW1-level technology. Reliance on wire communications.
Air
Defense:
Air defense unit size is the number of air defense batteries the unit
has. Area air defense value is calculated as follows:
Multiply
1 by
TQ: Green: x1 Trained: x1.5 Regular: x 2.25 Veteran: x3.375
Elite:
x5
Tech: 1: x. .44; 2: x .66; 3: x 1; 4: x 1.5; 5: x 2.25
Engagement rate low x.66; medium x1, high x1.5, very high x2.25
Range 10-20km: x 1.0
Range 20-40km: x 1.5
Range 40km-90: x 2.25
Range: 90-150km: x 3.375
Calculate
square root. The result is the Area AA value. Therefore a unit with
Area AD value would look as follows: 4 (3), with 4 being the number of
batteries and 3 the AA value.
Organic air defense:
per air defense battery (6 systems) per brigade: +1
Has air defense systems with range
over 10km: +1
Tech: 1: -2, 2: -1, 3: 0; 4+
+1; 5: +2
TQ: Green =2, Trained -1, Regular 0, Veteran +1, Elite +2
Largely self-propelled systems: +1
The result is the organic AD
value,
recorded in [ ] brackets.
Mobility Rating:
Green | Trained | Experienced | Veteran | Elite | |
Foot | 1/1 | 1/1 | 2/1 | 2/1 | 2/1 |
Horse | 2/1 | 2/1 | 2/2 | 2/2 | 2/2 |
Mechanized | 3/3 | 4/3 | 4/4 | 5/4 | 5/4 |
Helicopter movement
ratings are based on the helicopter radius of action.
Doctrine
Baseline value of 0.
Troop Quality: Green 0, Trained 1, Regular 2, Veteran 3, Elite 4
Tech Level: add tech level number, 1 through 5.
Mobility: Foot: +0, Horse cavalry: +1 Mechanized: +2, heliborne: +3
If a unit includes subunits that do not all have the same
characteristics (for example, an infantry division with a motorized
brigade, or an armored division with an attack helicopter battalion),
calculate Doctrine for the prevailing units of the force, and calculate
a separate Doctrine for the "high-end" minority subunits. Record both
Doctrine values on the unit status template, putting the minority
Doctrine in parentheses.
Special Ground Unit Types:
Rating for a company-sized SO element (approx. 100 troops). Troop
Quality x Tech level
Missile weight .5-1 ton: .75 per missile. 1-2 tons: 1.5; 2-3 tons: 2.5;
3-4
tons: 3.5; 4-8 tons: 6 per missile. 8+ tons: 12 per missile.
Multiply this value by the total number of missiles (counting missile
reloads
as half of their actual number). Multiply by Troop Quality, ship type,
and Tech
Level multipliers.
Troop quality (TQ): Green: x1 Trained: x1.5 Regular: x 2.25
Veteran:
x3.375 Elite: x5
Tech: 1: x. .44; 2: x .66; 3: x 1; 4: x 1.5; 5: x 2.25
Divide by 10, calculate square root.
Unit's range: 0-100km:
0; 150-350: 1; 350+: 2
Record under Fire Support, as follows: {missile value; range}
AIR
UNITS
Type
determines
what orders
a unit may be given. Following types are available:
Fighter (F): air-to-air role mainly, little or no training or equipment
for
ground support role.
Fighter-bomber (FB): multirole aircraft.
Attack (A): aircraft specializing in ground support.
Bomber (B): aircraft with no air-to-air capability, and possibly not
always
suited to ground support.
Surveillance (S): AEW, maritime patrol aircraft.
Air units are rated by 10-aircraft increments, except when directed
otherwise.
Methodology described below is for a 10-plane air unit "step".
Size: multiples of 10 aircraft. Calculate to 1 decimal
point, i.e.,
15 aircraft equal 1.5 size.
Detection: calculated as a sum for aircraft with air or surface
search/surveillance radars (radar-equipped fighters and attack aircraft
are not
eligible):
Crew Quality (Green 0, Trained 1, Regular 2, Veteran 3 Elite 4) plus
Tech (Tech
level minus 1) plus:
Small search aircraft +3, large specialized search aircraft (AWACS,
P-3,
Atlantic) +4.
Air: Multiply 1 by the following
Agility: Very Low 1, Low 1.5, Medium 2.25, High 3.375, Very High 5
TQ: Green: x1 Trained: x1.5 Regular: x 2.25 Veteran: x3.375
Elite:
x5
Tech: 1: x. .44; 2: x .66; 3: x 1; 4: x 1.5; 5: x 2.25
Heavy fighter (F-15, F-4, F-22, Su-27, Tornado ADV): x1.5
Calculate square root. This is the air rating.
Surface: Determine maximum number of tons of ordnance per
individual
aircraft, apply multipliers below.
TQ: Green: x1 Trained: x1.5 Regular: x 2.25 Veteran: x3.375
Elite:
x5
Tech: 1: x. .44; 2: x .66; 3: x 1; 4: x 1.5; 5: x 2.25
Calculate square root. Result is the anti-surface value. If air unit
can carry
anti-ship missiles, indicate the missile class as on surface ships.
ASW: Multiply 1 by
TQ: Green: x1 Trained: x1.5 Regular: x 2.25 Veteran: x3.375
Elite:
x5
Tech: 1: x. .44; 2: x .66; 3: x 1; 4: x 1.5; 5: x 2.25
ASW suite: basic x 1.5, average x 2.25; extensive x 3.375
Calculate square root. The result is the unit ASW value. All aircraft
ASW
values are considered Area ASW and are put in [brackets].
Survivability: Calculate the sum:
Speed: low subsonic -2, high subsonic -1, supersonic dash 0,
supercruise +1, hypersonic +2
TQ: Green: +0 Trained: +1 Regular: +2 Veteran: +3
Elite: +4
Tech: 1: +0; 2: +16; 3: +2; 4: +3; 5: +4
This is the Survivability rating.
Aircraft with partial stealth characteristics receive an s1
survivability modifier, while aircraft with full stealth have an s2.
Missile- or Mission- based Survivability modifier [in brackets]:
Available
for aircraft with long-range missiles and with special abilities usable
only in some conditions. Missile range: 30-120: +1;
120-300km: +2; 300-500: +3; 500+: +4
Missile codes (multiple types may be possible for each aircraft):
a--air,
g--ground (non-antiship) s-seaskimmer antiship, r-regular antiship,
h-heavy
antiship.
Surveillance, ECM, tanker aircraft all have +4 mission-based
survivability
modifier. Recon aircraft have a +1 mission modifier. For
attack aircraft with terrain-following ability and full all-weather
operations
capability, add 1. Record the mission-based modifier in [ ] brackets.
Range:
Three range bands, Short (quarter of Long), Medium (half of
Long),
Long. Each hex of range represents radius of action of 250km. Aircraft
capable
of being refueled in the air are marked with "r".
Special unit abilities:
ECM: Multiply 1 by
TQ: Green: x1 Trained: x1.5 Regular: x 2.25 Veteran: x3.375
Elite:
x5
Tech: 1: x. .44; 2: x .66; 3: x 1; 4: x 1.5; 5: x 2.25
Highly comprehensive ECM suite: x1.5
Small ECM suite: x.66
Round off to the nearest whole number. The result is ECM value.
SEAD: Same process as ECM.
NAVAL UNITS
Basic
multipliers:
Troop quality (TQ): Green: x1 Trained: x1.5 Regular: x 2.25
Veteran:
x3.375 Elite: x5
Tech: 1: x. .44; 2: x .66; 3: x 1; 4: x 1.5; 5: x 2.25
Whenever reference is made to TQ and Tech multipliers, use these
numbers unless
others are specified.
Ship type multipliers:
FAC: x.66
Medium ship: x 1.0
Large ship: x1.5
FACs:
under 1000t
(Soviet
ships up to 1,500t). Small ships: most Soviet-type vessels up to
10ktons, NATO
ships under 2000 tons. Large ship: NATO vessels 2ktons and larger,
Soviet ships
10ktons and larger.
Basic ship unit size: surface and submarine ship units each represent 1
very
large ship (displacement 10ktons and higher), 2 large combatants
(approximately
600 tons and larger) and MCM craft, 4 FACs and other small coastal
combatants
other than MCM craft (under 600t), or 2 submarines smaller than 10ktons.
Naval Unit |
|||||||
Unit type
description, troop quality, tech. |
|||||||
Strength |
Detection |
Air |
Surface |
ASW |
Survivability |
Movement |
Special |
Strength value |
Air/ |
Area AA {depletion}; |
SSM/(msl type) [range]; Gunnery |
ASW value |
Tonnage (point defense) |
Movement points (endurance) |
MCM |
Strength: Same as Troop Quality multiplier, rounded off to the first
decimal
point. Each ship unit has a strength of 1. Naval vessels optimized for
operations in coastal areas have their Strength value followed by
"c". Surface units carrying helicopters have a second Strength value
in [ ]. If the helicopters are capable of ASW operations, add “a” to
the
Strength value, if they can carry anti-ship missiles (not counting Sea
Skua,
AS-15, AS-12-type short-range missiles) add “s”, and if they can carry
light
anti-ship weapons (Sea Skua, unguided rockets, cannon, etc.) usable
against
fast attack craft, add “f”. Each helicopter counts as .1 strength point
(exceptions: light helicopters like AB-212 count as .075 points, heavy
helicopters like Sea King or EH-101 count as 0.125 strength points).
Detection (surface and air): calculated as a sum:
Crew Quality (Green 0, Trained 1, Regular 2, Veteran 3 Elite 4) plus
Tech (Tech
level minus 1) plus: fac (+0), med ship (+1), large ship (+2,
must have
dedicated air defense system to qualify for +2 air). If helicopters
present,
add 1 to surface detection, air detection only if AEW helos present.
Aircraft-carrying ships (including aircraft carriers) that carry search
aircraft with separate detection ratings (including Hawkeye AEW) are
considered
to have the same detection value as their aircraft.
Aircraft with no specialized search systems have no detection rating.
Small
search aircraft +3, large specialized search aircraft (AWACS, P-3,
Atlantic)
+4.
Submarines have no air detection ratings, and detect surface ships as
FACs.
Air value:
Area air
defense: Multiply 1 by
TQ: Green: x1 Trained: x1.5 Regular: x 2.25 Veteran: x3.375
Elite:
x5
Tech: 1: x. .44; 2: x .66; 3: x 1; 4: x 1.5; 5: x 2.25
Engagement rate low x.66; medium x1, high x1.5, very high x2.25 (AEGIS
and
similar only)
Ship type multipliers FAC: x.66; Medium ship: x 1.0; Large ship: x1.5
Range 10-20km: x 1.0
Range 20-40km: x 1.5
Range 40km-90: x 2.25
Range: 90-150km: x 3.375
If for a two-ship unit, multiply by 2. If for a 4-ship unit, multiply
by 4.
Calculate square root. The result is the Area AA value.
Point
Defense, enclosed in [ ]:
Ship with no point defense weapons, apart from some visually-aimed
cannon, and no ECM/decoy system: -6
Weak PD (few or no weapons, but with ECM/decoys): 0
Moderate PD (at least 1 Sea-Sparrow, Crotale, SA-N-4 system, a number
of radar-controlled guns of at least 40mm): 2
Strong: several gun- and missile-based PD systems: 4
FACs that qualify for Strong PD are treated as having Moderate, and
FACs that qualify for Moderate are treated as having Weak PD.
Sea-skimmer capable: marked with "s".
Surface
Multiply 1 by
Calculate the SSM strike value as follows:
Missile weight .5-1 ton: .75 per missile. 1-2 tons: 1.5; 2-3 tons: 2.5;
3-4
tons: 3.5; 4-8 tons: 6 per missile. 8+ tons: 12 per missile.
Multiply this value by the total number of missiles (counting missile
reloads
as half of their actual number). Multiply by Troop Quality, ship type,
and Tech
Level multipliers.
Troop quality (TQ): Green: x1 Trained: x1.5 Regular: x 2.25
Veteran:
x3.375 Elite: x5
Tech: 1: x. .44; 2: x .66; 3: x 1; 4: x 1.5; 5: x 2.25
Ship type multipliers: FAC: x.66; Small ship: x 1.0; Large ship: x1.5
Dual-use missiles (for example, the Soviet SS-N-14 ASW missile with
secondary
SSM capability) are halved.
Divide by 10, calculate square root. This is the SSM value. Missiles
capable of
sea-skimming attacks have "s" added to their designation, missiles
between 1 and 4 tons are Regular ("r"), and missiles heavier than 4
tons are considered Heavy ("h"). Supersonic missiles are marked with
"f".
Range: 0-100km: 0; 150-350: 1; 350+: 2
Land-attack missiles: strike values calculated as anti-ship missiles,
except no
air defense penetration rating. Land-attack values are indicated by
"L" after missile value.
Gunnery: Multiply 1 by
Number of barrels: 1: x1; 2-3: x1.5; 4-6: x2.25; 7+: x3.35
Caliber: 57-76mm: x.44; 85-90: x.66; 100-114: x1; 120-130: x1.5;
152:
x2.25; 203: x3.375; 406mm: x5
TQ: Green: x1 Trained: x1.5 Regular: x 2.25 Veteran: x3.375
Elite:
x5
Tech: 1: x. .44; 2: x .66; 3: x 1; 4: x 1.5; 5: x 2.25 (Tech 5 is
reachable
only with guided munitions)
Small ship x.66; Med ship x1, Large ship x1.5
ROF slow x1; medium x1.5; high x2.25
Calculate square root, subtract 2. The result is Gunnery value.
ASW: Multiply 1 by
TQ: Green: x1 Trained: x1.5 Regular: x 2.25 Veteran: x3.375
Elite:
x5
Tech: 1: x. .44; 2: x .66; 3: x 1; 4: x 1.5; 5: x 2.25
ASW suite: basic x 1.0, average x 1.5; extensive x 2.25
Small ship x.66, Medium ship x1, Large ship: x 1.5
Very Loud x.44, Loud x.66, Noisy x1, Quiet x1.5, Very Quiet x2.25
Area ASW: fixed wing aircraft and submarines. Point ASW: everything
else.
Values calculated for individual ships. Multiply by 2 for 2-ship units
(under
10ktons), by 4 for 4-ship units (FACs). If a ship unit carries a large
ASW
aircraft or helicopter complement (5 or more), calculate their
Strength, add to
the ship unit Strength, and put in parentheses. This Strength value is
used
only for ASW purposes.
Calculate square root. The result is the unit ASW value.
Submarine anti-ship attack value: Multiply 1 by
TQ: Green: x1 Trained: x1.5 Regular: x 2.25 Veteran: x3.375
Elite:
x5
Tech: 1: x. .44; 2: x .66; 3: x 1; 4: x 1.5; 5: x 2.25
Heavyweight (533mm) torpedoes: x1.5; SSMs or superheavy torpedoes: x2.25
Small ship x.66, Medium ship x1, Large ship: x 1.5
Slow x1, Medium x1.5, Fast x2.25
If unit represents 2 subs, multiply by 2.
Calculate square root.
Munitions
Depletion
numbers:
SAM: 8-16: 8; 17-32: 6; 33-64: 4; 65-128: 2; 119+: 1
SSM: no depletion number. Depletion depends on the intensity of missile
strike (see
Munitions Depletion rule).
Torpedoes (submarines only): 4-8: 8; 10-16: 6; 18-32: 4; 34+: 2
Survivability:
All ships
fall into one of three categories, fast attack craft (F), Escort (E),
and capital ship (C). FACs are generally vessels under 1,000t, Escorts
between 1000 and 10,000t, and capital ships above 10,000t. In addition,
armored ships receive a survivability modifier against gunnery and SSM
attacks, as follows: light splinter armor +1, cruiser-type armor +3,
battleship-type armor +5.
Movement
allowance:
One movement point per movement phase equals 4.5 knots of sustained
speed
during a three-day period. Nuclear vessels have “n” after their
movement
allowance, submarines with air-independent propulsion (AIP) are marked
with *.
Speed ranges: Slow (up to 2 movement points per phase), Moderate (3-4),
Fast
(5+)
Endurance: Total number of endurance points is listed. Endurance: 250km
(140nm)
increments, calculated for Moderate speed endurance. Moderate speed
uses up 1
Endurance pt per hex travelled, Dash 3 Endurance points per hex, Slow 1
per
movement phase.
Range in thousands of nautical miles and Endurance value
1: 7
2: 15
3: 20
4: 30
5: 35
6: 40
7: 50
8: 55
9: 60
10: 70
11: 80
12: 85
13: 90
14: 95
If a vessel's endurance is given for speeds around 9-10 knots, halve
the
endurance value given above.
Mine countermeasures (MCM):
Rated per 2-ship minehunter/minesweeper unit. Multiply by usual Troop
Quality
and Tech multipliers.
Mike J.
=====
The J-8 Shop
Wargame Rules, Variants, and Orders of Battle
http://geocities.datacellar.net/pmj6/