AD5 Weapon Info

In this page STANDARD Daisenryaku Weapon armament Weapon details are explained. Battle Processing algorithms are also explained

In Standard Daisenryaku the Weapon abilities return to being unusually detailed.
Armament Power shown on the Attack Power Table is composed of various elements.
We have found that Beginners have a hard time understanding this, so the game's internals will be explained here.

It is hard for Beginners to effectively direct their units, so we have decided to expose formulas used inside the game to make this task easier. This page explains the effects of weapons used in the game and has tips for how to effectively utilize them.
Blitzkrieg Military Exercise page explained, supplement included
The effects of Game play were not stated clearly before. Knowing the system well will help to avoid mistakes. The tactics ideas detailed in the above reference manual were thought to be inadequate

Explanation details, for Standard Daisenryaku Blitzkrieg and Lost Victory are the same


Also Advanced Daisenryaku V has a similar system.
Advanced Daisenryaku armament abilities were not explained well. Many people have stated that the Standard Daisenryaku Weapon ability explanation was insufficient.
For that reason Advanced Daisenryaku V supplemental information will be included here, because the Advanced Daisenryaku 5 player reference was thought to be unacceptable as well.



Weapon / Attack Stats / Viewpoint

How to view Basic Weapon attack ability statistics
In Standard Daisenryaku (and Advanced Daisenryaku 5), Weapon armament stats are shown below.
Weapon Attack Power
Terrain Attack Power
Range
Hit Percentage
Number Equipped
Number Times Shoot
Initiative

Loaded Weapons summary - When Weapon Stats Screen is displayed pressing the R1 Button displays the Armament Stats Table.
When selecting a Weapon, pressing the R2 Button displays detailed Armament Stats for that weapon.


Standard Daisenryaku Pz III E Machine Gun Weapon Stats Screen

In Standard Daisenryaku Weapons can have multiple Armaments mounted. Right hand side shows a summary of all armaments.
Screen shows 7.92mm Machine Gun is mounted on the vehicle. Detailed stats for the highlighted Armament are shown.

Armament Stats Table Weapon selected by cursor -
when Armament name is Blue it is mounted on the Gun Turret.
When Armament name is Yellow it is mounted to the Body.
So, if a unit's gun turret is broken then its Blue weapons will not work well in battle.

Also if a Weapon is attached to the turret, after moving its Hit percentage will be lowered.
If a Weapon is attached to the body, after moving its Hit percentage will be dramatically lowered.

Also a Tank's two 7.92mm Machine Guns can be fired at the same time.
Usually multiple weapons of the same type can be fired simultaneously
Lost Victory situation Weapon Screen 3D Model view
Press Button on stats screen to show animation of weapons firing together.
Selecting the right weapon to use is essential.




Reference below Advanced Daisenryaku V Weapon Stats Screen


Advanced Daisenryaku V Weapon Stats Screen

In Advanced Daisenryaku V,
Weapon Attack Power, or AP Penetrate Power
Terrain Attack Power, or HE Penetrate Power names are shown.
Understand the difference well.
Other elements in Standard Daisenryaku are similar.

In Advanced Daisenryaku V, swapping out the Gun Turret is not allowed. Weapon body attached, gun turret attached handled differently. Gun Turret attached Weapon armament name section color is Blue
After movement Hit percentage is affected.


Each Item Class is significant.
Attack Power Penetrate Power damage
Anti-armor and Anti-Terrain armament power is displayed

Range Attack Range
If you have not moved, a long distance attack is possible.
Assault Guns and Warships can make a long distance attack after moving.

Hit Attack Hit Percentage affects accuracy

Initiative First attack is decided by this number. high value attacks first
In short when you and the Enemy attack, if the other sides Initiative is higher the enemy will fire before you do.
If both sides initiative is the same, fire will be simultaneous.

EquipmentArmament weapon are in luck
Equipped with armament situation. Each time you attack fires will be performed.

Fire RateAt Armament attack time.Fire Rate for Machine Gun shows how many times each gun will shoot during an attack.

For example, if Number Equipped = 2 and Fire Rate = 6 ,
Each time the 2 weapons fire,
each weapon takes 6 shots.
This gives 12 chances in all to score hits.
For 2 attacks each success could hit 6 times.

If Infantry is in good defensive terrain, Main gun attack hit percentage is low. Machine Gun is much more accurate, its certain to cause them extensive damage.
Of course, if Main Gun Hit percentage is high, this is another matter.

In Standard Daisenryaku and Advanced Daisenryaku V, effectiveness is determined not just by weapon and fire rate, but attack power as well. Pay close attention to this please.


Machine Gun against Infantry is highly effective!

Also the weight of a weapon can affect performance of its carrying vehicle.
For example, if a Bomber's Bomb load weight is light porportional to fuselage weight, its performance will not be hindreded much and vice-versa.

Cost
Weapon ammunition costs money. Funds are spent in order to resupply time.


Auto Anti-aircraft Defensive fire is possible when either Counterattack only weapons or Attack only weapons exist.

Anti-Air Yellow colored Weapon means when enemy aircraft attacks ground units, this weapon performs an auto counterattack.
Anti-Air Green colored weapon means when aircraft attacks terrain (bombing) this weapon performs an auto counterattack.

When these Anti-Air weapons are within range, Enemy aircraft will come under fire before they make their attack.

Note that when Range Value Color is Yellow then it is for Counterattack Use only. Attacking with the weapon at that range during your turn is prohibited.

Note that when Range value color is Green then it is forAttack use only. It cannot be used for Counterattacks.
Mainly seen for Long Distance attack types, like Artillery.
Battleship Main Guns are an exception.
When a Battleship weapon range color is Green, then a long distance counterattack is possible.



In Advanced Daisenryaku V however, the colors are different so be careful.
In Advanced Daisenryaku V
Ground Attack Defensive Anti-Aircraft Fire Anti-Air value color is Blue.
Terrain Attack Defensive Anti-Aircraft Fire Anti-Air value color is Green.

Also in a Counterattack use only Weapon situation, Range Number color is Red.
In a Attack use only Weapon situation, Range number color is Yellow
Properties in Standard Daisenryaku are very similar

AD5 Stats Screen


Weapon Attack Hit Percentage

In Standard Daisenryaku and Advanced Daisenryaku V Weapon Attacks and Terrain Attacks calculate
Damage and Hit probability differently.

For Weapon Attacks,
Each Armament has a Basic Hit Probability. In essence, Hit value states Hit Probability.
A Hit value of 100 means the Base probability of success is 100%.

When making a Weapon Attack, the Hit Probability is affected by the Opponent's Evade value.
For example, an Armament with a Hit probability of 100 against an Enemy with an Evade rating of 40, would mean that the hit probability would be 100-40 or only 60%.

Also when Ground Weapons move before attacking, Hit probability is reduced.
Armaments mounted in a Gun Turret have less of a penalty than Hull mounted weapons.

For Gun Turret mounted Armaments, after moving the Hit probability rating is lowered to 80 % of normal.
For example, if a Turret mounted Gun had a Base accuracy of 100, and the Enemy's evade rating was 40, then after movement, the attack formula would be: (100 X 0.8) - 40 or just a 40% chance to hit.

For Hull mounted armaments, after moving the Hit probability rating is lowered to 50% (Half) of Normal.
For example, if a Hull mounted gun had a Hit Rating of 100 and the Enemy's Evade Rating was 40, then after movement the Attack formula would be: (100 X 0.5) - 40 or just a 10% chance to hit.

For vehicles like Tank Destroyers or Assault Guns where there is no Gun Turret, after moving Hit Percentage is extremely lowered , so be careful.

If a Tank has both Gun Turret and Hull mounted weapons, after moving the hull mounted weapon Hit Percentage is extremely lowered.
For Infantry and Warships after movement Hit Probability is lowered. Armed Trains also are affected.
For Aircraft, moving does not lower Hit Probability.

When making a Weapon Attack, all terrain except for Level Ground
increases the defending unit's Evade Rating.
This is commonly known as Terrain Effect

The most common terrain Evade modifiers are shown to the right.
For example, Forest Evade modifier is 50%. if attacking a unit in the Forest where your Hit Probability would normally be 80% then it will be halved by the terrain to only 40%.

Furthermore, in Cities and Airports [Structure] evade modifier increase depends on Durability Rating.
A Durability Rating of 99 or less has a constant value. At 100 or higher
Table to the right [Evade Increase] adds a disadvantage. Each Durability value increase of 50
increases the evade rating more.
For example, with a Durability Rating of 250 a unit in the City would have an Evade Increase of 40, for a total Evade rating of 60.

Also the Hit probability maximum is 99%.
Hit Probability can never reach 100%.
Conversely, Hit Probability can never fall below 1%, a 0% chance is not allowed.

Of course, for Flying Units and Sea based Warships, such terrain effect modifiers do not apply.

Terr
Evade
Evade
Raise
Terr
Str
Str
Raise
HQ 45% +5% 40 +5
City 40% +5% 35 +5
Depot 15% +5% 15 +5
Airpt 10% +5% 20 +5
Port 30% +5% 30 +5
Flat 0% - 5 -
Forest 50% - 25 -
Rough 30% - 15 -
Desert 0% - 10 -
Swamp 20% - 20 -
Mtn 40% - 20 -
River 10% - 40 -
Sea 0% - 250 -
Fort 50% +10% 50 +10
Standard Daisenryaku Blitzkrieg formula Perfect Guide

Attack Hit Probability also depends on Range, Weather, and Experience Value, which can modify and increase the chance to hit.

Range When a long range attack is performed, each additional hex of distance up to the Max Range lowers Hit Probability by a porportional amount.
For example, with a Hit Probability of 100, and a Max Range of 5, each hex would reduce Hit Probability by 100 / 5, or 20%
So, a Weapon attacking at a range of 3 would be 100 - 40 for a Hit Probability of 60%
The Range attack time penalty starts at range 2,
Of course, in a Weapon Attack situation the Opponent's Evade modifier is received. If after movement Indirect Fire is possible, Movement causes the Hit Probability to be lowered.

Weather Effects For Weapon Attacks, Storm & Snowstorm Effects are the worst.
In bad weather, Hit Probability is reduced by 20%.

Experience Value ModifiersAttacker Side Hit Probability is raised by EXP / 10. For example, at Experience Value 100, Hit Probability would be raised by +10%.
When evading a bonus of Experience Value / 20 is added.
For an Experience Value of 100, the unit's Evade Rating would be raised by +5%.
Experience hit Probability revised other element Hit Percentage calculation done after increase.
Terribly important If Enemy has a high evasion rating, you need experienced units to be able to do much damage to it.

In Advanced Daisenryaku V, Initiative is also modified by Experience Value.
Therefore, a highly experienced unit will prevent the enemy from taking the first shot.
Experience Value is extremely important.



Weapon Attack Power

When an Weapon Attack hits, Damage is determined by comparing Attack Power against Defense Rating.
In Advanced Daisenryaku V, Penetrate Power and Armor Rating are used instead.

The formula used to determine Damage calculation for a hit is very simple.
The Attacking side's Weapon Attack Power and Defender side's Defense Rating are compared.
Damage that can occur.

If a Weapon with Attack 30 hits a vehicle with Defense Rating 10, this can cause 30 - 10 or a maximum damage of 20.
The actual amount of damage will vary from 1 - 20.

When the Opponent's defense rating is too high,
then only 1 damage will be received for each hit.
Even if weapon attack power is high, the probability of only causing 1 damage is high.

When damage is received, either One Hit or Multiple Impacts will be displayed in the battle animation.

Briefly, if Opponent's defense rating high and your Gun attack power is low,
the choice of attacking weapon is important.
It may be better to attack with Machine Guns because of their multiple shots.
If Opponents Armor rating is high, an anti-tank gun which can penetrate it will be more effective. Experience will guide you.

Pz IV receiving gun attack pictured.
Thud sounding noise

Occasionally a Critical Hit will occur. This raises the damage caused by +10.
When 1 damage would normally be caused, 11 damage is possible.
Critical Hit Enemy of Allied left probability Battle scene left probability rises some, Enemy probability lowered some.

Damage decided at this time damage calculated Bullet Hits determined.
For each attack, decide each outcome.
Machine Gun number of fires and number of equipped weapons will cause many attacks to be resolved.
Bullet hit damage will be decided and totalled.

For example, when 4 guns are equipped, each is a Machine Gun firing 7 shots would be 4 X 7 for a maximum of 28 possible hits.
In this case, Attack power lowered to 1 and 1 damage for each hit can be caused, so a maximum of 28 total damage could be caused.
When attack power is low, many attacks are required to expect much damage to be inflicted.


Terrain Attack Hit Probability

Terrain Attack Hit value is Hit Probability.

In short, a Weapon with a Hit rating of 80 means a Hit probability of 80%.
If Weapon Hit Probability exceeds 100, the Terrain Attack will be more effective.
For Enemy units, Evade rating is ignored.

Usually, in a Terrain Attack Movement lowers the Hit Probability.
The penalty is similar to that seen in Weapon Attacks.For Gun Turret mounted weapon, after movement Hit reduced to 80% of Normal.
For Body mounted weapon, after movement Hit reduced to 50% of Normal [Half].
However, Aircraft movement does not affect Hit Probability.

Hit Probability is identical to Weapon Attack for Range, Weather, and Experience Value modifiers.

When ranged long distance attack occurs, at 2 hexes distance or more for each hex up to Hit Max Range, Hit Probability is lowered porportionally.
For example, Hit of 100 and Max Range of 5 causes each hex to have an accuracy penalty of (100 / 5) or 20%.
For long range weapons, each hex of range has only a small effect on accuracy.
Conversely, in a short ranged indirect fire weapon each hex of range will have a significant effect on weapon accuracy.

Also Experience Value can add accuracy. Every 10 points of Experience Value improves Hit probability.
At Experience 100, Hit probability is raised by +10%.

Weather Effects sky condition affects Terrain Attacks.Clouds cause Hit Probability to be Halved.
Hit accuracy of 80 % would be reduced in Cloudy conditions to 40%.
Also, on Cloudy day Terrain Attacks when Anti-Air Gun Counterattacks are received, the Anti-Air Gun Hit Percentage is halved.
Ground Units in Storm and Blizzard conditions have their Hit Probability reduced by 20%.

Terrain Attack Hit probability high will be successful, otherwise your ally may be a victim.
If Hit Percentage is low and a Terrain Attack is made, a friendly unit near the target hex may be attacked instead of the target.


Terrain Attack Power

In a Terrain Attack if Terrain is Damaged, a Unit in that Terrain will also receive damage.
Terrain Strength will affect how much damage is received.

The Table to the Right shows Terrain Strength values.
Terrain Defense Rating is compared to Attack Power in a Terrain Attack.

In short, when a weapon with Terrain Attack power of 100 ia used against HQ Hex with Strength 40,
100 - 40 = 60 damage max.
60 is the maximum possible damage when damage is calculated.
Thus damage actually received will vary from 1 - 60.

Also, for Cities and Airports [Structures] in a Terrain Attack situation, the Structures durability rating causes its strength to be increased.
If the Terrain durability is 99 or below, there is no Terrain Strength bonus. However if
Durability Rating is 100 or higher, Strength Bonus is granted. for each multiple of 50, an additional Terrain Strength bonus is added.

For example, a HQ with durability rating of 250 would have a strength of 40 + (5 X 4), or a total Terrain strength of 60.

When terrain attack power is lower than Terrain Strength, the damage given will be 1 per weapon.
Furthermore, the table shows that Sea hexes have a beginning strength of 250, so Sea terrain attacks will be totally ineffective as a result.

Terr
Evade
Evade
Raise
Terr
Str
Str
Raise
HQ 45% +5% 40 +5
City 40% +5% 35 +5
Depot 15% +5% 15 +5
Airpt 10% +5% 20 +5
Port 30% +5% 30 +5
Flat 0% - 5 -
Forest 50% - 25 -
Rough 30% - 15 -
Desert 0% - 10 -
Swamp 20% - 20 -
Mtn 40% - 20 -
River 10% - 40 -
Sea 0% - 250 -
Fort 50% +10% 50 +10
Advanced Daisenryaku Blitzkrieg Formula Perfect Guide)

Terrain Attack spillover Damage
When Terrain receives damage, a unit located there compares its anti-ground defense rating to the damage caused to determine the damage caused to the unit.

For example, a Bomber has a Terrain Attack rating of 100 for each Bomb, a Tank has a Ground Defense rating of 20, in a City with Strength of 35 when the Terrain Attack is performed.
At this time the city is given terrain damage of up to (100 - 35) or a maximum of 65.
The actual damage done to the Terrain turns out to be 40.
In this situation, the Tank unit in the City takes a maximum of (40 - 20). Therefore the damage done to the Tank can range from 1 - 20.

At this time, Tank (Attack received side) defense is applied. The Ground Defense Rating is always used.
Even if the attack is coming from an aircraft unit, when a Terrain Attack causes damage, the Ground Defense Rating of the defending unit in the terrain is used.

In a Terrain Attack the damage caused to Enemy units is heavily influenced by the terrain the unit is located in.
For example, if the opponent is located in Flat ground the Terrain strength is only 5, and most of the Terrain Attack power will carry over to the opponent.
Attacking with a Pz IV early model, Terrain Attack Strength of 29 the amount of expected damage is high.
However, if the opponent is located in a Forest, the Forest has a terrain strength of 25. So a Terrain Attack Strength of 29 would be expected to cause minimal damage to the opponent.
When a unit has high Terrain attack power, even though it has a low accuracy rate it will still have many opportunities to attack, when terrain is carefully considered.

Terrain attack is identical to a Normal Weapon Attack in that Equipment, Ammunition, Multiple Weapons and repeat fire are all used for damage calculation in figuring the total damage inflicted to the defender.
For Example, a Bomber drops 5 Bombs. All have a separate chance to hit, and each that does hit will calculate damage separately.


In Advanced Daisenryaku 5, calculating the damage for a unit involved in a Terrain Attack is different.
The Basic calculation method is similar in appearance, but in AD5 each unit is composed of 10 vehicles. The calculation involves damage caused by each vehicle in the unit.
In Advanced Daisenryaku 5, 10 vehicles greatly boosts the damage dealt, making a Terrain Attack extraordinarily powerful.