#### COMBAT TACTICS ########################################################### # # NOTE: tactics must start with "tactic_" in their name to work with techs. ############################################################################### # recon phase is phase = no # main phase is phase = main # recon phase simulates forces probing and trying to get into a specific phase # main phase is the actual joined battle phase, and is the full engagement phases = { main thunder_run #rapid breakthrough tank forces / mobile forces deep_battle #large formations punching deep through enemy lines close_combat tactical_withdrawal seize_bridge hold_bridge city_combat insurgency #insurgency ops, reduce cbt width, reduce damage, ect } ### Recon tactics ### tactic_basic_recon_attack = { is_attacker = yes trigger = { is_attacker = yes phase = no } active = yes base = { factor = 4 } picture = attack attacker = -0.1 defender = -0.1 } tactic_aggresive_recon = { is_attacker = yes trigger = { is_attacker = yes phase = no } active = yes base = { factor = 4 modifier = { add = 2 has_trait = aggressive_assaulter } modifier = { add = 1 has_trait = harsh_leader } } picture = assault attacker = -0.03 defender = -0.05 countered_by = tactic_recon_ambush } tactic_limited_recon = { is_attacker = yes trigger = { is_attacker = yes phase = no } active = yes base = { factor = 4 modifier = { add = 2 has_trait = thorough_planner } modifier = { add = 2 has_trait = kind_leader } } picture = delay attacker = -0.15 defender = -0.2 countered_by = tactic_recon_hunter_packs } tactic_suppression_advance_recon = { is_attacker = yes trigger = { is_attacker = yes phase = no } active = no base = { factor = 4 modifier = { add = 2 has_trait = artillery_expert } } picture = tactic_barrage attacker = -0.05 defender = -0.1 countered_by = tactic_recon_counter_battery } tactic_mobile_recon = { is_attacker = yes trigger = { is_attacker = yes phase = no } active = no base = { factor = 4 modifier = { add = 2 has_trait = infantry_expert } } picture = tactic_unexpected_thrust attacker = -0.05 defender = -0.05 attacker_movement_speed = 0.1 countered_by = tactic_recon_node_defense } tactic_breakthrough_recon = { is_attacker = yes trigger = { is_attacker = yes phase = no } # changes stage active = yes base = { factor = 2 modifier = { add = 2 has_trait = aggressive_assaulter } } picture = breakthrough phase = main defender = -0.05 attacker_movement_speed = 0.15 countered_by = tactic_recon_node_defense } tactic_pincer_recon = { is_attacker = yes trigger = { is_attacker = yes phase = no OR = { skill_advantage > 1 skill > 2 has_trait = trickster } } # changes stage active = no base = { factor = 2 modifier = { add = 2 has_trait = panzer_expert } modifier = { add = 1 has_trait = combined_arms_expert } modifier = { add = 1 has_trait = armoured_cavalry_expert } } picture = encircle phase = main defender = -0.05 attacker_movement_speed = 0.15 countered_by = tactic_recon_ambush } tactic_basic_recon_defense = { is_attacker = no trigger = { is_attacker = no phase = no } active = yes base = { factor = 4 } picture = defend attacker = -0.1 defender = -0.1 } tactic_recon_ambush = { is_attacker = no trigger = { is_attacker = no phase = no } active = yes base = { factor = 4 modifier = { add = 2 has_trait = trickster } } picture = ambush countered_by = tactic_limited_recon attacker = -0.2 defender = -0.15 } tactic_recon_hunter_packs = { is_attacker = no trigger = { is_attacker = no phase = no } active = yes base = { factor = 4 } picture = counterattack countered_by = tactic_aggresive_recon attacker = -0.05 defender = -0.05 } tactic_recon_counter_battery = { is_attacker = no trigger = { is_attacker = no phase = no } active = yes base = { factor = 4 modifier = { add = 2 has_trait = artillery_expert } } picture = tactic_overwhelming_fire countered_by = tactic_mobile_recon attacker = -0.1 defender = -0.05 } tactic_recon_node_defense = { is_attacker = no trigger = { is_attacker = no phase = no } active = yes base = { factor = 4 modifier = { add = 2 has_trait = defensive_doctrine } } picture = elastic_defence countered_by = tactic_suppression_advance_recon attacker = -0.1 defender = -0.05 } tactic_recon_insurgency_attack = { is_attacker = yes trigger = { is_attacker = yes phase = no } active = no base = { factor = 4 } picture = attack attacker = -0.1 defender = -0.05 combat_width = -0.50 phase = insurgency } tactic_recon_insurgency_defender = { is_attacker = no trigger = { is_attacker = no phase = no } active = no base = { factor = 4 } picture = attack attacker = -0.1 defender = -0.05 combat_width = -0.50 phase = insurgency } ##################### ### Basic Tactitcs### ##################### tactic_basic_attack = { is_attacker = yes trigger = { # combined scope for both country and combatant is_attacker = yes phase = main } active = yes base = { factor = 4 } picture = attack countered_by = tactic_counterattack #You can only be countered by 1 tactic attacker = 0.05 } tactic_basic_defend = { is_attacker = no trigger = { is_attacker = no phase = main } active = yes base = { factor = 4 } picture = defend defender = 0.05 #countered_by = tactic_insurgent_assault } tactic_counterattack = { # counters basic attack, assault is_attacker = no trigger = { is_attacker = no skill_advantage > 0 phase = main } active = yes base = { factor = 4 } picture = counterattack defender = 0.25 } tactic_assault = { #starts close_combat phase is_attacker = yes trigger = { is_attacker = yes phase = main } active = yes base = { factor = 1 modifier = { add = 1 has_trait = aggressive_assaulter } modifier = { add = 2 is_fighting_in_terrain = urban } modifier = { add = 2 is_fighting_in_terrain = supercity } modifier = { add = 1 is_fighting_in_terrain = forest } modifier = { add = 1 has_trait = harsh_leader } } picture = assault countered_by = tactic_counterattack phase = close_combat #changes phase to close combat attacker = 0.25 #attacker gets a bonus to doing damage } tactic_breakthrough = { #counters ambush is_attacker = yes trigger = { is_attacker = yes phase = main OR = { hardness > 0.35 skill_advantage > 1 } } active = no base = { factor = 4 modifier = { add = 1 is_fighting_in_terrain = plains } } picture = breakthrough countered_by = tactic_backhand_blow attacker_movement_speed = 0.5 attacker = 0.25 defender = -0.15 } tactic_ambush = { #counters shock is_attacker = no trigger = { is_attacker = no phase = main OR = { skill_advantage > 1 skill > 2 has_trait = trickster } } active = yes base = { factor = 4 modifier = { add = 1 is_fighting_in_terrain = forest } } picture = ambush countered_by = tactic_breakthrough attacker = -0.25 } tactic_backhand_blow = { #counters breakthrough is_attacker = no trigger = { is_attacker = no phase = main OR = { skill > 4 AND = { has_trait = defensive_doctrine skill > 3 } } } base = { factor = 4 } picture = backhand_blow attacker_movement_speed = -0.3 attacker = -0.2 defender = 0.25 } tactic_encirclement = { is_attacker = yes trigger = { is_attacker = yes phase = main frontage_full = yes has_reserves = yes OR = { skill_advantage > 0 has_trait = panzer_leader has_trait = trickster } } active = yes base = { factor = 4 } picture = encircle countered_by = tactic_tactical_withdrawal combat_width = 0.5 #increased combat_width attacker = 0.25 defender = 0.05 } tactic_delay = { is_attacker = no trigger = { is_attacker = no phase = main } active = no base = { factor = 4 } picture = delay countered_by = tactic_shock attacker_movement_speed = -0.25 # attacker = -0.25 defender = -0.15 } tactic_shock = { #counters delay is_attacker = yes trigger = { is_attacker = yes phase = main } active = yes base = { factor = 4 } picture = shock countered_by = tactic_ambush defender = -0.25 } tactic_tactical_withdrawal = { #counters encirclement - starts tactical_withdrawal phase is_attacker = no trigger = { is_attacker = no OR = { phase = main phase = thunder_run phase = deep_battle } OR = { skill_advantage > 0 has_trait = trickster } } active = yes base = { factor = 4 } picture = withdraw phase = tactical_withdrawal combat_width = -0.25 attacker = -0.25 defender = -0.05 } city_attack_movement = { #counters encirclement - starts city_combat phase is_attacker = yes trigger = { is_attacker = yes phase = main } active = yes base = { factor = 0 modifier = { add = 5 is_fighting_in_terrain = urban } modifier = { add = 10 is_fighting_in_terrain = supercity } } picture = shock phase = city_combat attacker = -0.05 defender = -0.05 } tactic_thunder_run_breakthrough = { is_attacker = yes trigger = { is_attacker = yes phase = main } #modify this to change chances of this occurning base = { factor = 4 } active = no picture = attack attacker = 0.15 phase = thunder_run } tactic_deep_battle_breakthrough = { is_attacker = yes trigger = { is_attacker = yes phase = main } base = { factor = 4 } active = no picture = blitz attacker = 0.10 attacker_movement_speed = 0.05 phase = deep_battle } tactic_insurgency_attacker = { is_attacker = yes trigger = { is_attacker = yes phase = main } active = no base = { factor = 4 } picture = attack attacker = -0.1 defender = -0.05 combat_width = -0.50 phase = insurgency } tactic_insurgency_defender = { is_attacker = no trigger = { is_attacker = no phase = main } active = no base = { factor = 4 } picture = attack attacker = -0.1 defender = -0.05 combat_width = -0.50 phase = insurgency } tactic_flexible_lines = { is_attacker = no trigger = { is_attacker = no OR = { phase = main phase = deep_battle phase = thunder_run } } active = no base = { factor = 4 } picture = attack # TODO: Replace me with a new picture attacker = -0.05 defender = 0.15 combat_width = -0.05 attacker_movement_speed = -0.10 } tactic_dedicated_emplacements = { is_attacker = no trigger = { is_attacker = no OR = { phase = main phase = deep_battle phase = thunder_run } } active = no base = { factor = 4 } picture = attack # TODO: Replace me with a new picture attacker = -0.25 defender = 0.20 } #close combat tactics here tactic_cc_attack = { is_attacker = yes trigger = { is_attacker = yes phase = close_combat } active = yes base = { factor = 4 } picture = cc_attack display_phase = close_combat attacker = 0.1 #attacker gets a bonus to doing damage defender = 0.05 } tactic_cc_defend = { is_attacker = no trigger = { is_attacker = no phase = close_combat } active = yes base = { factor = 4 } picture = cc_defend display_phase = close_combat attacker = 0.05 defender = 0.1 #defender gets a bonus to doing damage } tactic_cc_storm = { is_attacker = yes trigger = { is_attacker = yes phase = close_combat } active = yes base = { factor = 2 } picture = cc_storm display_phase = close_combat attacker = 0.2 #attacker gets a bonus to doing damage defender = 0.2 } tactic_cc_local_strong_point = { is_attacker = no trigger = { is_attacker = no phase = close_combat } active = yes display_phase = close_combat base = { factor = 2 } picture = cc_local_strong_point attacker = -0.2 #attacker gets a penalty to doing damage } tactic_cc_withdraw = { #changes phase back to no is_attacker = yes trigger = { is_attacker = yes phase = close_combat } active = yes base = { factor = 1 } picture = cc_withdraw display_phase = close_combat phase = main #changes phase to no attacker = -0.05 defender = -0.05 } #tactical withdrawal tactics tactic_tw_attack = { is_attacker = yes trigger = { is_attacker = yes phase = tactical_withdrawal } base = { factor = 4 } picture = tw_attack display_phase = tactical_withdrawal combat_width = -0.25 attacker = -0.25 defender = -0.1 } tactic_tw_defend = { is_attacker = no trigger = { is_attacker = no phase = tactical_withdrawal } base = { factor = 4 } picture = tw_defend display_phase = tactical_withdrawal combat_width = -0.25 attacker = -0.3 defender = -0.05 } tactic_tw_chase = { is_attacker = yes trigger = { is_attacker = yes phase = tactical_withdrawal } base = { factor = 4 } picture = tw_chase display_phase = tactical_withdrawal combat_width = -0.25 attacker = -0.15 defender = -0.05 } tactic_tw_evade = { is_attacker = no trigger = { is_attacker = no phase = tactical_withdrawal } base = { factor = 4 } picture = tw_evade display_phase = tactical_withdrawal countered_by = tactic_tw_intercept phase = no combat_width = -0.25 attacker = -0.4 defender = -0.1 } tactic_tw_intercept = { #changes phase to no is_attacker = yes trigger = { is_attacker = yes phase = tactical_withdrawal } base = { factor = 4 } picture = tw_intercept display_phase = tactical_withdrawal phase = main attacker = -0.05 defender = -0.1 } #Siege bridge phase tactic_seize_bridge = { is_attacker = yes trigger = { is_attacker = yes has_combat_modifier = river_crossing phase = main OR = { skill > 3 AND = { has_trait = offensive_doctrine skill > 2 } } } base = { factor = 2 } picture = seize_bridge phase = seize_bridge attacker_movement_speed = 0.1 combat_width = -0.25 attacker = 0.2 defender = -0.05 } tactic_attacker_sb_hold = { is_attacker = yes trigger = { is_attacker = yes phase = seize_bridge } base = { factor = 4 } picture = attacker_sb_hold display_phase = seize_bridge combat_width = -0.25 attacker = 0.2 } tactic_attacker_sb_skillful_defence = { is_attacker = yes trigger = { is_attacker = yes phase = seize_bridge skill > 4 } base = { factor = 4 } picture = attacker_sb_skillful_defence display_phase = seize_bridge combat_width = -0.25 attacker = 0.2 defender = -0.1 } tactic_defender_sb_assault = { is_attacker = no trigger = { is_attacker = no phase = seize_bridge } base = { factor = 4 } picture = defender_sb_assault display_phase = seize_bridge combat_width = -0.25 defender = -0.05 } tactic_defender_sb_reckless_assault = { is_attacker = no trigger = { is_attacker = no phase = seize_bridge skill < 3 } base = { factor = 4 } picture = defender_sb_reckless_assault display_phase = seize_bridge combat_width = -0.25 attacker = 0.25 defender = -0.1 } tactic_defender_sb_retake_bridge = { is_attacker = no trigger = { is_attacker = no phase = seize_bridge OR = { skill > 2 has_trait = trickster } } countered_by = tactic_attacker_sb_skillful_defence phase = hold_bridge base = { factor = 4 } picture = defender_sb_retake_bridge display_phase = seize_bridge combat_width = -0.25 attacker = 0.1 defender = -0.05 } tactic_hold_bridge = { is_attacker = no trigger = { has_combat_modifier = river_crossing is_attacker = no phase = main OR = { skill > 2 has_trait = defensive_doctrine } } base = { factor = 2 } picture = tactic_hold_bridge phase = hold_bridge attacker_movement_speed = 0.1 combat_width = -0.25 attacker = 0.2 defender = -0.05 } #hold_bridge phase tactic_attacker_hb_attack = { is_attacker = yes trigger = { is_attacker = yes phase = hold_bridge } base = { factor = 4 } picture = attacker_hb_attack display_phase = hold_bridge combat_width = -0.25 attacker = 0.1 } tactic_attacker_hb_rush = { is_attacker = yes trigger = { is_attacker = yes phase = hold_bridge skill > 4 } base = { factor = 4 } picture = attacker_hb_rush display_phase = hold_bridge combat_width = -0.25 attacker = 0.2 } tactic_attacker_hb_storm = { is_attacker = yes trigger = { is_attacker = yes phase = hold_bridge } base = { factor = 2 } picture = attacker_hb_storm display_phase = hold_bridge countered_by = tactic_defender_hb_skillful_defence phase = seize_bridge combat_width = -0.25 attacker = 0.2 defender = 0.05 } tactic_defender_hb_hold = { is_attacker = no trigger = { is_attacker = no phase = hold_bridge skill < 3 } base = { factor = 2 } picture = defender_hb_hold display_phase = hold_bridge combat_width = -0.25 attacker = 0.2 defender = -0.1 } tactic_defender_hb_skillful_defence = { is_attacker = no trigger = { is_attacker = no phase = hold_bridge OR = { skill > 2 has_trait = trickster } } base = { factor = 2 } picture = defender_hb_skillful_defence display_phase = hold_bridge combat_width = -0.25 attacker = 0.1 defender = 0.05 } ################# ### Doctrines ### ################# # city combat tactics tactic_city_attack = { is_attacker = yes trigger = { is_attacker = yes phase = city_combat } active = yes base = { factor = 4 } picture = attack display_phase = city_combat attacker = 0.05 } tactic_city_fixing_attack = { is_attacker = yes trigger = { is_attacker = yes phase = city_combat } active = yes base = { factor = 4 modifier = { add = 2 has_trait = trickster } } picture = tactic_unexpected_thrust display_phase = city_combat countered_by = tactic_city_all_round_defense attacker = 0.05 defender = -0.05 } tactic_city_frontal_attack = { is_attacker = yes trigger = { is_attacker = yes phase = city_combat } active = yes base = { factor = 4 modifier = { add = 2 has_trait = aggressive_assaulter } modifier = { add = 1 has_trait = harsh_leader } } picture = shock display_phase = city_combat attacker = 0.1 defender = 0.1 } tactic_city_infiltration_attack = { is_attacker = yes trigger = { is_attacker = yes phase = city_combat } active = no base = { factor = 4 } picture = tactic_infantry_charge display_phase = city_combat countered_by = tactic_city_layered_defense attacker = 0.15 defender = 0.05 } tactic_city_node_attack = { is_attacker = yes trigger = { is_attacker = yes phase = city_combat } active = no base = { factor = 4 } picture = breakthrough display_phase = city_combat attacker = 0.1 } tactic_city_defense = { is_attacker = no trigger = { is_attacker = no phase = city_combat } active = yes base = { factor = 4 } picture = defend display_phase = city_combat defender = 0.05 } tactic_city_layered_defense = { is_attacker = no trigger = { is_attacker = no phase = city_combat } active = yes base = { factor = 4 modifier = { add = 2 has_trait = defensive_doctrine } } picture = elastic_defence display_phase = city_combat defender = -0.05 attacker = -0.1 } tactic_city_static_defense = { is_attacker = no trigger = { is_attacker = no phase = city_combat } active = yes base = { factor = 4 } picture = ambush display_phase = city_combat countered_by = tactic_city_node_attack defender = 0.1 attacker = 0.05 } tactic_city_all_round_defense = { is_attacker = no trigger = { is_attacker = no phase = city_combat } active = no base = { factor = 4 } picture = encircle display_phase = city_combat defender = 0.1 attacker = 0.05 } tactic_city_crossfire_defense = { is_attacker = no trigger = { is_attacker = no phase = city_combat } active = no base = { factor = 4 } picture = counterattack display_phase = city_combat countered_by = tactic_city_fixing_attack defender = 0.1 } # Thunder Run Tactics tactic_thunder_run = { is_attacker = yes trigger = { is_attacker = yes phase = thunder_run } active = yes base = { factor = 4 } picture = attack display_phase = thunder_run countered_by = tactic_tactical_withdrawal attacker = 0.25 defender = -0.15 combat_width = 0.50 attacker_movement_speed = 0.50 } tactic_thunder_run_push = { is_attacker = yes trigger = { is_attacker = yes phase = thunder_run } active = yes base = { factor = 1 } picture = shock display_phase = thunder_run attacker = 0.15 combat_width = 0.10 attacker_movement_speed = 0.10 } tactic_thunder_run_maneuver = { is_attacker = yes trigger = { is_attacker = yes phase = thunder_run } active = yes base = { factor = 1 } picture = flank display_phase = thunder_run attacker = 0.05 combat_width = 0.25 attacker_movement_speed = 0.20 } tactic_thunder_run_retreat = { is_attacker = no trigger = { is_attacker = no phase = thunder_run } base = { factor = 1 } picture = cc_defend attacker = -0.05 defender = 0.15 attacker_movement_speed = 0.05 active = yes display_phase = thunder_run } tactic_thunder_run_delay = { is_attacker = no trigger = { is_attacker = no phase = thunder_run } active = yes base = { factor = 1 } picture = defend display_phase = thunder_run defender = 0.10 attacker_movement_speed = -0.15 } # Deep Battle tactic_deep_battle_push = { is_attacker = yes trigger = { is_attacker = yes phase = deep_battle } active = yes base = { factor = 1 } display_phase = deep_battle picture = cc_attack defender = -0.10 attacker = 0.10 attacker_movement_speed = 0.15 combat_width = 0.10 countered_by = tactic_deep_battle_hold } tactic_deep_battle_assault = { is_attacker = yes trigger = { is_attacker = yes phase = deep_battle } active = no base = { factor = 1 } display_phase = deep_battle picture = breakthrough attacker = 0.25 defender = -0.15 countered_by = tactic_deep_battle_counter_attack } tactic_deep_battle_encirclement = { is_attacker = yes trigger = { is_attacker = yes phase = deep_battle } active = yes base = { factor = 1 } picture = encircle attacker = 0.15 defender = 0.10 combat_width = 0.50 attacker_movement_speed = 0.25 countered_by = tactic_tactical_withdrawal } tactic_deep_battle_rush = { is_attacker = yes trigger = { is_attacker = yes phase = deep_battle } active = no base = { factor = 1 } display_phase = deep_battle picture = assault attacker = 0.15 attacker_movement_speed = 0.40 } tactic_deep_battle_retreat = { is_attacker = no trigger = { is_attacker = no phase = deep_battle } active = yes base = { factor = 1 } picture = ambush attacker = -0.05 defender = 0.05 attacker_movement_speed = -0.25 countered_by = tactic_deep_battle_rush } tactic_deep_battle_hold = { is_attacker = no trigger = { is_attacker = no phase = deep_battle } active = yes base = { factor = 1 } picture = attack # TODO: Replace me with a new picture display_phase = deep_battle attacker = -0.1 defender = 0.25 countered_by = tactic_deep_battle_assault } tactic_deep_battle_counter_attack = { is_attacker = no trigger = { is_attacker = no phase = deep_battle } active = yes base = { factor = 1 } picture = attack # TODO: Replace me with a new picture display_phase = deep_battle defender = 0.25 combat_width = -0.25 countered_by = tactic_deep_battle_encirclement } # Insurgency tactic_insurgent_ied_strike = { is_attacker = no trigger = { is_attacker = no phase = insurgency } active = no base = { factor = 1 } picture = attack # TODO: Replace me with a new picture display_phase = insurgency combat_width = -0.75 attacker = -0.50 defender = 0.45 attacker_movement_speed = -0.65 } tactic_insurgent_raid = { is_attacker = yes trigger = { is_attacker = yes phase = insurgency } active = no base = { factor = 1 } picture = attack # TODO: Replace me with a new picture display_phase = insurgency combat_width = -0.75 attacker = 0.35 defender = -0.15 countered_by = tactic_counter_foot_patrols } tactic_insurgent_vbied = { is_attacker = yes trigger = { is_attacker = yes phase = insurgency } active = no base = { factor = 1 } picture = attack # TODO: Replace me with a new picture display_phase = insurgency combat_width = -0.75 attacker = 0.75 defender = -0.50 } tactic_insurgent_terror_strike = { is_attacker = yes trigger = { is_attacker = yes phase = insurgency } active = no base = { factor = 1 } picture = attack # TODO: Replace me with a new picture display_phase = insurgency combat_width = -0.75 attacker = 0.25 defender = -0.25 } tactic_insurgent_base_attack = { is_attacker = yes trigger = { is_attacker = yes phase = insurgency } active = yes base = { factor = 1 } picture = attack # TODO: Replace me with a new picture display_phase = insurgency combat_width = -0.75 attacker = 0.15 defender = -0.15 countered_by = tactic_counter_perimeter_defence } tactic_insurgent_tunnel_strike = { is_attacker = yes trigger = { is_attacker = yes phase = insurgency } active = no base = { factor = 1 } picture = attack # TODO: Replace me with a new picture display_phase = insurgency combat_width = -0.75 attacker = 0.30 defender = -0.25 } tactic_insurgent_tunnel_hiding = { is_attacker = no trigger = { is_attacker = no phase = insurgency } active = no base = { factor = 1 } picture = attack # TODO: Replace me with a new picture display_phase = insurgency combat_width = -0.75 attacker = -0.25 defender = 0.30 countered_by = tactic_counter_tunnel_rats } tactic_insurgent_urban_hideouts = { is_attacker = no trigger = { is_attacker = no phase = insurgency OR = { is_fighting_in_terrain = urban is_fighting_in_terrain = supercity } } active = no base = { factor = 1 } picture = attack # TODO: Replace me with a new picture display_phase = insurgency combat_width = -0.75 attacker = -0.50 defender = 0.75 } tactic_insurgent_sniper_ops = { is_attacker = no trigger = { is_attacker = no phase = insurgency } active = no base = { factor = 1 } picture = attack # TODO: Replace me with a new picture display_phase = insurgency combat_width = -0.75 attacker = -0.25 defender = 0.35 countered_by = tactic_counter_cordon_search } tactic_insurgent_convoy_ambush = { is_attacker = no trigger = { is_attacker = no phase = insurgency } active = no base = { factor = 1 } picture = attack # TODO: Replace me with a new picture display_phase = insurgency combat_width = -0.75 attacker = -0.25 defender = 0.25 attacker_movement_speed = -0.75 countered_by = tactic_counter_react_to_contact } tactic_counter_ied = { is_attacker = no trigger = { is_attacker = no phase = insurgency } active = yes base = { factor = 1 } picture = attack # TODO: Replace me with a new picture display_phase = insurgency attacker = -0.50 defender = -0.10 } tactic_counter_foot_patrols = { is_attacker = no trigger = { is_attacker = no phase = insurgency } base = { factor = 1 } picture = attack # TODO: Replace me with a new picture defender = 0.25 active = yes display_phase = insurgency } tactic_counter_stronghold_raid = { is_attacker = yes trigger = { is_attacker = yes phase = insurgency } base = { factor = 1 } picture = attack # TODO: Replace me with a new picture attacker = 0.35 active = no display_phase = insurgency } tactic_counter_cordon_search = { is_attacker = no trigger = { is_attacker = no phase = insurgency } base = { factor = 1 } picture = attack # TODO: Replace me with a new picture defender = 0.25 active = no display_phase = insurgency } tactic_counter_react_to_contact = { is_attacker = no trigger = { is_attacker = no phase = insurgency } base = { factor = 1 } picture = attack # TODO: Replace me with a new picture defender = 0.35 attacker = -0.15 active = yes display_phase = insurgency } tactic_counter_fireforce = { is_attacker = no trigger = { is_attacker = no phase = insurgency } active = no base = { factor = 1 } picture = attack # TODO: Replace me with a new picture display_phase = insurgency combat_width = 0.50 attacker = -0.50 defender = 0.25 phase = main } tactic_counter_perimeter_defence = { is_attacker = no trigger = { is_attacker = no phase = insurgency } base = { factor = 1 } picture = attack # TODO: Replace me with a new picture defender = 0.15 active = yes display_phase = insurgency } tactic_counter_tunnel_rats = { #limit this to counter insurgency op units only is_attacker = yes trigger = { is_attacker = yes phase = insurgency } active = yes base = { factor = 1 } picture = attack # TODO: Replace me with a new picture display_phase = insurgency attacker = 0.15 defender = -0.30 } # Event Horizon tactic_veil_of_sands = { is_attacker = no trigger = { is_attacker = no phase = no } active = no base = { factor = 0 modifier = { add = 4 is_fighting_in_terrain = desert } modifier = { factor = 2 has_trait = desert_fox } } picture = delay attacker = -0.3 defender = -0.1 attacker_movement_speed = -0.15 countered_by = tactic_thunder_run } tactic_spartan_defense = { is_attacker = no trigger = { is_attacker = no phase = no } active = no base = { factor = 0 modifier = { add = 4 is_fighting_in_terrain = hills } modifier = { add = 4 is_fighting_in_terrain = mountain } modifier = { factor = 2 has_trait = trait_mountaineer } modifier = { factor = 2 has_trait = hill_fighter } } picture = delay attacker = -0.1 defender = 0.25 attacker_movement_speed = -0.2 }