---
id: wiki-2026-0508-제병협동-combined-arms
title: 제병협동 (Combined Arms)
category: 10_Wiki/Topics
status: verified
canonical_id: self
aliases: [Combined Arms, 제병협동, 제병협동 전술]
duplicate_of: none
source_trust_level: A
confidence_score: 0.95
verification_status: applied
tags: [game-design, doctrine, rts, wargame]
raw_sources: []
last_reinforced: 2026-05-10
github_commit: pending
tech_stack:
  language: typescript
  framework: ECS
---

# 제병협동 (Combined Arms)

## 매 한 줄
> **"매 단일 병종은 counter 가 있고, 매 multi-arms 는 counter 의 counter"**. 1차 대전 후 독일군 Stoßtruppen 에서 doctrine 화, 2차 대전 Blitzkrieg 와 modern AirLand Battle (FM 100-5) 의 핵심. RTS/wargame 에서는 매 unit synergy graph + bonus stacking 으로 modeling.

## 매 핵심

### 매 doctrine 본질
- **상호보완**: 매 병종이 다른 병종의 weakness 를 cover
- **synergy bonus**: presence 자체로 stat boost (morale, accuracy, suppression)
- **threat dilemma**: 적이 1 axis 만 counter 못 함 — multi-axis 로 강제 trade-off
- **tempo amplifier**: 매 arm 이 다른 arm 의 OODA 를 가속

### 매 5대 arm (modern)
1. **Infantry**: terrain hold, urban, recon-by-fire
2. **Armor**: shock, breakthrough, overmatch
3. **Artillery**: suppression, area denial, indirect kill
4. **Air**: deep strike, CAS (close air support), reconnaissance
5. **EW/Cyber**: jamming, sensor blind, comm denial

### 매 응용
1. RTS army composition validator — entropy + synergy score.
2. Wargame mission gating — 매 player 가 매 arm 사용 강제.
3. Auto-battler / TFT-style — synergy 표 가 design 핵심.

## 💻 패턴

### Synergy graph
```typescript
type ArmType = "infantry" | "armor" | "artillery" | "air" | "ew"

const SYNERGY: Record<ArmType, Partial<Record<ArmType, number>>> = {
  infantry:  { armor: 0.20, artillery: 0.15, air: 0.10 },
  armor:     { infantry: 0.20, air: 0.25, ew: 0.10 },
  artillery: { infantry: 0.15, ew: 0.20 },
  air:       { armor: 0.25, ew: 0.30 },
  ew:        { air: 0.30, artillery: 0.20 },
}

function synergyScore(army: Unit[]): number {
  const types = new Set(army.map(u => u.arm))
  let score = 0
  for (const a of types) for (const b of types) {
    if (a !== b) score += SYNERGY[a]?.[b] ?? 0
  }
  return score
}
```

### Composition entropy
```typescript
function composition Entropy(army: Unit[]): number {
  const counts: Record<string, number> = {}
  for (const u of army) counts[u.arm] = (counts[u.arm] ?? 0) + 1
  const total = army.length
  let H = 0
  for (const k in counts) {
    const p = counts[k] / total
    H -= p * Math.log2(p)
  }
  return H // higher = more diverse
}
```

### Threat dilemma checker
```typescript
function poses Dilemma(myArmy: Unit[], enemyDoctrine: ArmType[]): boolean {
  const myArms = new Set(myArmy.map(u => u.arm))
  const counters = new Set(enemyDoctrine.flatMap(a => COUNTERS_FOR[a]))
  // 매 적이 모든 my-arms 를 동시에 counter 할 수 없으면 dilemma
  return [...myArms].some(a => !counters.has(a))
}
```

### Suppression + assault combo
```typescript
class CombinedAssault {
  async execute(infantry: Unit[], artillery: Unit[], target: Vec2) {
    // 매 step 1: artillery suppression
    await artillery[0].fireSuppression(target, { duration: 30 })
    // 매 step 2: infantry advance under suppression
    const advanceBonus = 0.3
    for (const i of infantry) i.modifyAccuracy(advanceBonus)
    await Promise.all(infantry.map(i => i.moveTo(target)))
    // 매 step 3: artillery shifts to depth
    await artillery[0].shiftFire(target.add({ x: 0, y: 200 }))
  }
}
```

### Air-armor pincer
```typescript
function planPincer(armor: Unit[], air: Unit[], enemy: Position): Plan {
  return {
    armorAxis: { from: enemy.flank("west"), bearing: "east" },
    airAxis:   { strikeAt: enemy.flank("east"), timing: "T+30s" },
    rationale: "armor fixes, air kills retreat — 매 dilemma",
  }
}
```

### EW + artillery deep strike
```typescript
async function deepStrike(ew: Unit, arty: Unit, hvt: HighValueTarget) {
  await ew.jamRadar(hvt.airDefense, { duration: 60 })
  // 매 SAM blind window 에 artillery 가 deep target 타격
  await arty.fireMission(hvt.position, { round: "GMLRS", count: 6 })
}
```

## 매 결정 기준
| 상황 | Composition |
|---|---|
| Open terrain, mobile war | Armor + Air + EW |
| Urban, defensive | Infantry + Artillery + Limited Armor |
| Initial breakthrough | Artillery + Armor + Air (full combined) |
| Recon phase | Infantry + Air (UAV) + EW |
| Asymmetric / insurgent | Light Infantry + Air + EW (no heavy armor) |

**기본값**: 매 3-arm minimum (infantry + armor + artillery), entropy ≥ 1.5 bits.

## 🔗 Graph
- 부모: [[전투 전술(Battle Strategies)]]
- 변형: [[유닛 상성(Unit Counters)]]
- 응용: [[Eugen Systems 모딩 매뉴얼|WARNO]] · [[Eugen Systems 모딩 매뉴얼|Eugen_Systems]] · [[Iriszoom_엔진]]
- Adjacent: [[AI 추적 논리(AI Pursuit Logic)]] · [[Stat-Injection-and-Visual-Renderer-Pipeline]]

## 🤖 LLM 활용
**언제**: army roster validation, mission briefing 자동 생성, doctrine tutorial 작성.
**언제 X**: real-time per-frame coordination — 매 deterministic state machine 으로.

## ❌ 안티패턴
- **Mono-arm doom stack**: 매 단일 병종 mass — 1 counter 로 collapse.
- **Synergy 무시 stat boost**: 매 합산 boost 가 너무 크면 doom-stack 으로 회귀.
- **Arm count 고정**: 매 mission terrain 무시한 fixed roster.
- **EW 빠짐**: 2026 modern war 의 매 sensor blind 무시.

## 🧪 검증 / 중복
- Verified (US FM 3-0 Operations 2022, German Heeresdienstvorschrift 100/100).
- 신뢰도 A.
- 중복: [[제병협동 전술 (Combined Arms)]] redirect 처리됨.

## 🕓 Changelog
| 날짜 | 변경 |
|---|---|
| 2026-05-08 | Phase 1 |
| 2026-05-10 | Manual cleanup — combined arms doctrine + synergy patterns |
