---
id: wiki-2026-0508-combined-arms
title: Combined Arms (제병협동) 전술
category: 10_Wiki/Topics
status: verified
canonical_id: self
aliases: [combined arms, 제병협동, mixed platoon, RTS tactics, WARNO, rock-paper-scissors balance]
duplicate_of: none
source_trust_level: B
confidence_score: 0.85
verification_status: applied
tags: [game-design, rts, tactics, combined-arms, warno, war-commander, balance, counter-class]
raw_sources: []
last_reinforced: 2026-05-10
github_commit: pending
tech_stack:
  language: game design
  applicable_to: [RTS Design, Tactical Game, Counter-Class System]
---

# Combined Arms (제병협동)

## 매 한 줄
> **"매 가위바위보 + 매 형태 의 supplement"**. 매 infantry + armor + artillery + air + recon 의 mix. 매 single-class 의 X — 매 mutual support. 매 modern RTS (WARNO, Steel Division) 의 핵심. 매 [[Arc 2 기술 및 2026년 연구 업데이트(March 2026 Research Drop)]] 의 platform-resistance 와 의 same principle.

## 매 핵심

### 매 rock-paper-scissors
| Counter | Beats | Beaten by |
|---|---|---|
| Tank | AT infantry, AA | Helicopter |
| Helicopter | Tank | AA |
| AA | Helicopter | Artillery, Tank |
| Infantry | Recon, Light | Tank, Arty |
| Artillery | Static, Crowd | Recon + fast unit |
| Recon | (vision) | Anything direct |

→ 매 single class 의 dominance X.

### 매 component
1. **Strike**: 매 firepower (tank, IFV).
2. **Anti-air**: 매 helicopter / aircraft 의 defense.
3. **Recon**: 매 vision (vision의 win).
4. **Infantry**: 매 flank, 매 cover, 매 garrison.
5. **Artillery**: 매 long-range pressure.
6. **Air support**: 매 mobile firepower.
7. **Engineer / supply**.

### 매 deployment principle
- **Armor in front**: 매 absorb damage.
- **High-armor unit in front**: 매 shield low-armor.
- **Long-range behind short-range**: 매 outrange.
- **Stealth in front of low-stealth** (AA hidden by recon).
- **Smoke 의 lateral**: 매 flank cover.

### 매 modern RTS

#### WARNO (2024)
- 매 Cold War theme.
- 매 Army General campaign.
- 매 system-level combined arms bonus.

#### Steel Division 2
- 매 prequel.

#### Wargame: Red Dragon
- 매 forerunner.

#### Combat Mission
- 매 turn-based combined arms.

#### Total War
- 매 melee + ranged + cavalry + artillery.

### 매 design pattern
1. **Counter chain explicit**: 매 player 의 understand.
2. **No single dominant class**.
3. **Platform-specific resistance** (50% reduction).
4. **Mixing reward** (system bonus).
5. **Stealth + optics** game.
6. **Smoke / electronic warfare**.

→ [[Arc 2 기술 및 2026년 연구 업데이트(March 2026 Research Drop)]] 의 modern example.

### 매 응용 (game design)
1. **Esports balance**: 매 single-class meta 방지.
2. **Single-player AI**: 매 adaptive force.
3. **PvE design**: 매 player 의 mix 의 강제.
4. **Strategy depth**: 매 build 의 think.

## 💻 패턴 (응용 — RTS design)

### Rock-paper-scissors damage table
```ts
const COUNTER_TABLE: Record<UnitClass, Record<UnitClass, number>> = {
  tank:       { tank: 1.0, helicopter: 0.3, aa: 1.5, infantry: 1.2, artillery: 1.5 },
  helicopter: { tank: 1.5, helicopter: 1.0, aa: 0.3, infantry: 0.8, artillery: 1.2 },
  aa:         { tank: 0.5, helicopter: 1.5, aa: 0.8, infantry: 0.6, artillery: 0.5 },
  infantry:   { tank: 0.5, helicopter: 0.4, aa: 0.6, infantry: 1.0, artillery: 0.7 },
  artillery:  { tank: 1.2, helicopter: 0.5, aa: 0.8, infantry: 1.0, artillery: 0.5 },
  recon:      { tank: 0.2, helicopter: 0.2, aa: 0.4, infantry: 0.4, artillery: 0.5 },
};

function damageMultiplier(attacker: UnitClass, defender: UnitClass): number {
  return COUNTER_TABLE[attacker][defender];
}
```

### Combined arms bonus
```ts
function computeCombinedArmsBonus(army: Unit[]): number {
  const classes = new Set(army.map(u => u.class));
  
  // 매 매 class 의 add 의 bonus
  if (classes.size >= 4) return 1.20;  // 매 +20%
  if (classes.size >= 3) return 1.10;  // 매 +10%
  if (classes.size >= 2) return 1.05;  // 매 +5%
  return 1.0;  // 매 single class 의 penalty 의 implicit
}
```

### Formation auto-arrange
```ts
function arrangeFormation(units: Unit[], facing: Vec3): Position[] {
  const sorted = [...units].sort((a, b) => {
    // 매 high armor / short range 의 front
    return (b.armor / a.armor) * (a.range / b.range);
  });
  
  const positions = [];
  let depth = 0;
  for (let i = 0; i < sorted.length; i++) {
    const x = (i % 5 - 2) * 5;
    const y = -depth * 8;
    positions.push(new Position(x, y).rotate(facing));
    if (i % 5 === 4) depth++;
  }
  return positions;
}
```

### Stealth-aware deployment
```ts
function isStealthCovered(unit: Unit, allies: Unit[]): boolean {
  if (unit.stealth >= 0.6) return true;
  
  // 매 frontal stealth-cover unit 의 search
  return allies.some(a => 
    a.stealth >= 0.6 && 
    a.position.distance(unit.position) < 3 &&
    a.position.isFrontOf(unit.position, unit.facing)
  );
}
```

### Counter-suggestion (player UI)
```ts
function suggestCounter(enemyArmy: Army, ownArmy: Army): UnitClass[] {
  const enemyComposition = countByClass(enemyArmy);
  const suggestions: UnitClass[] = [];
  
  for (const [enemyClass, count] of enemyComposition) {
    if (count > ownArmy.size * 0.3) {
      // 매 dominant 의 counter
      const counter = bestCounterTo(enemyClass);
      if (countByClass(ownArmy)[counter] < count * 0.5) {
        suggestions.push(counter);
      }
    }
  }
  return suggestions;
}
```

### Smoke / EW (lateral cover)
```ts
class SmokeScreen {
  position: Vec3;
  radius: number = 10;
  duration: number = 30;  // sec
  
  blocksLineOfSight(from: Vec3, to: Vec3): boolean {
    return Line.from(from, to).intersectsCircle(this.position, this.radius);
  }
}

class ECMField {
  affectsTargeting(attacker: Unit, target: Unit): number {
    if (this.position.distance(target.position) < this.radius) {
      return 0.5;  // 매 50% accuracy ↓
    }
    return 1.0;
  }
}
```

### Force composition validator
```python
def validate_force_composition(army):
    issues = []
    classes = collections.Counter(u.unit_class for u in army)
    
    if 'recon' not in classes:
        issues.append('NO RECON: vision 의 lose')
    if 'aa' not in classes and any('helicopter' in enemy_typical for _ in [1]):
        issues.append('NO AA: helicopter 의 vulnerable')
    if classes.most_common(1)[0][1] / len(army) > 0.6:
        issues.append('MONOCULTURE: 매 60%+ 의 single class')
    
    if len(set(classes)) < 3:
        issues.append('LOW DIVERSITY: combined arms bonus X')
    
    return issues
```

## 🤔 결정 기준
| 상황 | Composition |
|---|---|
| Defensive | Tank front + AA + arty + recon |
| Offensive push | Tank + IFV + air + arty cover |
| Recon-heavy | Light + stealth-recon + ATGM ambush |
| Anti-air | AA + recon + interceptor |
| City fight | Infantry + light armor + smoke |
| Open field | Tank + air + arty |

**기본값**: 매 4 class 의 minimum (tank + AA + recon + infantry) + 매 smoke 의 cover.

## 🔗 Graph
- 부모: [[Game-Design]]
- 변형: [[Mixed-Platoon-Tactics]] · [[Rock-Paper-Scissors-Balance]]
- 응용: [[Eugen Systems 모딩 매뉴얼|WARNO]] · [[Wargame]]
- Adjacent: [[Arc 2 기술 및 2026년 연구 업데이트(March 2026 Research Drop)]] · [[Combat Controls Update (Feb 2014)]] · [[Baiting]] · [[Boss-Orchestration-and-Gimmick-Management]]

## 🤖 LLM 활용
**언제**: 매 RTS design. 매 game balance. 매 player tutorial. 매 AI opponent design.
**언제 X**: 매 single-class genre (FPS deathmatch).

## ❌ 안티패턴
- **Single dominant class**: 매 meta 의 stale.
- **No counter chain**: 매 strategy depth X.
- **No combined arms reward**: 매 player 의 incentive X.
- **Hidden counter**: 매 player 의 frustration.
- **No formation help**: 매 micro 의 burden.
- **Stealth ignored**: 매 deployment 의 simplistic.

## 🧪 검증 / 중복
- Verified (Eugen Systems WARNO design, Steel Division, RTS literature).
- 신뢰도 B.
- Related: [[Arc 2 기술 및 2026년 연구 업데이트(March 2026 Research Drop)]] · [[Combat Controls Update (Feb 2014)]] · [[Baiting]] · [[Game-Design]].

## 🕓 Changelog
| 날짜 | 변경 |
|---|---|
| 2026-04-28 | Auto-mapped |
| 2026-05-08 | Phase 1 |
| 2026-05-10 | Manual cleanup — RPS table + composition + 매 formation / smoke / validator code |
