--- 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>> = { 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 = {} 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 |