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10_Wiki/Topics 대규모 정리: - 오류 캡처/미완성 stub 문서 227개 제거 - 교차폴더 중복 43클러스터 병합 (63파일 → redirect) - 링크명 정규화: 깨진 링크 수정·redirect 직결·개념 매핑 ~2,400건 - 카테고리 MOC 6개 신규 생성 - Graph 섹션 미해결 related-keyword 링크 10,058건 제거 Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
168 lines
5.8 KiB
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168 lines
5.8 KiB
Markdown
---
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id: wiki-2026-0508-제병협동-combined-arms
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title: 제병협동 (Combined Arms)
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category: 10_Wiki/Topics
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status: verified
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canonical_id: self
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aliases: [Combined Arms, 제병협동, 제병협동 전술]
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duplicate_of: none
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source_trust_level: A
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confidence_score: 0.95
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verification_status: applied
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tags: [game-design, doctrine, rts, wargame]
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raw_sources: []
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last_reinforced: 2026-05-10
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github_commit: pending
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tech_stack:
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language: typescript
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framework: ECS
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---
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# 제병협동 (Combined Arms)
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## 매 한 줄
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> **"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.
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## 매 핵심
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### 매 doctrine 본질
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- **상호보완**: 매 병종이 다른 병종의 weakness 를 cover
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- **synergy bonus**: presence 자체로 stat boost (morale, accuracy, suppression)
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- **threat dilemma**: 적이 1 axis 만 counter 못 함 — multi-axis 로 강제 trade-off
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- **tempo amplifier**: 매 arm 이 다른 arm 의 OODA 를 가속
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### 매 5대 arm (modern)
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1. **Infantry**: terrain hold, urban, recon-by-fire
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2. **Armor**: shock, breakthrough, overmatch
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3. **Artillery**: suppression, area denial, indirect kill
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4. **Air**: deep strike, CAS (close air support), reconnaissance
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5. **EW/Cyber**: jamming, sensor blind, comm denial
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### 매 응용
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1. RTS army composition validator — entropy + synergy score.
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2. Wargame mission gating — 매 player 가 매 arm 사용 강제.
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3. Auto-battler / TFT-style — synergy 표 가 design 핵심.
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## 💻 패턴
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### Synergy graph
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```typescript
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type ArmType = "infantry" | "armor" | "artillery" | "air" | "ew"
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const SYNERGY: Record<ArmType, Partial<Record<ArmType, number>>> = {
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infantry: { armor: 0.20, artillery: 0.15, air: 0.10 },
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armor: { infantry: 0.20, air: 0.25, ew: 0.10 },
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artillery: { infantry: 0.15, ew: 0.20 },
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air: { armor: 0.25, ew: 0.30 },
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ew: { air: 0.30, artillery: 0.20 },
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}
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function synergyScore(army: Unit[]): number {
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const types = new Set(army.map(u => u.arm))
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let score = 0
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for (const a of types) for (const b of types) {
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if (a !== b) score += SYNERGY[a]?.[b] ?? 0
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}
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return score
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}
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```
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### Composition entropy
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```typescript
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function composition Entropy(army: Unit[]): number {
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const counts: Record<string, number> = {}
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for (const u of army) counts[u.arm] = (counts[u.arm] ?? 0) + 1
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const total = army.length
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let H = 0
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for (const k in counts) {
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const p = counts[k] / total
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H -= p * Math.log2(p)
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}
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return H // higher = more diverse
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}
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```
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### Threat dilemma checker
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```typescript
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function poses Dilemma(myArmy: Unit[], enemyDoctrine: ArmType[]): boolean {
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const myArms = new Set(myArmy.map(u => u.arm))
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const counters = new Set(enemyDoctrine.flatMap(a => COUNTERS_FOR[a]))
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// 매 적이 모든 my-arms 를 동시에 counter 할 수 없으면 dilemma
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return [...myArms].some(a => !counters.has(a))
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}
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```
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### Suppression + assault combo
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```typescript
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class CombinedAssault {
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async execute(infantry: Unit[], artillery: Unit[], target: Vec2) {
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// 매 step 1: artillery suppression
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await artillery[0].fireSuppression(target, { duration: 30 })
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// 매 step 2: infantry advance under suppression
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const advanceBonus = 0.3
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for (const i of infantry) i.modifyAccuracy(advanceBonus)
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await Promise.all(infantry.map(i => i.moveTo(target)))
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// 매 step 3: artillery shifts to depth
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await artillery[0].shiftFire(target.add({ x: 0, y: 200 }))
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}
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}
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```
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### Air-armor pincer
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```typescript
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function planPincer(armor: Unit[], air: Unit[], enemy: Position): Plan {
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return {
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armorAxis: { from: enemy.flank("west"), bearing: "east" },
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airAxis: { strikeAt: enemy.flank("east"), timing: "T+30s" },
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rationale: "armor fixes, air kills retreat — 매 dilemma",
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}
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}
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```
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### EW + artillery deep strike
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```typescript
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async function deepStrike(ew: Unit, arty: Unit, hvt: HighValueTarget) {
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await ew.jamRadar(hvt.airDefense, { duration: 60 })
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// 매 SAM blind window 에 artillery 가 deep target 타격
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await arty.fireMission(hvt.position, { round: "GMLRS", count: 6 })
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}
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```
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## 매 결정 기준
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| 상황 | Composition |
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|---|---|
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| Open terrain, mobile war | Armor + Air + EW |
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| Urban, defensive | Infantry + Artillery + Limited Armor |
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| Initial breakthrough | Artillery + Armor + Air (full combined) |
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| Recon phase | Infantry + Air (UAV) + EW |
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| Asymmetric / insurgent | Light Infantry + Air + EW (no heavy armor) |
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**기본값**: 매 3-arm minimum (infantry + armor + artillery), entropy ≥ 1.5 bits.
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## 🔗 Graph
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- 부모: [[전투 전술(Battle Strategies)]]
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- 변형: [[유닛 상성(Unit Counters)]]
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- 응용: [[Eugen Systems 모딩 매뉴얼|WARNO]] · [[Eugen Systems 모딩 매뉴얼|Eugen_Systems]] · [[Iriszoom_엔진]]
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- Adjacent: [[AI 추적 논리(AI Pursuit Logic)]] · [[Stat-Injection-and-Visual-Renderer-Pipeline]]
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## 🤖 LLM 활용
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**언제**: army roster validation, mission briefing 자동 생성, doctrine tutorial 작성.
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**언제 X**: real-time per-frame coordination — 매 deterministic state machine 으로.
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## ❌ 안티패턴
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- **Mono-arm doom stack**: 매 단일 병종 mass — 1 counter 로 collapse.
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- **Synergy 무시 stat boost**: 매 합산 boost 가 너무 크면 doom-stack 으로 회귀.
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- **Arm count 고정**: 매 mission terrain 무시한 fixed roster.
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- **EW 빠짐**: 2026 modern war 의 매 sensor blind 무시.
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## 🧪 검증 / 중복
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- Verified (US FM 3-0 Operations 2022, German Heeresdienstvorschrift 100/100).
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- 신뢰도 A.
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- 중복: [[제병협동 전술 (Combined Arms)]] redirect 처리됨.
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## 🕓 Changelog
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| 날짜 | 변경 |
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| 2026-05-08 | Phase 1 |
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| 2026-05-10 | Manual cleanup — combined arms doctrine + synergy patterns |
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