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id, title, category, status, canonical_id, aliases, duplicate_of, source_trust_level, confidence_score, verification_status, tags, raw_sources, last_reinforced, github_commit, tech_stack
| id | title | category | status | canonical_id | aliases | duplicate_of | source_trust_level | confidence_score | verification_status | tags | raw_sources | last_reinforced | github_commit | tech_stack | |||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| wiki-2026-0508-combined-arms | Combined Arms (제병협동) 전술 | 10_Wiki/Topics | verified | self |
|
none | B | 0.85 | applied |
|
2026-05-10 | pending |
|
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
- Strike: 매 firepower (tank, IFV).
- Anti-air: 매 helicopter / aircraft 의 defense.
- Recon: 매 vision (vision의 win).
- Infantry: 매 flank, 매 cover, 매 garrison.
- Artillery: 매 long-range pressure.
- Air support: 매 mobile firepower.
- 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
- Counter chain explicit: 매 player 의 understand.
- No single dominant class.
- Platform-specific resistance (50% reduction).
- Mixing reward (system bonus).
- Stealth + optics game.
- Smoke / electronic warfare.
→ Arc 2 기술 및 2026년 연구 업데이트(March 2026 Research Drop) 의 modern example.
매 응용 (game design)
- Esports balance: 매 single-class meta 방지.
- Single-player AI: 매 adaptive force.
- PvE design: 매 player 의 mix 의 강제.
- Strategy depth: 매 build 의 think.
💻 패턴 (응용 — RTS design)
Rock-paper-scissors damage table
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
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
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
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)
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)
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
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 · 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 |