f8b21af4be
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>
257 lines
8.2 KiB
Markdown
257 lines
8.2 KiB
Markdown
---
|
|
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 |
|