Divisions

The **Cogent Army System** provides a framework to wargame land battles involving army forces. On Aoshtai, Armies are made up of ⚔ Army Power (AP), where 1 Army Power represents a division of 10,000 troops. Unlike in other strategy games where the unit that the player controls tends to be the soldier or a small group of soldiers, the fundamental unit of maneuver in this system is the division.

Divisions are large formations which integrate different kinds of units at lower levels to achieve what military people call combined arms. This means that a division incorporates many different kinds of fighting units, from the fighting core of the unit (armored or infantry units) to all of its support elements (reconnaissance forces, logistics support, direct support artillery, anti-air, combat engineers, medical units, etc). Some divisions will have a greater or lesser proportion of different kinds of arms than others, which gives rise to infantry divisions, armored divisions, artillery divisions, and so on.

## Division Template

*A good example of a standard combined arms infantry division. This is a good all-round template to build an army around, with good attack stats in all terrain types and decent mobility.*

### Code

```
{{ Army Division

<!-- BASICS -->

<!-- DAMAGE -->

<!-- DIVISION DESIGN -->

<!-- HERO -->
}}
```

### Icons

Division icons use the NATO Joint Military Symbology. They are purely cosmetic, though their meaning is well established and should be used to represent the overall character and purpose of the unit. For example, a unit with 2 infantry brigades and 1 armored brigade would be considered either an infantry division, a mechanized infantry division, or a combined arms division, at the discretion of the creator.

Icons
* Infantry
* Armored
* Speeder
* Artillery
* Missile
* Anti-Ship
* Anti-Air
* Engineers
* Mechanized Infantry
* Combined Arms

### Division Stats

 4  Veterans

#### Experience

Experience refers to a unit’s level of training, discipline, and familiarity with the combat environment. All divisions begin with 1 experience. However, when creating an army, players may take experience from one division to give it to another, creating elite units at the cost of also creating units of raw recruits.

The minimum experience is 0 and the maximum is 4. Each rank of experience increases a division’s attack stats, health, and the accuracy of their artillery.

See Gaining Experience for how to rank up units.

#### Armor

Division Armor is an abstraction of unit hardness, of a division's ability and willingness to withstand a frontal assault. Heavier units, meaning units equipped with heavy vehicles and weapons, will have a much greater ability to stand their ground at the cost of decreased mobility and a higher logistical footprint.

Attacks are made against division armor. In open terrain, such as plains, an attacking division's open attack is rolled against the defender's armor. In difficult terrain, such as cities, mountains, marshes, hills, etc, the attacking stat used is difficult attack. The attack must exceed the armor by at least 1 in order to deal 1 damage to that division's health.

#### Health

Division health is an abstraction of unit cohesion, morale, and combat effectiveness. When a division succeeds a direct attack roll against a division's armor, 1 damage is done to the division's health. When a unit's health reaches 0, the division is considered to have been reduced to such a point that it is combat ineffective. Combat ineffective divisions are pulled back from the front to the rear areas where they are reformed and reinforced, and they become available after the battle. However, in the process of assimilating new recruits and consolidating formations, they lose 1 level of experience. Divisions which reach 0 health while surrounded are lost.

Division health is increased by a unit's experience rank.

#### Speed

Division speed represents a division's movement. This is how many tiles the division can move in one turn and how many moves it has on the campaign map. Light units tend to have high mobility. Heavy units tend to have low mobility.

#### Anti-Air

Anti-air is this units ability to engage strike craft and shuttles with anti-air weaponry native to that unit. Anti-air is rolled against a strike craft squadron or shuttle's defense. If the division's roll is higher than the strike craft or shuttle squadrons's, then the difference between the two rolls is the number of shuttles or strike craft which the division shoots down.

Anti-air extends out from the division 2 hexes on every side and may overlap with the anti-air defenses of other divisions in adjacent tiles. This can be extended by adding more anti-air brigades.

#### Weight class

 Medium Division
 Heavy Division

Divisions are of one of three weight classes: light, medium, or heavy.

Light divisions are quick and have a light logistical footprint. They have a base speed of 6 and the ability to operate without needing a supply line or supply depots. They can ignore most kinds of terrain. They also have light transports such as shuttles which allow them to deploy anywhere on the battle map where there is no opposing anti-air, given two full turns to do so. This makes them ideal for securing landing zones ahead of heavier troops. Similarly, they can be evacuated by their transports in a safe area if not within range of opposing anti air. However, they have an armor of 1, to represent the limitations of their light equipment against heavier equipment.

Heavy divisions have all of the heavy equipment and armor. They have the greatest staying power, with 3 armor, but the slowest base speed of 3. They are ponderous, difficult to move around, and possess the highest logistical footprint. They cannot deploy or redeploy in the middle of battle and require a dedicated building to embark and disembark. Heavy divisions require an adequate supply line.

Medium divisions are a compromise between the two. They have a base speed of 4 and an armor of 2. They have transports which allow them to disembark without needing dedicated facilities, though this takes a full campaign map movement. If they are attacked while doing this, only half of their force is able to land before the commencement of the battle.

#### Attack stats

A division's attack stat depends on the terrain it is fighting in. A division which is standing in open terrain such as plains and flat moonscapes will roll with its **open attack**. A division which is standing in difficult terrain, such as city blocks, walls, entrenchments, emplacements, hills, mountains, forests, and swamps, rolls with its **difficult attack**.

### Brigades

Brigades are the building blocks which commanders use to assemble divisions. Each division has three brigades which can be chosen by the player for every division. There are eight different brigade types, each of which affect the overall stats of the division in different ways.