Fri Oct 10, 2014 12:42 pm
PM = Protection Modifier: (1-level of enemies entrechment/10)*(1-terrain protection/10)*(1-unit protection/10)
Mathematically, the effect of entrenchment 5 would be 1 minus 5/10. However, for those who do not know, the highest entrenchment level for defense is 4. Levels 5-8 only affect entrenched artillery accuracy. So 5 would really equate to a PM of 1 - 4/10 or .6, and the "*.6" factor that ACG posted would be correct.
EM = Entrenchment Modifier (artillery only): 1+Level of entrenchment/10
Again, 1 + 5/10 would be the artillery bonus or 1.5. I believe in this case that a "1" equates to normal to hit chance and not +100%.
As a caveat, if no other factors were involved, the overall effect of entrenchment 5 would equate to a 40% reduction in enemy to hit chance and a 50% increase to the accuracy of your artillery only. That's how I read it.
P.S. the increase in artillery accuracy isn't done with magic. When a gun is moved to a new location, the science of putting a round on target was not well developed prior to the advent of computers. Even in Vietnam the theory was referred to as "charts and darts". In practice, a freshly sited gun was aimed at a target visually of a suspected distance and a round was fired. Then the crew adjusted fire so that the round actually landed near the target. In WW2, this usually involved firing one round over the target (long) and one under (short) which was nick-named bracketing, after which the gun would "fire for effect". In game, the longer that a crew operates a cannon from a fixed site (as a reflection of entrenchment level), the more accurately they should become at targeting locations within range. They would immediately fire for effect to the misery of the advancing troops.
I'm the 51st shade of gray. Eat, pray, Charge!