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Noobs in Combat Damage Calculator: Damage Formulas and Unit Stats

Calculating damage in Noobs in Combat requires evaluating base weapon output, armor penetration values, attacker current hit points, and target squad troop counts under specific weapon perks.

Noobs in Combat Damage Calculator: Damage Formulas and Unit Stats

Calculating damage in Noobs in Combat requires evaluating base weapon output, armor penetration values, attacker current hit points, and target squad troop counts under specific weapon perks.

Combat Efficiency and Attacker Health Mechanics

Damage calculations in the game depend directly on unit hit points and combat efficiency percentage rather than suppression levels. A unit operating at full health deals its full listed weapon damage. As a unit sustains damage and loses hit points, its combat efficiency percentage drops, scaling down total attack damage proportionally.

Testing shared by players on the community wiki confirms that morale functions independently from outgoing damage. Units on the verge of surrendering still deliver full damage on their turn if their current hit points remain intact. When planning an attack or estimating return fire, use current unit health rather than morale status to project potential losses.

Weapon Classes and Armor Penetration Values

Outgoing damage relies on flat damage ratings paired with Armor Penetration (AP) values. In Noobs in Combat, weapons deliver different strike volumes across bullets, autocannons, tank guns, and anti-tank guided missiles (ATGMs).

  • Light bullets from an SMG deal 11 damage.
  • Medium bullets fired by riflemen hit for 16.5x2 damage, while basic Grunts and standard tank machine guns deal 15x3 damage.
  • Medium Gunners output 15x4 damage, and Light Gunners match that 15x4 damage profile with a one-turn cooldown between bursts.
  • Heavy bullets from an Anti-Tank Rifle output 25 damage with 15 AP.
  • Light autocannons deal 21x3 damage with 5 AP, whereas medium autocannons output 23x4 damage with 5 AP.
  • Standard light cannons deliver 30 damage with 12.5 AP.
  • Anti-tank guided missiles scale based on the mounting platform: an Infantry Fighting Vehicle (IFV) carries two ATGM cannons dealing 55 damage with 15 AP each, while a missile tank mounts three ATGM cannons dealing 50 damage with 20 AP each.

Squad Member Division Under Headshot Rules

Specialized infantry calculations alter standard damage rules through designated passive traits. Weapon damage calculations also shift according to perks assigned to particular units. The Headshot perk possessed by Snipers establishes a direct division calculation based on target model density.

Under the Headshot perk, a Sniper delivers a base minimum of 100% damage to an infantry unit, divided by the number of individual soldiers in the target squad:

  • Single-model units, such as a lone Flamethrower, Sapper, or Mortar Team, receive the entire 100% damage profile.
  • Two-model squads, such as Light Gunners, split the calculation into 100% divided by two, dealing 50% damage.
  • Three-model squads, including Grunts and their variants, split the damage into 100% divided by three, resulting in 33% damage per shot.

Snipers completely ignore defensive terrain and veterancy bonuses when targeting infantry. A full-health Sniper inflicts identical damage against a three-star veteran commando hiding behind terrain cover as it does against unranked Grunts in open ground. Snipers deal zero damage when targeting structures.

In the Finnish Defense scenario, the unique Simo Sniper unit modifies this calculation by operating at 300% efficiency. This unit outputs triple damage, possesses infinite ammunition, remains stationary in forest terrain, and eliminates any standard infantry unit in a single hit.

Weapon Targeting Decision Table

Use this reference to calculate expected combat trades across varied unit categories, weapon limits, and targeting conditions:

Weapon CategoryIdeal Target TypeCalculation Modifiers and Trade-offs
Scoped Sniper RifleLow-density infantry and fortified bunkersInflicts 100% damage divided by target model count; bypasses terrain defense; deals 0 damage to buildings.
Autocannons (5 AP)Unarmored infantry squads and light targetsFires multi-hit bursts (21x3 or 23x4); lacks the armor penetration needed for heavy armor.
Heavy ATGM CannonsHeavily armored vehicles and tanksDeals 50 to 55 flat damage per tube with 15 to 20 AP; vulnerable to splash retaliation if exposed.
Automatic Light GunnerClustered infantry squadsOutputs 15x4 bullet damage; requires a mandatory one-turn cooldown before firing again.

In pvp matches, player-controlled squads anticipate firing angles and reposition against hidden threats. Calculating incoming damage profiles before moving into weapon range prevents costly squad wipeouts against concealed long-range units.

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