Battle Simulation Exercise

"Battle Simulation Exercise" and "Battle Simulation" are the same phrase in Japanese

The Battle Simulation Exercise (シミュレーション) or more commonly known as the Battle Sim (シミュ) is a developed for Phase 1 of the Away Mission Tests.

Special Battle Simulation
The Special Battle Simulation Exercise (シミュレーション) AKA Special Battle Sim (シミュ) is a battle sim match-up introduced in Chapter 214 that lasts two days (specifically on days 5 and 6); currently nothing else is known.

Design
Units (ユニット) appear as the forms of each agent. When units Bail Out, they assume the same facial expression each time.

Turns
Each turn is designated by a 150 second Input Phase and a 15 second Action Phase. The former is used for determining the units' courses of action, while the latter is spent carrying them out. The Match ends after six turns.

Win Conditions
After the match is over, if the difference between the two squads is two or more units, the one with the greater amount is the winner. if the difference is two or less then it is counted as a draw.

Units
Each Squad is given a specific number of Units depending on which day it is, which are divided into 2 types, Standard Units (ユニット) and Back-up Units (ヘイルプ ユニット). Additionally Combatant can control any unit with no limit on how many they can control, like how Satoshi Mizukami was able to control all of his team's units.

Day 1
On day 1, each team was given 12 units, with 8 of them are standard units, while 4 are Back-up Units. The standard units are based off of the team's four combatants with two for each combatant. On the other hand, each team can only pick one Back-up Unit from the same pool: Kei Tachikawa, Kōhei Izumi, Isami Tōma, and Sōya Kazama.

Day 2
On day 2, each team was given 19 units, with 12 being standard units, and 7 being backup. like the previous day, the standard units are based off each team's four combatants, but are given 3 for each instead of 2. The back-up units were also changed to the Kusakabe Squad combatants, as well as the remainder of Arashiyama Squad (as Ai Kitora is taking the Away Mission test).

Parameters
Like the Databook, each unit has a set of parameters which are:


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Translation Note

 * 1) "Evasion" from the Unit's parameter and "Mobility" from the Databook use two different kanji, thus are different things.

List of Character Parameters

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Attacking
All triggers have an cone, whose length and width depends on trigger type. Rotation is possible, but not size change. An example of cone difference is a Sniper Trigger's long but narrow cone — difficult for wide defensive coverage, but can block off a whole street. Contrarily, Raygust is wide but short. A trigger will automatically attack the opponent if it is within the cone as long as there are action tokens. It should also be noted that when two units converge, the statistically stronger one will win.

Dealing with attacks
There are two ways for a unit to deal with damage: they can either Defend or Evade. The user can use a defensive trigger to block or use bagworm to evade; but if no trigger's cone is in the way of the opponent's attack, there is no way to block/evade the attack. Defending however will cost an unknown amount of tokens but it is unknown if evading will cost any tokens.

Action Inputs
There are several other types of movements units can do. Not all were shown, but these were the ones listed.


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Translation Note
≠ : is covered by text so might not be full name and/or rest is presumed

Action Tokens
Each Unit is given a specific amount of Tokens they can use for each action phase. Each action takes up a certain amount of tokens, though the amount used for each action is unknown for most actions. Faster units appear to have more tokens as shown with Katori and Oki who have 16 and 15 tokens while Osamu has 13.

List of Token Costs

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Operator
Each Squad's operator is assigned to the Radar and can mark enemies regardless of range. However, any combatant can access the radar.

Skills
There are two named types of skills and each Unit has at least one skill, with the most common amount being three. There is a maximum of four skills.

Combo Skills
Combo aka Combo Skill (スキル) is a type of skill where if the user attacks and an ally has a similar trigger, they will preform a follow-up attack with half to no cost.

Penchants
Penchant aka Aptitude Skill (スキル) is a skill where the user gets an effect relating to their specific trigger.

List of all Known Skills

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Translation Note
1: Viz directly translated Viper and Composite bullets (see: Chapter 217) 2: Viz mistranslated it as doubled instead of +2 (see: Chapter 215) ≠ : is covered by text so might not be full name and/or rest is presumed

Strategy
Teamplays with Units seems to be the most common way to fight. It should also be noted that going solo can be advantageous, as noted by Satoshi Mizukami, as you wouldn't need to communicate so the user would have more time to think, however they need a high amount of skill, like how Mizukami went to a Shogi school for pros.

Purpose in the Exams
The Battle Simulation is one of three main ways to get points: the other two being assignment points and A-rank evaluations. The points given depends on the type of simulation, the day and outcome of the match, and the schedule.

Rankings
Unlike Current and Daily Rankings, the rankings are sent though the software itself instead of the "mail". It lists out how many matches the squads won/lost along with how many points they earned. Additionally, it lists out their stats and skills, part of which is hidden, but presumably becomes viewable after more battles.

Battle Simulation Schedule
There are 10 matches a day starting from 3pm until 7pm, which balances out to around 20 minutes for each match; however each squad gets a break for one round.


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Special Battle Simulation Schedule
The full schedule is currently unknown.


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Battle Simulation Results
{| class="white-borders-4" !As of Chapter 218

Battle Simulation 1 Results

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