Question#1 - In the Attacks section of online manual, under impact and mele combat it states:
A single + symbol indicates a 50% chance of hitting in the highlighted combat. Then it states:
No + or - symbol indicates a 50% chance of hitting in the highlighted combat.
Is this correct that it does not matter whether you have a + or no + or - to have 50% chance of a hit? It seems that a single + should have more than a 50% chance, or at least a better chance than a no + or - for the attack.
Question#2 - Results of cohesion test, less than 3 - A battle group will drop two cohesion levels if testing for friends routing, the loss of a general or a MAJOR DEFEAT in close combat otherise one level.
What is the definition of a major defeat?
Question#3 - in Combat Mechanism section - A BG retains the die roll from its initial IMPACT combat IN A SINGLE PLAYER TURN, AND USES THAT SAME DIE ROLL IN ALL SUBSEQUENT COHESION TESTS FROM LOSING AN IMPACT COMBAT IN A SINGLE PLAYER TURN.
Yet under Cohesion Tests, How BG Test Cohesion, it states "A BG is given a score from the virtual roll of two six sided dice and these are added together to get a base cohesion test score. It is my understanding that each "base attack" has a die roll and there could be as many as six base attacks. If so, which two die rolls are retained to use in ALL SUBSEQUENT COHESION TESTS?
Or do I just not understand the mechanism?
Help!
combat mechanism and cohesion questions
Moderators: Slitherine Core, FoG PC Moderator, NewRoSoft
-
mceochaidh
- Master Sergeant - Bf 109E

- Posts: 480
- Joined: Sun Jun 20, 2010 4:39 pm
-
deadtorius
- Field Marshal - Me 410A

- Posts: 5290
- Joined: Mon Oct 20, 2008 12:41 am
I can give you the hit scores needed from the TT rules which I think should be the same here.
++ vs --, ++3 to hit -- 5 to hit
+ vs - , + 4 to hit - 5 to hit
no POA advantage both need to score a 4 to hit.
The numbers I listed are what you need to roll on a single die to score a hit.
Once again from the TT rules you need to score at least 2 hits in combat to cause a loss of 2 cohesion levels, I would think it would take a fairly hefty % loss to do this, just not sure how much it would be.
About the die roll, an example, you get charged and lose the impact combat. Immediately after you roll for a cohesion test. If you need to check cohesion again during that same turn from other combats, you get charged again or a melee, you would use the initial die roll from your first cohesion test of that turn. Roll well you have a good chance of surviving, roll poorly the first time its not a pretty sight. I can only guess that is what they are referring to, so hope I am correct in my analysis.
++ vs --, ++3 to hit -- 5 to hit
+ vs - , + 4 to hit - 5 to hit
no POA advantage both need to score a 4 to hit.
The numbers I listed are what you need to roll on a single die to score a hit.
Once again from the TT rules you need to score at least 2 hits in combat to cause a loss of 2 cohesion levels, I would think it would take a fairly hefty % loss to do this, just not sure how much it would be.
About the die roll, an example, you get charged and lose the impact combat. Immediately after you roll for a cohesion test. If you need to check cohesion again during that same turn from other combats, you get charged again or a melee, you would use the initial die roll from your first cohesion test of that turn. Roll well you have a good chance of surviving, roll poorly the first time its not a pretty sight. I can only guess that is what they are referring to, so hope I am correct in my analysis.
in the same topic i have a question regarding rear support i learned the other day that having a bg in the rear of another give bonus to cohesion test it is worth of having formation with rear support when i first started playing the only thing i gained doing this was gettin bg disrupted by routing units.
Rommel,
Cohesion is the most important thing in this game, so having rear support either from a leader or any unit is a big help. An inspired leader in the rear would bring you up three or four points making it very hard for you to lose cohesion. Also remember bad terrain will hurt your cohesion and your cohension tests.
Deeter
Cohesion is the most important thing in this game, so having rear support either from a leader or any unit is a big help. An inspired leader in the rear would bring you up three or four points making it very hard for you to lose cohesion. Also remember bad terrain will hurt your cohesion and your cohension tests.
Deeter
-
deadtorius
- Field Marshal - Me 410A

- Posts: 5290
- Joined: Mon Oct 20, 2008 12:41 am
If you use rear support try to place one unit behind two friends leave a space and place another unit etc. The gaps should allow for routing lanes if your front line flees back. 1 hex of rear support can cover 2 hexes of front line troops.
I have used this spacing and it kind of keeps your rear line from being disrupted when the front decides to head back for an early supper.
Too bad on the TT situation, the games play differently but the TT game is quite fun. FOG Renaissance is due out next month for the TT, hope to see a PC version soon too
I have used this spacing and it kind of keeps your rear line from being disrupted when the front decides to head back for an early supper.
Too bad on the TT situation, the games play differently but the TT game is quite fun. FOG Renaissance is due out next month for the TT, hope to see a PC version soon too

