Understanding Cohesion Tests

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Warg1
Staff Sergeant - Kavallerie
Staff Sergeant - Kavallerie
Posts: 330
Joined: Thu Jan 25, 2018 9:53 pm

Understanding Cohesion Tests

Post by Warg1 »

Hi

I've read the rules on cohesion test and have some questions regarding how the tests are conducted.

1) The tests are measured by the same probability of 2 6 sided dice. With re-rolls based on troop quality are, for example, raw troops that roll a 6 re-rolled for each 6 or just the first 6. eg say some raw troops roll and 1 and a 6. the re-roll of the 6 results in another 6..is that 6 re-rolled again until a non 6 is achieved? Same question for superior troops and 1's

2) Say a unit is shot at multiple times..do they take a cohesion test for each hit once they have reached the 10% threshold. Is each cohesion test a separate re-roll?

3) Is the 10% threshold based on remaining numbers or original numbers.

4) I have seen units start a turn shot up so much they go from steady to disrupted and then subsequently to fragmented on the same turn. Reading of the rules suggests this is not possible so have I read the rules incorrectly?

5) Units can drop 2 levels of cohesion if the score is bad enough. If a 6 is required to pass ..what score is bad enough to drop 2 levels?

6) Average units auto break if they fall below 50%. What are the auto-break percentages for other quality troops

7)Disrupted, fragmented and routing units MAY take a cohesion test to see if they improve. What are the chances of that happening for different troop types?

8 ) Troops that are within 4 squares of a friendly general have a + 1 cohesion test modifier. Is there any further benefit to having the general with your unit (other than being certain to test each turn to improve). the rules say

Generals can therefore be used to greatly increase the chance of unsteady troops rallying.

is this only the fact that they test each turn and you get a + 1 to the test

9) How are pursuing troops tested to see if they break off the pursuit or not..is it a cohesion test or is it something else?

Apologies for the number of questions but just seeking clarifications on the above.

thanks
rbodleyscott
Field of Glory 2
Field of Glory 2
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Re: Understanding Cohesion Tests

Post by rbodleyscott »

Warg1 wrote: Fri Jun 12, 2020 12:49 am Hi

I've read the rules on cohesion test and have some questions regarding how the tests are conducted.

1) The tests are measured by the same probability of 2 6 sided dice. With re-rolls based on troop quality are, for example, raw troops that roll a 6 re-rolled for each 6 or just the first 6. eg say some raw troops roll and 1 and a 6. the re-roll of the 6 results in another 6..is that 6 re-rolled again until a non 6 is achieved? Same question for superior troops and 1's
Only 1 reroll for each dice.
2) Say a unit is shot at multiple times..do they take a cohesion test for each hit once they have reached the 10% threshold. Is each cohesion test a separate re-roll?
Yes they do take a test each time, but it uses the same random score, so it can only cause a cohesion drop if additional modifiers apply that are enough to tip it into the fail range..
3) Is the 10% threshold based on remaining numbers or original numbers.
The 10% thing is only a rough approximation, the internal calculation is a lot more complicated.

To simulate shooting (and consequent cohesion tests) in both turns, each unit actually shoots twice (although there is only one animation), and there are separate cohesion tests for each "round" of shooting. Each of these is triggered by 5% losses so far in that "round", so it is possible that one of them will be triggered before the total losses in the turn reach 10%.

For this reason % counting probably isn't worthwhile.

(Note that however many cohesion tests a unit takes from shooting during a turn, it can only drop cohesion once.)
4) I have seen units start a turn shot up so much they go from steady to disrupted and then subsequently to fragmented on the same turn. Reading of the rules suggests this is not possible so have I read the rules incorrectly?
That isn't possible, so perhaps you misunderstood what actually happened. Note that shooting by the AI at the end of its turn counts as part of the previous turn.
5) Units can drop 2 levels of cohesion if the score is bad enough. If a 6 is required to pass ..what score is bad enough to drop 2 levels?
2 or less
6) Average units auto break if they fall below 50%. What are the auto-break percentages for other quality troops
Approximately 40% for Superior, 55% for Raw
7)Disrupted, fragmented and routing units MAY take a cohesion test to see if they improve. What are the chances of that happening for different troop types?
40% per turn for disrupted and fragmented troops.
20% per turn for routing troops. (But 0% if they are being pursued or suffered 5% shooting losses last turn.)

8 ) Troops that are within 4 squares of a friendly general have a + 1 cohesion test modifier.


Only if the general's unit is in close combat.

And the range is not 4 squares, but (his command range / 4) squares. So 3, 2 or 1 squares depending on the quality of the general.
Is there any further benefit to having the general with your unit (other than being certain to test each turn to improve).


+50 POA in close combat
the rules say

Generals can therefore be used to greatly increase the chance of unsteady troops rallying.

is this only the fact that they test each turn
Yes
and you get a + 1 to the test
Only if the general's unit is in close combat.
9) How are pursuing troops tested to see if they break off the pursuit or not..is it a cohesion test or is it something else?
Something else.

It is a bit complicated, so here is a tidied up version of the actual code:

Code: Select all

FUNCTION WillUnitPursue(me, enemy, type)
{
	int ret;
	int stopChance;
	int obstacle;

	ret = 1;

	if (type == 0)
		{
			if (IsFoot(me) == 1)
				{
					// Foot normally don't pursue mounted
					if (IsMounted(enemy) == 1)
						{
							stopChance = 90; // May need tweaking
						}
					else
						{
							if ((IsLightTroops(me) == 0) && (IsLightTroops(enemy) == 1))
								{
									stopChance = 90; // May need tweaking
								}
							else
								{
									// Lower chance of pursuing if unit did not initiate the combat.
									if (GetAttrib(me,"Attacking") == 1)
										{
											stopChance = 0; // May need tweaking.
										}
									else
										{
											stopChance = 75; // May need tweaking
										}
								}
						}

					// Infantry who are neither warbands nor raw will not pursue
					if ((GetAttrib(me, "Impact_Foot") < 20) || ((IsUnitSquadType(me, "Warriors") == 0) && (IsUnitSquadType(me, "Undrilled_Heavy_Foot") == 0)))
						{
							if (GetBaseAttrib(me, "Experience") > 60) // UI reports Raw up to and including 60.
								{
									stopChance = 100;
								}
							else
								{
									stopChance = Max(stopChance, 75);
								}
						}

					// Foot usually don't pursue across an obstacle they are defending, and are even less likely to if the enemy are mounted or lights
					if (GetAttrib(me, "Attacking") == 0)
						{
							obstacle = IsTileEdgeDefendibleObstacle(GetUnitX(me), GetUnitY(me), GetUnitX(enemy), GetUnitY(enemy));
							if (obstacle > -1)
								{
									if ((IsMounted(enemy) == 1) || (GetTerrainCoverValue(GetUnitX(me), GetUnitY(me), 3) == 3)) // never pursue if enemy is mounted, or if defending heavy fortifications.
										{
											stopChance = 100;
										}
									else
										{
											if (IsLightTroops(enemy) == 1)
												{
													stopChance = Max(stopChance, 95); // May need tweaking
												}
											else
												{
													stopChance = Max(stopChance, 85); // May need tweaking
												}
										}
								}
						}
				}

			// Troops in square do not pursue
			if (GetAttrib(me, "InSquare") == 1)
				{
					stopChance = 100;
				}

			// Battle wagons and artillery do not pursue

      if ((IsUnitSquadType(me, "Battle_Wagons") == 1) || (IsArtillery(me) == 1)) 
				{
					stopChance = 100;
				}
		}

	if (type > 0)
		{
			stopChance = 50; // May need tweaking

			// Foot won't continue to pursue mounted and will rarely continue to pursue at all
			if (IsFoot(me) == 1)
				{
					if (IsMounted(enemy) == 1)
						{
							stopChance = 100; // May need tweaking
						}
					else
						{
							stopChance = 75; // May need tweaking
						}
				}

			//  Knights tend to keep pursuing
      if (IsUnitSquadType(me, "Knights") == 1)
        {
          stopChance = 25; // May need tweaking
        }
		}

	if (Rand(1,100) <= stopChance)
		{
			ret = 0;
		}

	return ret;
}
Richard Bodley Scott

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Warg1
Staff Sergeant - Kavallerie
Staff Sergeant - Kavallerie
Posts: 330
Joined: Thu Jan 25, 2018 9:53 pm

Re: Understanding Cohesion Tests

Post by Warg1 »

Incredibly helpful answers..appreciate you taking the time to explain. I now have a decent understanding of how cohesion tests work.
Thanks again.
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