The latter.kronenblatt wrote: ↑Sun Jul 05, 2020 8:31 am Do Elephants cause any Elephant-unique damage to nearby units (whether enemy or friendly) when they break and subsequently rout? Or is that reflected by the cohesion tests two squares wide upon the Elephants breaking?
Quick Questions Thread on Rules
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rbodleyscott
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Re: Quick Questions Thread on Rules
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kronenblatt
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Re: Quick Questions Thread on Rules
Great, thanks.rbodleyscott wrote: ↑Sun Jul 05, 2020 8:33 amThe latter.kronenblatt wrote: ↑Sun Jul 05, 2020 8:31 am Do Elephants cause any Elephant-unique damage to nearby units (whether enemy or friendly) when they break and subsequently rout? Or is that reflected by the cohesion tests two squares wide upon the Elephants breaking?
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kronenblatt
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Re: Quick Questions Thread on Rules
Do fragmented units exercise ZoC?
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rbodleyscott
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Re: Quick Questions Thread on Rules
Yes, because the enemy do not know (for certain) that they are Fragmented.
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kronenblatt
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Re: Quick Questions Thread on Rules
Is the number of casualties inflicted by shooting (javelins or arrows) dependent on the number of men shooting as well as the number of men shot at, all else equal?
For example, would 240 men shooting at 960 men incur twice as many casualties than when shooting at 480 men, again all else equal (die roll, modifiers, etc.)? And only half the casualties when 120 men are shooting, compared to 240 men shooting?
For example, would 240 men shooting at 960 men incur twice as many casualties than when shooting at 480 men, again all else equal (die roll, modifiers, etc.)? And only half the casualties when 120 men are shooting, compared to 240 men shooting?
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rbodleyscott
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Re: Quick Questions Thread on Rules
Nokronenblatt wrote: ↑Sun Jul 12, 2020 4:31 pm Is the number of casualties inflicted by shooting (javelins or arrows) dependent on the number of men shooting as well as the number of men shot at, all else equal?
For example, would 240 men shooting at 960 men incur twice as many casualties than when shooting at 480 men, again all else equal (die roll, modifiers, etc.)?
YesAnd only half the casualties when 120 men are shooting, compared to 240 men shooting?
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kronenblatt
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Re: Quick Questions Thread on Rules
Ok, thanks Richard. So 240 men shooting at 960 men incur exactly as many casualties than when shooting at 480 men, again all else equal (die roll, modifiers, etc.)? Or which target size modifier for casualties is there?rbodleyscott wrote: ↑Sun Jul 12, 2020 4:48 pmNokronenblatt wrote: ↑Sun Jul 12, 2020 4:31 pm Is the number of casualties inflicted by shooting (javelins or arrows) dependent on the number of men shooting as well as the number of men shot at, all else equal?
For example, would 240 men shooting at 960 men incur twice as many casualties than when shooting at 480 men, again all else equal (die roll, modifiers, etc.)?
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rbodleyscott
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Re: Quick Questions Thread on Rules
Artillery cause more casualties on larger targets.kronenblatt wrote: ↑Sun Jul 12, 2020 4:52 pmOk, thanks Richard. So 240 men shooting at 960 men incur exactly as many casualties than when shooting at 480 men, again all else equal (die roll, modifiers, etc.)? Or which target size modifier for casualties is there?rbodleyscott wrote: ↑Sun Jul 12, 2020 4:48 pmNokronenblatt wrote: ↑Sun Jul 12, 2020 4:31 pm Is the number of casualties inflicted by shooting (javelins or arrows) dependent on the number of men shooting as well as the number of men shot at, all else equal?
For example, would 240 men shooting at 960 men incur twice as many casualties than when shooting at 480 men, again all else equal (die roll, modifiers, etc.)?
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kronenblatt
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Re: Quick Questions Thread on Rules
But for non-artillery, target size is irrelevant, casualty infliction wise?rbodleyscott wrote: ↑Sun Jul 12, 2020 5:30 pmArtillery cause more casualties on larger targets.kronenblatt wrote: ↑Sun Jul 12, 2020 4:52 pmOk, thanks Richard. So 240 men shooting at 960 men incur exactly as many casualties than when shooting at 480 men, again all else equal (die roll, modifiers, etc.)? Or which target size modifier for casualties is there?
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kronenblatt
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Re: Quick Questions Thread on Rules
15.2 of the manual says ” ... the random cohesion test score for each of shooting and close combat is retained for the whole turn [for a unit]...”
So for a cohesion test from shooting, two six-sided dice are rolled, and if the same unit in the same turn takes a cohesion test from close combat two six-sided dice are again rolled?
But for all cohesion tests from shooting for the same unit in the same turn, the same two six-sided dice are used?
And new units get new rolls of two six-sided dice?
So for a cohesion test from shooting, two six-sided dice are rolled, and if the same unit in the same turn takes a cohesion test from close combat two six-sided dice are again rolled?
But for all cohesion tests from shooting for the same unit in the same turn, the same two six-sided dice are used?
And new units get new rolls of two six-sided dice?
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rbodleyscott
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Re: Quick Questions Thread on Rules
Yes.kronenblatt wrote: ↑Sun Jul 12, 2020 6:03 pmBut for non-artillery, target size is irrelevant, casualty infliction wise?rbodleyscott wrote: ↑Sun Jul 12, 2020 5:30 pmArtillery cause more casualties on larger targets.kronenblatt wrote: ↑Sun Jul 12, 2020 4:52 pm
Ok, thanks Richard. So 240 men shooting at 960 men incur exactly as many casualties than when shooting at 480 men, again all else equal (die roll, modifiers, etc.)? Or which target size modifier for casualties is there?
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rbodleyscott
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Re: Quick Questions Thread on Rules
Yes.kronenblatt wrote: ↑Sun Jul 12, 2020 6:32 pm 15.2 of the manual says ” ... the random cohesion test score for each of shooting and close combat is retained for the whole turn [for a unit]...”
So for a cohesion test from shooting, two six-sided dice are rolled, and if the same unit in the same turn takes a cohesion test from close combat two six-sided dice are again rolled?
But for all cohesion tests from shooting for the same unit in the same turn, the same two six-sided dice are used?
And new units get new rolls of two six-sided dice?
But for all cohesion tests from close combat for the same unit in the same turn, the same two six-sided dice are used? (But different from the roll for shooting).
This allows the CT to use the same system as the tabletop game, in which (for example) all shooting is resolved before any cohesion test is taken.
If a new roll was performed each time, the whole system would need to be rebalanced to reduce the chances of a cohesion drop for each individual test.
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kronenblatt
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Re: Quick Questions Thread on Rules
Thanks Richard! Now I'm getting a grasp of the rules; what remains is to understand and apply the dynamics of the game. Will just take practice: MP game after MP game after MP game...rbodleyscott wrote: ↑Mon Jul 13, 2020 6:52 amYes.kronenblatt wrote: ↑Sun Jul 12, 2020 6:32 pm 15.2 of the manual says ” ... the random cohesion test score for each of shooting and close combat is retained for the whole turn [for a unit]...”
So for a cohesion test from shooting, two six-sided dice are rolled, and if the same unit in the same turn takes a cohesion test from close combat two six-sided dice are again rolled?
But for all cohesion tests from shooting for the same unit in the same turn, the same two six-sided dice are used?
And new units get new rolls of two six-sided dice?
But for all cohesion tests from close combat for the same unit in the same turn, the same two six-sided dice are used? (But different from the roll for shooting).
This allows the CT to use the same system as the tabletop game, in which (for example) all shooting is resolved before any cohesion test is taken.
If a new roll was performed each time, the whole system would need to be rebalanced to reduce the chances of a cohesion drop for each individual test.
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Re: Quick Questions Thread on Rules
What's the distribution of the losses incurred for Light Artillery and Heavy Artillery? From what I've seen, the incurred losses tend to fall in the far lower end of the indicated range, or is that just a coincidence? For example, 0-50 indicated for Light Artillery resulted in 0 and 4, and not rarely in single-digit losses in cases where upper limit of indicated range is far higher.
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rbodleyscott
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Re: Quick Questions Thread on Rules
The results are skewed towards the lower end for artillery.kronenblatt wrote: ↑Thu Jul 23, 2020 2:49 pm What's the distribution of the losses incurred for Light Artillery and Heavy Artillery? From what I've seen, the incurred losses tend to fall in the far lower end of the indicated range, or is that just a coincidence? For example, 0-50 indicated for Light Artillery resulted in 0 and 4, and not rarely in single-digit losses in cases where upper limit of indicated range is far higher.
Code: Select all
// Returns skewed randomly generated number.
FUNCTION SkewedRandom(min, max, skew_type)
{
int result;
int randomizer;
int difference;
if (skew_type == 0) // Uniform distribution
{
result = Rand(min,max);
}
if (skew_type == 1) // Bell-shaped distribution
{
result = Rand(min,max) + Rand(min,max);
result /= 2;
}
if (skew_type == 2) // Left skew (low values predominant)
{
// This version is equivalent to (Rand(0, max - min) ^ 2) / ((max - min) ^ 1) + min.
// It gives an average value of approximately 2/3 of the average of a non-skewed range.
difference = max - min;
result = Rand(0, difference);
result *= result;
result /= difference;
result += min;
}
if (skew_type == 3) // Right skew (high values predominant)
{
// Not yet implemented.
Log ("Skew Type 3 not yet implemented");
result = Rand(min,max); // To avoid crashing if it is attempted to be used.
}
return result;
}Richard Bodley Scott


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kronenblatt
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Re: Quick Questions Thread on Rules
Thanks, Richard! And the other missile types (Bow, Slinger, Javelin, etc.): which distribution types do they have?rbodleyscott wrote: ↑Thu Jul 23, 2020 3:35 pmThe results are skewed towards the lower end for artillery.kronenblatt wrote: ↑Thu Jul 23, 2020 2:49 pm What's the distribution of the losses incurred for Light Artillery and Heavy Artillery? From what I've seen, the incurred losses tend to fall in the far lower end of the indicated range, or is that just a coincidence? For example, 0-50 indicated for Light Artillery resulted in 0 and 4, and not rarely in single-digit losses in cases where upper limit of indicated range is far higher.
Artillery use skew_type 2Code: Select all
// Returns skewed randomly generated number. FUNCTION SkewedRandom(min, max, skew_type) { int result; int randomizer; int difference; if (skew_type == 0) // Uniform distribution { result = Rand(min,max); } if (skew_type == 1) // Bell-shaped distribution { result = Rand(min,max) + Rand(min,max); result /= 2; } if (skew_type == 2) // Left skew (low values predominant) { // This version is equivalent to (Rand(0, max - min) ^ 2) / ((max - min) ^ 1) + min. // It gives an average value of approximately 2/3 of the average of a non-skewed range. difference = max - min; result = Rand(0, difference); result *= result; result /= difference; result += min; } if (skew_type == 3) // Right skew (high values predominant) { // Not yet implemented. Log ("Skew Type 3 not yet implemented"); result = Rand(min,max); // To avoid crashing if it is attempted to be used. } return result; }
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rbodleyscott
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Re: Quick Questions Thread on Rules
skew_type 1 (bell-shaped)kronenblatt wrote: ↑Thu Jul 23, 2020 4:15 pmThanks, Richard! And the other missile types (Bow, Slinger, Javelin, etc.): which distribution types do they have?rbodleyscott wrote: ↑Thu Jul 23, 2020 3:35 pmThe results are skewed towards the lower end for artillery.kronenblatt wrote: ↑Thu Jul 23, 2020 2:49 pm What's the distribution of the losses incurred for Light Artillery and Heavy Artillery? From what I've seen, the incurred losses tend to fall in the far lower end of the indicated range, or is that just a coincidence? For example, 0-50 indicated for Light Artillery resulted in 0 and 4, and not rarely in single-digit losses in cases where upper limit of indicated range is far higher.
Artillery use skew_type 2Code: Select all
// Returns skewed randomly generated number. FUNCTION SkewedRandom(min, max, skew_type) { int result; int randomizer; int difference; if (skew_type == 0) // Uniform distribution { result = Rand(min,max); } if (skew_type == 1) // Bell-shaped distribution { result = Rand(min,max) + Rand(min,max); result /= 2; } if (skew_type == 2) // Left skew (low values predominant) { // This version is equivalent to (Rand(0, max - min) ^ 2) / ((max - min) ^ 1) + min. // It gives an average value of approximately 2/3 of the average of a non-skewed range. difference = max - min; result = Rand(0, difference); result *= result; result /= difference; result += min; } if (skew_type == 3) // Right skew (high values predominant) { // Not yet implemented. Log ("Skew Type 3 not yet implemented"); result = Rand(min,max); // To avoid crashing if it is attempted to be used. } return result; }
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SnuggleBunnies
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Re: Quick Questions Thread on Rules
Keep in mind though that other than with cavalry and elephants, the main use of artillery isn't inflicting casualties but instead adding -1 to cohesion rolls for the unit it fires at.kronenblatt wrote: ↑Thu Jul 23, 2020 2:49 pm What's the distribution of the losses incurred for Light Artillery and Heavy Artillery? From what I've seen, the incurred losses tend to fall in the far lower end of the indicated range, or is that just a coincidence? For example, 0-50 indicated for Light Artillery resulted in 0 and 4, and not rarely in single-digit losses in cases where upper limit of indicated range is far higher.
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kronenblatt
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Re: Quick Questions Thread on Rules
Good point SnuggleBunnies, thanks: hadn't thought about it that way. And with "other than with cavalry and elephants" you mean that inflicting casualties with artillery is still useful against cavalry and elephants?SnuggleBunnies wrote: ↑Sat Jul 25, 2020 1:26 pmKeep in mind though that other than with cavalry and elephants, the main use of artillery isn't inflicting casualties but instead adding -1 to cohesion rolls for the unit it fires at.kronenblatt wrote: ↑Thu Jul 23, 2020 2:49 pm What's the distribution of the losses incurred for Light Artillery and Heavy Artillery? From what I've seen, the incurred losses tend to fall in the far lower end of the indicated range, or is that just a coincidence? For example, 0-50 indicated for Light Artillery resulted in 0 and 4, and not rarely in single-digit losses in cases where upper limit of indicated range is far higher.
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rbodleyscott
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Re: Quick Questions Thread on Rules
Not to put words in Snuggle's mouth, but essentially you have a reasonable chance to disrupt cavalry or elephants with a lucky shot from artillery alone, but they are extremely unlikely to disrupt infantry without another unit or two shooting at them too, because they usually won't cause enough casualties to trigger a cohesion test.kronenblatt wrote: ↑Sat Jul 25, 2020 1:52 pmGood point SnuggleBunnies, thanks: hadn't thought about it that way. And with "other than with cavalry and elephants" you mean that inflicting casualties with artillery is still useful against cavalry and elephants?SnuggleBunnies wrote: ↑Sat Jul 25, 2020 1:26 pmKeep in mind though that other than with cavalry and elephants, the main use of artillery isn't inflicting casualties but instead adding -1 to cohesion rolls for the unit it fires at.kronenblatt wrote: ↑Thu Jul 23, 2020 2:49 pm What's the distribution of the losses incurred for Light Artillery and Heavy Artillery? From what I've seen, the incurred losses tend to fall in the far lower end of the indicated range, or is that just a coincidence? For example, 0-50 indicated for Light Artillery resulted in 0 and 4, and not rarely in single-digit losses in cases where upper limit of indicated range is far higher.
One useful tactic is to shoot with all your other shooting troops, and after doing so, make a judgement which unit to shoot the artillery at to have to most chance of causing a cohesion drop. (Obviously not one that has already dropped cohesion from shooting this turn). If the artillery shoot at a unit that took a test from other shooting, but passed it, surprisingly often the extra -1 modifier will tip the unit into failing.
If the artillery are able to shoot at such a unit, don't worry about them shooting at half effect because the target is in their outer shooting arc, the -1 CT modifier will still apply.
Richard Bodley Scott

