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Impact Combat Cohesion Test Modifiers??
Posted: Fri Jan 01, 2010 2:10 am
by Blathergut
Here's a pic of a situation. The pikes have charged into the MF on the hill, and lost the combat. I get the minus mods for the cohesion test, but why are there no plus mods for inspired general (Alex, down and over a couple hexes)?
Do some mods only apply if not in combat? Or to certain times/tests?
(Edit in): Or do BGs use the nearest general?
Posted: Fri Jan 01, 2010 2:44 am
by Blathergut
Okay...am slowly getting this!
The companions roll only two dice (two attacks) because the MF archers have two supporting units behind them, and each reduces the companions' attacks by one. Am getting there!! (Though I still don't get why the MF get 6 attacks, when it should be 5.)
Is the reduction for support units ever shown? Or is this something you need to know and take into account?
But also, since this was impact, should there have been reductions in attack dice? Or would it have been for some other reason??
Posted: Fri Jan 01, 2010 3:56 am
by Blathergut
Also: Does quality affect cohesion tests? How so?
Posted: Fri Jan 01, 2010 4:53 am
by Strebe
how do you get the info shown in those pictures?
Posted: Fri Jan 01, 2010 5:29 am
by Blathergut
Strebe wrote:how do you get the info shown in those pictures?
Go to the help pages. On the lefthand side is a link to shortcuts or something like that. That will list them all. P, C, X, U, and V.
Posted: Fri Jan 01, 2010 12:41 pm
by Blathergut
Is a commander near/adj/inspired not a certainty? Is there a chance (more the further away) that it won't apply??
Posted: Fri Jan 01, 2010 1:21 pm
by batesmotel
Blathergut wrote:Also: Does quality affect cohesion tests? How so?
I think quality re-rolls apply to cohesion as well as to combat. They are not described in the on line help but I have seen re-rolls for combat. I haven't turned on as much detail as you have so don't know if I would have seen them for cohesion.
Maybe for a general to count his modifier for a BG in combat he must be adjacent? I'll have to watch for that.
Chris
Posted: Fri Jan 01, 2010 11:26 pm
by keithmartinsmith
Quality effects everything except impetuous charges and casualty rolls.
If a unit in hand to hand combat loses and has to take a cohesion test only commanders with it or adjacent to it can add their support to the unit.
Keith
Posted: Sat Jan 02, 2010 3:23 am
by batesmotel
keithmartinsmith wrote:Quality effects everything except impetuous charges and casualty rolls.
If a unit in hand to hand combat loses and has to take a cohesion test only commanders with it or adjacent to it can add their support to the unit.
Keith
It would be good to add this in the help.
As a related question, the help says:
"The closer your battle groups are to a commander, particularly an Inspired commander, the less likely they are to charge the enemy without orders, or lose cohesion. Also, the more likely they are to charge the enemy when ordered to, and to rally and gain cohesion."
How does the distance modify cohesion and complex move testgs beyond being within range of the commander versus not in range? Is being adjacent the only special case ir is there some other variation with range?
Chris
Posted: Sat Jan 02, 2010 9:43 am
by keithmartinsmith
Most of this is covered on the help page:-
http://www.hexwar.com/field-of-glory/he ... tests.aspx
But the effect of being in combat is not explained so we will update in the next revision.
Keith
Posted: Sat Jan 02, 2010 3:33 pm
by Blathergut
Could you add in a bit somewhere explaining just how quality affects? I understand the auto-rout parts. It would be nice to know just how the quality affects other things.
As well, does a commander's influence ability change depending on hex distance? Just how?
Posted: Sat Jan 02, 2010 7:13 pm
by deeter
Regarding the two dice for the pikes question, notice that they are very dissordered so lose half their dice.
Deeter
Posted: Sat Jan 02, 2010 7:24 pm
by Blathergut
deeter wrote:Regarding the two dice for the pikes question, notice that they are very dissordered so lose half their dice.
Deeter
thanks!..i'll eventually remember it all!!
Posted: Sun Jan 03, 2010 4:35 am
by deadtorius
Unlike the TT game I have found that you fight in the hex terrain your target is in, so if they are hiding in the woods for example your pikes can roll up and stay in the nice clear hex adjacent but will be severely disordered for being in the woods, even though your not physically occupying a woods hex. A nasty surprise I have only recently figured out. not sure if it was always that way or just happened with the new update.
Posted: Sun Jan 03, 2010 10:00 am
by ianiow
Your pikes may be fighting them in the woods in your turn, but when its there turn they will be fighting you in the open. Swings and roundabouts..
Posted: Sun Jan 03, 2010 11:39 pm
by deadtorius
Im pretty sure when I ran into that problem with my pikes it always said they were severely disordered but I could be wrong, will have to keep a closer eye on it, still it puts you at a severe disadvantage in your turns combats, so makes no sense in the end.
Posted: Mon Jan 04, 2010 6:28 am
by batesmotel
deadtorius wrote:Im pretty sure when I ran into that problem with my pikes it always said they were severely disordered but I could be wrong, will have to keep a closer eye on it, still it puts you at a severe disadvantage in your turns combats, so makes no sense in the end.
According to the help it is if the troops are in or ar fighting enemy who are in. So I think it applies in both turns.
Chris
Posted: Tue Jan 05, 2010 1:06 am
by deadtorius
Thats what I thought. nothing like lancers charging off to fight enemy in the woods on an anarchy charge
