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Effect of generals on combat
Posted: Sun Dec 19, 2010 5:58 pm
by babyshark
Hello:
I play the TT version of the game a lot, and so am having a little trouble getting my head around a couple differences between that and this. What effect, if any, do generals have on combat? Can they only influence their own BG, or can they influence others as well?
Talk to me,
Marc
Posted: Sun Dec 19, 2010 8:03 pm
by CheerfullyInsane
A Commander gives a +1 to cohesion-tests in impact/melee combat *if* he's in the BG or adjacent to it.
The modifier is the same whether he's an Insp., Field or Troop commander.
For rallying and missile-combat he only has to be within range (8, 5 and 3 hexes for Insp., Field and Troop respectively) to lend a hand towards cohesion.
Also, for these purposes an Insp. leader gives a +2, anyone else a +1.
Or at least, that's how I've understood it.
Lars
Posted: Sun Dec 19, 2010 11:26 pm
by deadtorius
Unlike the TT he will not increase the units quality, so poor troops will always re-roll 6's regardless of how close the general is. It appears though that he might allow his own unit to re-roll as it seems that a generals unit is usually tougher to kill and the game will show better odds when he goes into melee than some other unit that might be the same unit type. I think he only aids in cohesion tests in the PC game.
Posted: Mon Dec 20, 2010 12:12 am
by CheerfullyInsane
deadtorius wrote:Unlike the TT he will not increase the units quality, so poor troops will always re-roll 6's regardless of how close the general is. It appears though that he might allow his own unit to re-roll as it seems that a generals unit is usually tougher to kill and the game will show better odds when he goes into melee than some other unit that might be the same unit type. I think he only aids in cohesion tests in the PC game.
Forgot about that one.
He does increase the level of re-rolls for the unit he's with.
So an Average unit will do re-rolls as a Superior one, a superior one will become elite etc....
Note however that these re-rolls apply to combat-dice *only*.
So, to recap.....Going from inside and out so to speak.
A commander will add +1 to cohesion-tests to any unit he's with (whatever rank he has), plus the unit will re-roll combat dice as if they were one morale-level higher.
Adjacent units will gain a +1 to cohesion-tests, but doesn't get any re-roll bonuses
Units within command-range will gain +1 (+2 if Inspired) to cohesion-tests for rallying and missile-combat purposes, but
*not* for impact/melee.
Lars
Disclaimer: Again, this is what I *think* is right. Pretty sure it is correct, but what with the manual being what it is, nothing is certain

Posted: Mon Dec 20, 2010 1:59 am
by deadtorius
I thought they counted for impact and melee cohesion rolls, but who really knows???
The manual is not clear on that sort of stuff alright so guess its back to guess work.
Oh yah almost forgot, you have to start in command range of a general to get the double move as well, that is the other thing he does.
Posted: Mon Dec 20, 2010 2:54 am
by Blathergut
But he can allow a group of BGs to double move and then move into range of a second group and allow them to double move.