Combat resolution sequence
Posted: Thu Jul 05, 2007 8:47 pm
I suggest changing the cohesion test, commander risk and death roll sequence. The following order seems more intuitive:
1) Roll to cause hits
2) Death rolls casualty
3) Test for commander loss
4) Take cohesion tests
As the rules are at the moment, we have the following situation, which has occurred several times in my recent games. A BG passes a cohesion test but breaks on the autobreak. This renders the CT result redundant.
Although we are now in the habit of rolling the death roll and CT simultaneously, it is still an anomaly that a lost base has no effect at the time of the test. The base gets removed and then we have to remember not to count it for 25% as we add up the CT factors. Further, should the commander be lost or a BG break, there is then another test.
It seems much more logical to do the fight, take the casualties and then test morale on the result of the combat. The test would encompass any 25% loss factor incurred at the time, and would include "more than one reason to test" for other breaks or commander losses.
I appreciate that there is the possibility of a delayed test when other combats within 3MU might generate a further reason to test. The player may wish to delay testing before choosing the test order. However, playing practice is to leave the hit dice by the BGs, assess which have lost, then test. In multi-BG contests, it may well be easier to roll all the hits, roll all the death rolls then take one CT per BG if required.
There is a further advantage in taking the loss prior to the test in that the 4 base BG's losing a base are immediately subject to the 25% loss. I am raising the BG size issue in another post.
1) Roll to cause hits
2) Death rolls casualty
3) Test for commander loss
4) Take cohesion tests
As the rules are at the moment, we have the following situation, which has occurred several times in my recent games. A BG passes a cohesion test but breaks on the autobreak. This renders the CT result redundant.
Although we are now in the habit of rolling the death roll and CT simultaneously, it is still an anomaly that a lost base has no effect at the time of the test. The base gets removed and then we have to remember not to count it for 25% as we add up the CT factors. Further, should the commander be lost or a BG break, there is then another test.
It seems much more logical to do the fight, take the casualties and then test morale on the result of the combat. The test would encompass any 25% loss factor incurred at the time, and would include "more than one reason to test" for other breaks or commander losses.
I appreciate that there is the possibility of a delayed test when other combats within 3MU might generate a further reason to test. The player may wish to delay testing before choosing the test order. However, playing practice is to leave the hit dice by the BGs, assess which have lost, then test. In multi-BG contests, it may well be easier to roll all the hits, roll all the death rolls then take one CT per BG if required.
There is a further advantage in taking the loss prior to the test in that the 4 base BG's losing a base are immediately subject to the 25% loss. I am raising the BG size issue in another post.