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LGG Combat 101

 
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LGG Combat 101 - 11/19/2008 5:15:03 PM   
wheelsboy

 

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Since the game's documentation is not as clear (yet, I hope) as it could be about the mechanics and results of combat in this game, I wanted to provide a little insight based on how combat works in the boardgame version of LGG, which appears to have been 95% copied for the computer version.

1) Key to success is combining units with high attack factors + units with high firepower ratings + units with high morale + artillery + generals with attack starts. Put those together over several combat rounds, and you should see good results. However, the LGG combat chart is not easy for the attacker, even in 1914. For example, a good attack round in the boardgame version (say on the +4 column) still sets up the following possible results:

6 results (out of 14 possible) = attacker takes a "1" result and flips
5 results (out of 14 possible) = attacker takes a "2" or "M" result and flips + uses an RP
4 results (out of 14 possible) = attacker takes no losses

So, even with a great attack (on the +4 column) the attacker has a very high chance of taking losses. Assume every attack will result in a "1" or worse for the attacker. That adds one loss to that nation, and flips a full-strength unit. If a reduced-strength unit takes a "1" loss, it costs the nation an RP and the unit has to morale test.

2) The key to minimizing losses on the attack is twofold:

A. Ensuring that you attack with a +2 net die roll modifier. Since 2 x 6-sided dice are rolled, it pushes the most likely result up to a 9 (instead of a 7). Here is how you achieve a +2 mod (assuming the game works like the boardgame, which appears to be the case):

Modifier = Total Attacker Bonus - Total Defender Bonus

Bonuses:
Attacking General Star (+1 or +2, the left-hand figure on the General marker)
Defending General Star (+1 or +2, the right-hand figure on the General marker)
Firepower Value (+0 to +3)
Event (+?, some events provide a bonus)
English BEF 894 Corps (+1, not sure if this is in the computer game version)
Numerical Superiority (+1, requires having >=3 more corps than other side)
Weather Snow (-1, only applies to attacker)
Doctrine: Movement vs. Firepower (-1, applies only to attacker)

Max Net bonus for attacker is +2, Max net bonus for defender is -2
In snow weather or if defender has numerical superiority, max for attacker is +1

B. Attacking with Corps with good morale. If a full-strength corps takes and "M" or "2" result, it has to do a morale check. A reduced-strength corps takes a check even if it only takes a "1" result.

Again, assuming computer LGG works like the boardgame, here is the chart and mods for morale checks:

Final Result (1d6)
-1 or less = Corps Panic (requires immediate retreat of all attacking forces)

0-1 = Corps Eliminated (corps is eliminated and must be rebuilt with EP during interphase)

2-3 = Out of Combat (corps is out of game and comes back during next turn replacements)

4-5 = Disorganized (corps cannot participate in this battle, still "on the board")

6-8 = Shaken (corps must skip one round of combat, then can be used again, same as "repulsed" in computer version, it seems)

9+ = Exploit (reduces 2 losses to 1, avoids having to flip the unit)

Mods
+/- ? National Will (most nations start at +2 or +1 in August 1914, doesn't last)
+2 Elite Corps (Orange flag)
+1 Veteran (Purple flag)
+0 Active (Yellow flag)
-1 Reservist (Gray flag)
-2 Mobilized (White flag)
+1 Shock Doctrine (France only, usually only for August and Sept 1914)
-2 Reduced unit that takes a "2" result
-1 Per consecutive combat round engaged
-2 Unsupplied
Max Modifier is +4, no limit on negative modifier!

C) Some common early-game morale check situations:

German veteran corps, full strength, takes a "2" loss result:
+2 NW, +1 Veteran = +3 Mod (no chance of panic, elim, or OOC / 33% chance for Disorg result / 50% chance for Shaken result / 16% chance for exploit)

Russian mobilized corps, full strength, takes a "2" loss result:
+2 NW, -2 Mobilized = 0 Mod (no chance of panic, 16% chance of elim, 33% chance OOC, Disorg, or Shaken)

And here is where you get in trouble:

French Mobilized Corps, reduced strength, takes a "2" loss result:
+2 NW, +1 shock doctrine, -2 Mobilized, -2 reduced took 2 result = -1 Mod
(no chance for panic, 33% chance for elim, 33% chance OOC, 33% chance Disorg, no chance for Shaken or Exploit)

3) So, some general rules:

1. Don't attack with a reduced strength unit unless it is veteran or better. Rarely worth it! An eliminated corps is not available for months AND costs EP to rebuild.

2. Avoid using a unit in consecutive rounds, even if at full strength

3. Once NW mod drops to +1 or +0, attacks with anything other than veteran units are somewhat risky. Be prepared for OOC results by having maximum reserves.

Hope that helps some people struggling with the game. The rulebook doesn't fully lay all this out, but should. Hopefully will in the future.

Some more posts to follow on

-Doug







Post #: 1
RE: LGG Combat 101 - 11/19/2008 5:25:57 PM   
Hanal

 

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Thank You for taking the time to do this...It is a very helpful post!

(in reply to wheelsboy)
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RE: LGG Combat 101 - 11/19/2008 6:07:21 PM   
06 Maestro


Posts: 3989
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From: Nevada, USA
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quote:

ORIGINAL: J P Falcon

Thank You for taking the time to do this...It is a very helpful post!


Double ditto's.

(in reply to Hanal)
Post #: 3
RE: LGG Combat 101 - 11/19/2008 7:10:20 PM   
WallysWorld


Posts: 172
Joined: 12/21/2006
From: Calgary, Alberta
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Yes, thank you very much!

(in reply to 06 Maestro)
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RE: LGG Combat 101 - 11/19/2008 7:22:51 PM   
Haplo_Patryn

 

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+1. Thank you very much.

_____________________________


(in reply to WallysWorld)
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RE: LGG Combat 101 - 11/19/2008 7:34:49 PM   
tgb

 

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Thanks. Your post is more useful than anything in the "manual".

(in reply to Haplo_Patryn)
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RE: LGG Combat 101 - 11/19/2008 11:59:47 PM   
Motomouse

 

Posts: 240
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thanks

(in reply to tgb)
Post #: 7
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