JacquesDeLalaing
Posts: 88
Joined: 10/7/2016 Status: offline
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Thanks. I think I understand it better now. Indeed it occured once more. The situation was similar: I was targeting an enemy unit I had gained partial information on during the day (so it had its status changed to "identified"). At night, I still saw the elements in the unit (because it was identified and hasnt' moved) even though my recon points did not exceed the enemy hide points by 20. So, effectively, I only had minimal information on the unit, while the game still showed me partial information because I had identified the unit during the day. (If the game didn't do so, players would need to take notes to track enemy units...) When I fired at the unit, I got no fire action reports in the detailed combat report. So does it make any sense to fire at units you only have minimal effective information on? Is this where "cover points" come into play? And even if my barrage fails to hit anything, can I keep the unit from recovering its vigor? This seems pretty important during night turns (+50% vigor recovery) where this situation occurs on a regular basis...? I will do a bit of testing hotseat with Fog of War turned off. EDIT (Here is a theory what happens during a ranged fire Attack, based on playing hotseat with Fog of War turned off) If you let a unit fire on another hex, the elements in your unit will pick a targets from the enemy elements they can see. If they can't see any enemy elements (which happens if you have none or only minimal info on the opponent in the hex), the element first needs to pass a lucky hit roll (1d400 vs. the current stacking value in the targeted hex - the more crowded the hex is with troops, the higher the chance that you hit something if you fire blindly into it). I'm not sure if it is just one test or wheather the element gets a selection of three targets and checks for each one (see manual p. 93). If the element fails its lucky hit check(s), it will fail to hit anything in this combat round. If your element gets a target (either sees one or passes the lucky hit test), it will fire. Apply modifiers as normal. If the target was a "lucky hit", it will get an additional hitpoint bonus of +100% (displayed as "Defender is Hidden"). I suppose that the actions of elements that fire at hidden elements (lucky hit roll, attack roll) are not displayed in the combat report if fog of war is turned on. From combat round 2 on, enemy elements in the targeted hex may fire back (unless it is interception fire). I suppose, however, that there is some sort of threshold in place so that elements don't fire back if the hitchance is too low. E.g. I often saw indirect elements fire back (100% fire power, regardless of range), whereas guns (loss of fire power over range) stayed silent. I suppose that elements don't fire back if they can't see their opponents (no lucky hit attempts?). They only fire back if they can see you. I find these things very important to know. One-sided spotting and interception fire plays such a huge role. Remember that a unit instantly loses 10 AP for every 5 readiness it loses due to interception fire (I'm pretty sure that this refers to absolute points, not to the average readiness that is displayed in the unit's stats. So, e.g. if a single element in the unit suffers a pinned hit, it loses 25% of its current readiness. If that element was at 100 readiness, this means a loss of 25 readiness - so the element's unit loses 50AP (!). ----------------------- It seems as if vigor can be recovered if a unit has been bombarded. The passage in the manual is unclear - p.50 reads "It can go up by not having moved or offensively attacked/bombarded/fired for a full turn". It should read: "offensively attacked or carried out an offensive fire action". PS: I also noticed that ATGs seem to use their defensive attack rating in offensive fire actions? And in defensive fire actions they use the offensive landscape modifier (e.g. in heavy woods -70% instead of -40%). This has me quite confused. PS: I also noticed that the first hex you attack from allows 200 stacking points without penalties, not 100 as the manual (p. 105) suggests. If you attack from a second hex, you're still allowed 200 stacking points.
< Message edited by JacquesDeLalaing -- 12/21/2021 7:15:56 AM >
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