HQ Combat Modifiers (Full Version)

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turkey -> HQ Combat Modifiers (8/6/2010 6:19:04 PM)

Hi. Playing stock, fully modded. Does anyone know if the assault bonus given by HQ units is modified by disrupted squads in the HQ? ie if the HQ has 50% disrupted squads will the assault bonus be reduced by 50%?

Secondly: does the HQ need to be prepped for the same objective as the attacking units for the modifier to take effect?




Alfred -> RE: HQ Combat Modifiers (8/7/2010 1:47:01 AM)

On offense, both HQ and LCU need to have the same objective for the HQ modifiers to apply.

AFAIK, the support squads in an HQ are there to provide additional support for recovery as LCUs normally lack sufficient support squads and rely on Base Forces, HQs etc. I don't believe that the combat modifier is affected by the percentage of abled/disabled support squads.

Alfred




turkey -> RE: HQ Combat Modifiers (8/7/2010 4:57:02 PM)

Thanks Alfred. Understand both LCU and HQ need to have the same objective set. Do you think the level of preparedness of the HQ for the objective affects the combat modifier?




rtrapasso -> RE: HQ Combat Modifiers (8/7/2010 10:37:55 PM)


quote:

ORIGINAL: turkey

Thanks Alfred. Understand both LCU and HQ need to have the same objective set. Do you think the level of preparedness of the HQ for the objective affects the combat modifier?

The way the code worked in WITP (and i suspect it is the same in AE) is that there is a die roll (d100, i guess) and this is checked against the prep level of the HQ... if the die roll is less than (or equal to?) the prep level, then the HQ's combat bonus is applied.

So, if the HQ is 50% prepped for a target, then about 1/2 of the time it will give a bonus for an attack (or defense).




turkey -> RE: HQ Combat Modifiers (8/9/2010 1:24:26 PM)

Thanks rtrapasso.




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