DTurtle -> RE: Variable Combat Odds (7/23/2020 5:25:39 PM)
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ORIGINAL: demiare Yes, it's a funny quirk of overstacking penalty calculation. [:D] It's calculated based on units order & sub-units count, but when you trigger it for example with last MG battalion - it's effect applied to sub-units inside that battalion by their TYPE and not ID. So in result EVERY MG sub-unit in your whole attacking army receive a penalty. At least it's my understanding on how it's working after doing similar set of experiments. After discovering this I'm trying to increase diversity of models used in my assault army (by including stuff like mech.arty / assault guns / etc), so I can dump a penalty on them when I really need to encircle powerful enemy army. Some more testing results: Overstacking (too many units from too few sides - the stack points shown in the top right): Negative multiplier to ALL units, no matter what order they attacked in, no matter the type of unit attacking. Too much firepower: Applied in combat when several units attack the same unit. Applied in the order the units attack. Note, that this is NOT necessarily the order the units were added to the attack queue by the player! Tanks for example will usually attack before infantry, even if added later. It will go up to a -80% multiplier. This looks to be evaluated after every attack on a unit. quote:
ORIGINAL: lloydster4 This is correct. But I can't understand why these would change. I assumed, perhaps falsely, that those were both fixed pre-conditions. Is this a quirk of the prediction system, or can I actually increase my leader rolls by fiddling with unit order? Its a quirk of the prediction system. The prediction is made by simulating a single combat round. Changing unit order changes something with the order the rolls are made, which results in different results shown. Fiddling with the unit order shouldn't make any difference for the actual attack itself. However, I have not extensively tested this.
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