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Tip of the Day #2 - Strategic Rating & activations

Posted: Tue Feb 28, 2006 12:56 pm
by Pocus
Tip of the Day #2 - Strategic Rating & activations

To simulate correctly some of the issues of the period, each leader has a strategic rating, from 1 (very poor) to 6 (very good). This strategic rating
is rolled each turn with a 6 sided dice. If the result is equal or lower to the Strat Rating, then the leader is activable. You always know when you play your turn if the leader is activable (bright envelope) or not (darkened envelope).

If the leader was activable the previous turn AND was not activated, he gets a +1 bonus.

A non activable leader can still move (this is to ease gameplay) but at 50% speed. he cant switch to an assault/offensive posture, and cant performs special orders (entranching, force march etc.). Basically he will only be able to move slowly some troops.

An activable leader has no such restrictions.

Now it has to be understood that this is the leader who is not activable, not the troops under his command. If you detach from the army an activable leader with some troops, they can perform without restrictions.

Some other considerations:
Leaderless troops suffers from the -50% speed penalty and full combat penalty, as soon as one of the unit in the army need one command point (see below).
Naval leaders or embarked land leaders are always activable. Naval fleet can have a delay in their order, depending on how good is the admiral.

Seniority:
The commanding leader of an army is not the best one available, its the highest ranked, most senior commander. See Gage (English side, 75 Campaign) in Boston for a bad leader in command :)

Command Penalty:
Command Penalty is here to ensure that you cant discard so easily the bad leaders... Because the game rules are set so that it is slightly better (can depends of circumstances true, if you really want to attack eg) to have an army with a bad leader, compared to an army with a good leader, undercommanded.

Each leader can command x units, that need command.

Units that need command are most of the regular regiments , artilleries and supplies. Indians, rangers, partisans, embarked land units, some naval units (privateers) dont need command point.

A one star leader provides 2 CP
A two stars leader provides 4 CP
A three stars leader provides 12 CP

if your leader cant command all the army, then the troops will suffer from a command penalty: a reduction in speed, and an increasing percentage chance in combat to loose 1 Rate of Fire and have their initiative halved (you also keep 1 ROF though). Believe me, these penalties are dire: you fire second, and rarely!

Dont hesitate to comment (even on typos) or questions.

Tip of the Day #1 - The 3 additional roles of Supplies units
Supplies units can be seen as worthless in many situations. This is because in areas where you controls cities or harbors, these structures are sufficient to resplesnish all units without using up the supply unit.

Not so in some severe conditions (advancing in hostiles regions without any control on nearby cities, in winter, mountain, etc.)

Now there is also 3 important additional roles for these slow wagons, and you will see them differently I bet :sourcil:

1. A supply unit with at least some ammo points remaining give a +10% offensive/defensive fire bonus to all units in battle.

2. A supply unit with at least some general supply points will prevent your troops from surrendering in case of siege.

3. A supply unit can absorb the hit points taken from bad weather by negating 1 hit point damage with an extra 5 supplies points usage (no limit on that, it can dry up your wagon!). Note that the message list the theorical hit points damages, without taking into account this special "supply shielding rule". You will see the difference in your army though :)

Posted: Tue Feb 28, 2006 4:20 pm
by Reiryc
Great tips, thanks...

Question about leaders. How is it some of the leader command benefits stack/add together to command many troops and sometimes they don't?

Example: I'm playing the 1775 scenario as the americans and I have a good number of leaders with george washington which allows me about 32 command points.

So I figure the leaders must add their command points together. However, when I group some leaders together for other armies, sometimes their command points add together and sometimes they don't.

Posted: Tue Feb 28, 2006 5:08 pm
by Pocus
strange, except for naval that cant command land units and the reverse. Do you have an example (a scenario setup where I can reproduce that?)

Posted: Tue Feb 28, 2006 5:31 pm
by Reiryc
Yeah I have a save game...

Want me to zip the save folder and email it over?

Posted: Tue Feb 28, 2006 5:36 pm
by Pocus
yes zip the folder, send it to support@ageod.com, and tell me which stack has the problem.
thanks

Posted: Tue Feb 28, 2006 7:58 pm
by Sol Invictus
Pocus, the manual states command ratings as being 1 star=2 units, 2 star= 6 units, and 3 star=18 units. Is that correct or as you stated above?

Posted: Tue Feb 28, 2006 8:02 pm
by Pocus
thought that the manual was up to date on that. The command rating is 2-4-12

Posted: Tue Feb 28, 2006 8:35 pm
by PhilThib
This has been modified a few times during the playtesting..may be the last version slipped my attention (in English version, the French one is correct)...mea culpa :p leure:

Posted: Wed Mar 01, 2006 1:49 am
by Sol Invictus
Not a problem, just wanted to be sure which was correct.

Posted: Thu Mar 02, 2006 7:29 pm
by Sol Invictus
Just to clarify, if I have three 1 star leaders in an army, can that army consist of six units without a command penalty? Are the command points cumulative for all the leaders in an army to determine if an army is over the command limit, or is the overall commander's command rating the only one that is factored in to determine whether a command penalty is incurred?

Posted: Thu Mar 02, 2006 8:15 pm
by Pocus
they are summed without penalties yes, its a simplification.

Posted: Fri Mar 03, 2006 2:44 am
by Sol Invictus
Thanks, that's what I thought.