BentonGrey
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What Determines the Success of Sabotage Rail Command

Wed Jun 30, 2021 4:44 am

Howdy folks, I've got a quick question. What determines whether or not a stack manages to sabotage a rail line? Does it require a certain amount of power? If you are moving cavalry around as you're blowing up rail lines, do you need to keep their movement under a certain distances? I've tried figuring this out, but my results don't seem to have a super clear pattern. Thanks!

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Durk
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Re: What Determines the Success of Sabotage Rail Command

Wed Jun 30, 2021 10:22 pm

Depends a bit upon who is doing it and how it is done. Units also need to be active and in at least blue/orange posture. Any regular cavalry, infantry or partisan unit should do it every time.

BentonGrey
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Re: What Determines the Success of Sabotage Rail Command

Thu Jul 01, 2021 2:08 am

Thanks Durk! That's helpful, but I've been using cavalry with a general in green/green, and they have done it some of the time, though they keep failing to do it too, and I can't figure out what the determining factor is. Does that just make it a dice roll or something?

:EDIT: Wait, maybe it's activation, since they are with a general. That might be it indeed. Thanks, I'll check that next time!
Last edited by BentonGrey on Thu Jul 01, 2021 3:10 am, edited 1 time in total.

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Durk
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Re: What Determines the Success of Sabotage Rail Command

Thu Jul 01, 2021 2:22 am

This they can do.
Yes. activation

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Nikel
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Re: What Determines the Success of Sabotage Rail Command

Fri Jul 02, 2021 7:03 pm

These are the details of the decision, besides the requirements I guess there is a 50% chance.


Code: Select all

UID = 55
Alias = rgdSabotageRailway
Name = $rgd_nam_SabotageRailway
ShortName = $rgd_shortnam_SabotageRailway
Text = $rgd_txt_SabotageRailway
Kind = $rgdSocial
Subtype = $dstMilAction
SoundsPlayed = $snd_RGD_SabotageRailway
ImageMap = RgnDecision_OnMap_SabotageRailway.png
ImagePanel = RgnDecision_SabotageRailway.png
ImageFlavor = CW2_MilAction.png
MinLoyalty = 10
MustHaveInThisSUFamily = $famSkirmisher|$famRaider|$famCavalry
MustHaveNumQualify = 1
MustNotBeOwnedRegion = 1
TrsptLevelMin = $RailRoad
BaseSuccess = 50
Duration = 1
Effect_PostponeEnd = 1
Effect_RemoveFromFP = 1
Effect_DevLevelMod = -2
Effect_ScriptFileName = RegionsDecisions
Effect_ScriptName = RGDScriptSabotageRailway
Effect_Str_Success = str_CMN_rgd_SabotageRailway

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Durk
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Re: What Determines the Success of Sabotage Rail Command

Sat Jul 03, 2021 12:53 am

Interesting. Did not know the 50% chance of success.

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Gray Fox
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Re: What Determines the Success of Sabotage Rail Command

Sat Jul 03, 2021 1:23 am

From the AACW Wiki:

https://www.leqg.org/doc/age/www.ageod. ... _Raid.html

"The probability of successfully carrying out such operations depends on the pillage value of the force, or if the force contains elements with the *Pillage* Attribute."

"Pillage value of the force" is obscure, but IIRC, enough (maybe 4?) elements will succeed consistently.

P.S. viewtopic.php?f=331&t=43074
"20. The chance for a small unit to cut a railroad is equal to its power number. So a Division with only four cavalry elements is still stealthy if set to Green/Green and Evade Combat, but can cut rail lines deep in enemy territory if its cohesion is high."
I'm the 51st shade of gray. Eat, pray, Charge!

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Durk
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Re: What Determines the Success of Sabotage Rail Command

Fri Jul 09, 2021 12:25 am

Your analysis is impressive. I never understand the numbers like several of you do.

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Gray Fox
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Re: What Determines the Success of Sabotage Rail Command

Fri Jul 09, 2021 3:38 pm

Thank you, kind Sir. It's mostly going through haystacks of info while looking for a specific needle.
I'm the 51st shade of gray. Eat, pray, Charge!

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