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Numbers (3-2-2) on leaders...

Posted: Sat Dec 28, 2013 8:29 pm
by kneecaps
Hi all,
New to Civil War II and I imagine that this question has already been answered. What are the numbers like (3-2-2) etc, on leaders?

This is probably in the manual somewhere but I didn't spot it...

Thanks in advance and apologies if this is a frequently asked question..

Posted: Sat Dec 28, 2013 9:20 pm
by Citizen X
Manual page 43.

St rategic Rati ng & Acti vati on – Important
Each turn, each Stack commanding officer makes a test based on his Strategic
Rating. If he fails (indicated by a brown envelope icon on the Stack counter and
in the Stack’s Inspection Panel), the leader is deemed inactivated for the coming
Planning Phase and will suffer the following penalties:
• Reduced movement (-35% speed)
• Combat penalties in hostile regions (up to –35%).
• Offensive Posture prohibited (does not affect admirals).
Not being activated can represent delayed orders, over cautiousness, or even
incompetence at the operational level or above.
Note: A very cautious Army commander can even impact negatively the
Activation Check of subordinate Corps commanders.
Technical Note: You may de-activate the activation tests rule in the Options
Menu.
Leaderless troops are always activated, as they don’t have leaders, but suffer from
movement and combat penalties (by lack of CP). They are not prohibited from
assuming Offensive Posture (the unknown colonel commanding is willing to take
action but is not the best man for the job).

Offensive & Defensive Rati ngs
These ratings are used as a bonus in combat when attacking or defending.


First number is the strategic rating
second offensive rating
third defensive rating


There's other calculations being made based on the strategic rating, afaik. Like the speed of entrenching or his command radius.

Posted: Sat Dec 28, 2013 9:48 pm
by kneecaps
Thanks a lot! That's very helpful.

Posted: Sat Dec 28, 2013 11:12 pm
by GraniteStater
Strategic covers Activation, which is important, among other capabilities - a six-sided die roll, AFAIK. So a 3 is 50% chance of being active. 6 is always active, if I'm correct, and 1 is a real snoozer.

Posted: Sun Dec 29, 2013 7:37 pm
by Captain_Orso
Basically correct, but not absolute. There is a very small chance that even a leader with the "6" strategic value can become inactivated. And there is a fairly good chance after very heavy fighting that even a strat-6 leader will be inactivated during the next turn.

Also if a leader is activated there is a small bonus to his dr which means that even strat-3 leaders will tend to stay activated once they are. I'm fairly sure it works the other way around too, otherwise all those 3-1-1 leaders would be just blinking on and off randomly.

Also too, IIRC there is a small bonus for corp of an army if the army commander is activated.

Posted: Sun Dec 29, 2013 8:24 pm
by marquo
And then there is the misery of having a high rated general with a 4-4-2 rating drop to 2-1-1 when activated to division command....

Posted: Sun Dec 29, 2013 9:08 pm
by Citizen X
marquo wrote:And then there is the misery of having a high rated general with a 4-4-2 rating drop to 2-1-1 when activated to division command....


Just that round though.

Posted: Sun Dec 29, 2013 9:15 pm
by kneecaps
Good detail Thanks. Okay now i'm sure i've probably missed this one too...but what are the bars on the stack icon itself? Three coloured bars?

Posted: Sun Dec 29, 2013 9:44 pm
by Citizen X
That's manpower percentage, cohesion percentage and supply percentage.


Where manpower means soldiers, horses and cannons. If you lose through battle or epidemics, this bar goes down, at zero the unit (stack is lost). Funfact: any merged leader leaves the game if this happens. Cohesion means abstract battle readiness. Fatigue, moral that sort of stuff. This makes up the number at the bottom, the battle capability of the entire stack. No cohesion - no cojones. Being out of supply is very bad. You fight much worse, don't replenish ammo (fight even worser) and you lose men (see above).

Posted: Sun Dec 29, 2013 9:57 pm
by Citizen X
I recommend btw the stickies in the AACW 1 thread. Many of them are still valid.

http://www.ageod-forum.com/showthread.php?28473-Useful-Threads-for-Beginners

Posted: Sun Dec 29, 2013 10:27 pm
by marquo
Citizen X wrote:Just that round though.


Please explain, thanks

Posted: Sun Dec 29, 2013 10:31 pm
by GraniteStater
Captain_Orso wrote:Basically correct, but not absolute. There is a very small chance that even a leader with the "6" strategic value can become inactivated. And there is a fairly good chance after very heavy fighting that even a strat-6 leader will be inactivated during the next turn.

Also if a leader is activated there is a small bonus to his dr which means that even strat-3 leaders will tend to stay activated once they are. I'm fairly sure it works the other way around too, otherwise all those 3-1-1 leaders would be just blinking on and off randomly.

Also too, IIRC there is a small bonus for corp of an army if the army commander is activated.


Yes, thx for the 411.

That's why it's a good idea to keep Offensive postures in a stack, to retain it next Turn if desired.

Posted: Sun Dec 29, 2013 10:33 pm
by Ace
marquo wrote:Please explain, thanks


When you form division, div commander gets -2/-2/-1 penalties for 15 days until he properly sets up his division command.

Posted: Mon Dec 30, 2013 12:28 am
by kneecaps
Thanks for the info on the stack bars. Makes perfect sense.

One last thing. Is it intentional in the Bull Run scenario that it appears impossible (to me at least) to provide a sensible level of command points (i cannot seem to form divisions and don't seem to have any 2 star generals to form corps.)

Posted: Mon Dec 30, 2013 2:15 am
by Citizen X
Didn't check in the scenario itself but I think it is true for any scenario that divisions can't be formed until octobre 61 and corps can't be formed before mid 62

Posted: Mon Dec 30, 2013 8:56 am
by Captain_Orso
marquo wrote:Please explain, thanks

The turn that a leader is given command of a division his ratings are all dropped for the length of that turn while he is organizing that command and getting used to his new roll.

The very next turn all penalties resulting from receiving the division command are lifted.

Posted: Mon Dec 30, 2013 10:11 am
by Captain_Orso
GraniteStater wrote:Yes, thx for the 411.

That's why it's a good idea to keep Offensive postures in a stack, to retain it next Turn if desired.


:blink: ummm.... activated means that the leader does not have the "brownie" and can operate without the -35% penalty to movement and strength in enemy territory.

Whether you are in Offensive Posture or not has nothing to do with it.

Posted: Mon Dec 30, 2013 10:22 am
by Captain_Orso
kneecaps wrote:Thanks for the info on the stack bars. Makes perfect sense.

One last thing. Is it intentional in the Bull Run scenario that it appears impossible (to me at least) to provide a sensible level of command points

Yes.
kneecaps wrote:(i cannot seem to form divisions

That's only because you can't ;) . Divisions may be created starting '61 Oct. Early.
kneecaps wrote:and don't seem to have any 2 star generals to form corps.)

And if you did it would not help you with forming up corps. You can only form these starting '62 Mar. Early

Posted: Mon Dec 30, 2013 3:57 pm
by GraniteStater
Captain_Orso wrote: :blink: ummm.... activated means that the leader does not have the "brownie" and can operate without the -35% penalty to movement and strength in enemy territory.

Whether you are in Offensive Posture or not has nothing to do with it.


Cudda been dropped for CW2, but, in AACW, this was stated clearly (at some point, maybe in the manual) - if the stack were in an Offensive (R/O) posture, the odds of retaining that posture next Turn were improved, not by a lot, but there.

Posted: Thu Jan 09, 2014 4:02 am
by jedarob
So glad I saw this. Why can't we get a sticky linking to this in the CWII forum?