Taillebois
General of the Army
Posts: 603
Joined: Sat Nov 01, 2008 8:09 pm
Location: Nr GCHQ Cheltenham

What difference does a general make?

Mon Jan 11, 2016 7:01 pm

I'm losing track of the forum discussions on casualties and how they are calculated.

I have just read a short article stating that if only Napoleon had Davout at Waterloo he would have won.

So, it occurred to that perhaps some of you clever chaps could run and re-run a large WON battle many times to get an average outcome; and then re-run it many times with just one factor changed - e.g. a general's stats. And then compare the two sets of results.


AGEOD battle results have always been a black box to me, I sometimes suspect that despite a hundred different variables the result is just one dice roll - win, draw or lose.

I really would like to know if 6-6-6 rather than 5-5-5 gave me a 10% 20% or 50% better chance.

Also, a supplementary question: concerning general's stats. Are they based on what was thought of them at the time - e.g. by colleagues and opponents; or are they based on after the event historical research about capabilities?

vicberg
AGEod Grognard
Posts: 968
Joined: Mon Dec 29, 2008 3:18 am

Mon Jan 11, 2016 7:20 pm

The commander of the stack gets his attack/defense rating * 5 compared to the commander of the opposing stack applied to the to hit. So Commander 1 has a 6 rating and gets 30%. Commander 2 has a 3 rating and a 15%. 30-15 = 15% bump on the to hit roll.

The commander of a UNIT within a STACK has the same modifiers except it's 1 * rating instead of 5 * Rating. So you have a 4 attack commander of a division within the corp. For that Division, 4% is his value. You are against another sub-commander worth 3. Another 4-3 = 1% bump on to hit.

Taillebois
General of the Army
Posts: 603
Joined: Sat Nov 01, 2008 8:09 pm
Location: Nr GCHQ Cheltenham

Mon Jan 11, 2016 7:49 pm

Thanks for the quick reply vicberg but er, I knew I was too dim to start this but.

Commander 1 has a 6 rating and gets 30% 30% of what?
Commander 2 has a 3 rating and gets 15%

Does that mean a 5 rating gets 25% and 4 rating gets 20%?

And that broadly 1 extra stat factor therefore adds 5% for each hit roll?

vicberg
AGEod Grognard
Posts: 968
Joined: Mon Dec 29, 2008 3:18 am

Mon Jan 11, 2016 7:53 pm

Soult is the overall commander of the battle and worth 6 in attack. 6*5 = 30%. Mack is on defense and worth 3 = 15%. Soult is compared to Mack and the 15% difference is added to the to hit roll.


Joe is commander of the division and worth 4 on attack. Ralph is commander of the attacked division and worth 1 on defense. For the sub-commanders, it's 1% per rating. So 4% - 1% = 3%

Between Soult and Joe it's a bump of 18% to each roll.

Lucky
Private
Posts: 38
Joined: Sun Jan 03, 2016 7:58 pm
Location: WA, USA

Mon Jan 11, 2016 8:12 pm

vicberg wrote:Soult is the overall commander of the battle and worth 6 in attack. 6*5 = 30%. Mack is on defense and worth 3 = 15%. Soult is compared to Mack and the 15% difference is added to the to hit roll.


Joe is commander of the division and worth 4 on attack. Ralph is commander of the attacked division and worth 1 on defense. For the sub-commanders, it's 1% per rating. So 4% - 1% = 3%

Between Soult and Joe it's a bump of 18% to each roll.


Are the dice rolls based on 1 to 100 or is it something simpler like a six sided dice?

User avatar
Captain_Orso
Posts: 5766
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Location: Stuttgart, Germany

Mon Jan 11, 2016 8:17 pm

A stack commander with a good offensive or defensive rating will increase the frontage in battle--the room for troops to be in the front line in battle. This can allow a larger number of units to fight a smaller number of units, with very detrimental affects on the side with the lower frontage number.
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Lucky
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Location: WA, USA

Mon Jan 11, 2016 8:56 pm

Captain_Orso wrote:A stack commander with a good offensive or defensive rating will increase the frontage in battle--the room for troops to be in the front line in battle. This can allow a larger number of units to fight a smaller number of units, with very detrimental affects on the side with the lower frontage number.


This seems like the most important part of a good rating.

vicberg
AGEod Grognard
Posts: 968
Joined: Mon Dec 29, 2008 3:18 am

Mon Jan 11, 2016 9:08 pm

Lucky wrote:This seems like the most important part of a good rating.


Every unit has a base to hit, then modified by troop quality (higher is better), terrain and reduced by the protection of the unit being fired against. Then this number is modified by the leader bump. Finally there's a configuration in the gamelogic.opt file call cbttohitcoeff that modifies the final number by 125% (current setting in the game). This means the final to hit is then bumped up by 25%. A die of 1-100 is rolled and then damage is done and cohesion is lost if there's a hit.

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