RE: Night Distribution Percentage
Well to be clear, the feature IS working as intended, as it was originally designed (in both cases) at least.
That is, in FWWC series, if the value is non-zero then assaults are disrupted. Specifically I mean that sucessful assaults take the hex, but the attackers get disrupted afterwards. Originally the feature was developed for FWWC in F14, and this behavior is how it was originally intended; the idea being that in WW1 night assaults would always cause disruptions because of the lack of radios, which makes night coordination very difficult.
In PzC, night assaults never disrupt. This is original behavior before Night Disruption was added, so basically, it is also working as the original PzC rules intend.
The unknown here is whether or not (in PzC) if the non-zero Night Disruption should be changed to check for night disruption after a successful assault, when the attacker advances, as if they conducted a normal move. That is not up for me to say though.
I simply wanted to be included in the loop on any discussion here, so that I can remind that it works differently in FWWC. Its always risky to change a feature that is shared by two different systems, but I wasn't implying that there would be any changes.
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