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hexside combat modifiers suggestion/discussion
01-28-2022, 01:01 AM,
#4
RE: hexside combat modifiers suggestion/discussion
I  tried to copy screenshots in my post but apparently I can't do that so I've attached a jpg with the screenshots.

I created a test scenario, opened it in Turn Mode with On Screen Results off so I get the Results windows.
I then played a turn doing nothing with either side so both units had sat in place for a turn.

In the first screenshot the rebel unit directly below the window fired upon the union unit to the lower right.
Fire Results Report
Loss of 10 to target unit
Range=1 Modifier=0
Fire=540
[ 135 men x 4(Fire Factor) = 540 ]
As you can see there are no modifiers applied

The next screenshot shows the yank unit returned fire,
Fire Results Report
Loss of 5 to target unit
Range=1 Modifier=0
Fire=456
[ 203 men x 6 = 1218 x .75 (horse holders)=913 x .5 (Def Fire) = 456 ]
Once again no modifiers applied.

The third screenshot shows the two rebel units then melee the unit fired at
Modifier 0 (Attacker)/10 (defender)
the 10% modifier is applied in melee.

I ran the same test in Phase Mode and got the same results.

I had done this previously but decided to do it again since I had not tested the new WDS 4.0 version, there does not appear to be any difference in this version for streams/creeks
.jpg   Mod Test.jpg (Size: 136.11 KB / Downloads: 79) .
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RE: hexside combat modifiers suggestion/discussion - by krmiller - 01-28-2022, 01:01 AM

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