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hexside combat modifiers suggestion/discussion
01-28-2022, 07:48 AM, (This post was last modified: 01-28-2022, 07:50 AM by wololoh.)
#9
RE: hexside combat modifiers suggestion/discussion
(01-28-2022, 07:39 AM)Xerxes77 Wrote: Yes, hexsides apparently do not affect assaults. It works the same way in Squad Battles, and I wouldn't be surprised if the same principle was applied to the rest of the land-based series.

I suspect all the terrain-related penalties to the attacker are abstracted in the higher odds assigned to the defender.

That said, there is another wrinkle... at least in SB, the only requirement for conducting an assault is that the attacking unit must have 1/3 of its movement allowance (and should be able to enter the target hex normally, i.e. it cannot be water, impassible, etc). In practice, this means the unit can assault across hexsides and into difficult terrain ignoring all other movement restrictions, even for uphill attacks (which normally would consume most, if not all of its movement points).

I consider this a bug.

Hi Xerxes,

That is not quite right. Hexsides DO affect melee in these games (if that is what you mean by ' assault' ), as long as the hexside has a nonzero modifier. This leads to the situation in ACW games:
- either streams have no effect on any combat (as in the post from krmiller, where the stream has no effects)
- or they do have effect - when a modifier is set -, but then they also affect fire attacks (which seems strange for shooting over a stream).
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RE: hexside combat modifiers suggestion/discussion - by wololoh - 01-28-2022, 07:48 AM

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