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Autor Thema: Ideas for improving the cohesion test  (Gelesen 5735 mal)

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Axebreaker

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Ideas for improving the cohesion test
« am: 31. Juli 2011 - 16:40:37 »

Many new players have an issue with this rule that turns them off to the game due to unrealistic results that often happen in cohesion tests while at the same time many find this rule very attractive(like myself) because it adds an element of unpredictability not often found in most games. I\'ve started
to think how can one modify the rule to make the game more appealing to people who have issues with the cohesion tests without taking away the unpredictable nature of the rule so many of us enjoy that sets Impetus apart.

One idea I liked from Jim Webster was units hit \'properly\' in flank or rear whose critical number would be 0 or less, is automatically eliminated without a cohesion test being made as making complete sense and avoids units staying in a virtually impossible situation that just doesn\'t feel right. As has been
mentioned on another thread, the attacker still takes a cohesion test for the purpose of determining any damage to his own unit.

Expanding on Jim\'s thoughts I thought any unit reduced either physically or through modification\'s to VBU 1 or less is automatically routed if enough hits are scored that would equal it\'s starting VBU regardless if to the front or flanks. Furthermore if 6 hits are scored then any and all units are routed even if their starting VBU is higher then a 6. I feel this would significantly reduce highly unrealistic outcomes from happening without taking away the unpredictable element of the cohesion test. As with the flank attack, all participants still take cohesion tests to determine if any damage was suffered regardless if the enemy auto-breaks.

Basically it would stop mid to low level troops from becoming crack super elite Spartans and battered and broken elite units from staying around longer then is realistically expected.

Most of the time this rule would not be in effect and when it is then I feel it\'s appropriate and would give a satisfactory appeal IMHO.

All thoughts are welcome of course.

Christopher

xothian

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Ideas for improving the cohesion test
« Antwort #1 am: 01. August 2011 - 18:07:44 »

good topic ! :)
basically i dont like to change basic concepts of a games \"engine\" but with selective \"amends\" you can smooth the process
i am in the camp who likes the unpredictability of the cohesion test, and the argument of some people \".. but i did hit you with my unit .. you must be dead\" is a moot one
its the cohesion test which determins the outcome of the confrontation and not the \"to hit\" dices ... this only tips the balance of the two cohesion tests potentially in a certain direction .. but the goddess fortuna is a fickle woman ;)

Zitat
One idea I liked from Jim Webster was units hit \'properly\' in flank or rear whose critical number would be 0 or less, is automatically eliminated without a cohesion test being made as making complete sense and avoids units staying in a virtually impossible situation that just doesn\'t feel right. As has been
mentioned on another thread, the attacker still takes a cohesion test for the purpose of determining any damage to his own unit.
i do play this exactly the same way ... it just feels right and its not that its that easy to get a flank or rear charge anyway

autobreaks on a certain amount of hits scored (depending on VBU of concerned units) is a thing i have to test before i can say anything definitive ... right now it sounds a bit to easy for \"heavy\" hitters like romans or cataphracts to autobreak mid VBU units with a high Impetus, even when getting charged and \"pummeled\" by them ... causing 6 hits is quite lucky but causing 4 or 3 is possible ... have to try it :) .. perhaps the cohesion test is still taken by both sides but the outcome doubled for the party suffering the same amount of hits as their VBU  :popcorn:  ... more playtesting .. great ! :)

cheers chris
Gespeichert
\"I wish I was back in the jungle, where men are monkeys.\"
Capt. Spauldings African Adventures

Axebreaker

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Ideas for improving the cohesion test
« Antwort #2 am: 01. August 2011 - 18:21:06 »

Zitat
autobreaks on a certain amount of hits scored (depending on VBU of
concerned units) is a thing i have to test before i can say anything
definitive
Oh indeed, I will need to do some myself as it\'s theoretical at the moment. :)
Zitat
causing 6 hits is quite lucky but causing 4 is possible
Yes, but it\'s not as easy as it sounds as the defending unit must first be at or modified to a VBU 1 and then the attacker rolling the prescribed amount of hits. ;)

Christopher

xothian

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Ideas for improving the cohesion test
« Antwort #3 am: 01. August 2011 - 18:41:36 »

Zitat
the defending unit must first be at or modified to a VBU 1 and then the attacker rolling the prescribed amount of hits.
aahhhh i did miss this part !  sm_party_papphut
but then we are talking about a 1 in 6 chance for the unit (assuming it is not disorderd, in which case it dissolves on any amount of hits as its gets another disorder even with a successful cohesion test) of surviving an engagement ? then i am with fortuna all the way ;)

ciao chris
Gespeichert
\"I wish I was back in the jungle, where men are monkeys.\"
Capt. Spauldings African Adventures

Axebreaker

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Ideas for improving the cohesion test
« Antwort #4 am: 01. August 2011 - 19:31:22 »

I really want to make sure we are on the same wave length. Auto- Routes(no CT rolled) can only happen when a unit is reduced to VBU1 and the attacker causes a number of hits equal to the original starting VBU (in other words his starting fresh VBU status) of the defender to cause an auto-route. Generally that would be at least three or more hits for this to take effect. ;)

Basically it help stops one hit wonders from happening that realistically never would. :)

Christopher

xothian

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Ideas for improving the cohesion test
« Antwort #5 am: 01. August 2011 - 19:41:05 »

Zitat
I really want to make sure we are on the same wave length.
:thumbup: check! ... i will playtest sm_party_prost1

cheers chris
Gespeichert
\"I wish I was back in the jungle, where men are monkeys.\"
Capt. Spauldings African Adventures

Axebreaker

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Ideas for improving the cohesion test
« Antwort #6 am: 01. August 2011 - 20:12:13 »

Zitat
:thumbup: check!
Cheers! :)

I\'ll try and give an example of a situation I\'m trying prevent from happening.

As it stands in Impetus this can happen(all too often)

Let\'s say we have a Bedouin CL Cavalry at VBU 3 who through casualities and disorder are now at VBU 1. Unfortunately for them they have just been charged by a Fresh unit of Military order knights with a VBU 8 and I 5 giving them a brutal 13 attacks. In the resulting combat the knights inflict a crushing 6 hits on the already demoralized and weakened Bedouin\'s who in return use their last remaining bit of energy and inflict 1 hit. Naturally the knights roll a 6 on the CT test and the Bedouins roll a 1. The knights rebound defeated and the once weak Bedouin\'s have now become Allah\'s super knights and his right hand cavalry! :wacko:
Obliviously, results like this are not based on any recorded historical reality, but something altogether more in the realm of fantasy I argue.

Using my suggestions:
With the demoralized Bedouin\'s at VBU 1 and having the Knights just finished inflicting 6 hits which is equal to and more then the Bedouin\'s original VBU of 3 would cause them to auto-route with no CT rolled. The knights would still need to take a CT test to determine if any damage was taken in the combat. This would not only speed the game up , but more importantly help get rid of unrealistic situations from happening.

Christopher