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Stacking limits
Posted: Tue Mar 22, 2022 2:51 pm
by falco148
Does anyone know what penalties there are (if any) to over-stacking units on one hex? I looked in the manual but there doesnt seem to be anything about this there. Maybe I missed something?
Re: Stacking limits
Posted: Tue Mar 22, 2022 7:46 pm
by xtom
There is some info on it in the manual but from what I understand..
A single hex stack over 100 gets penalty when attacking and when defending you can go up to 200 without penalty. Attacking from multi-hexes increases stack limit 100 per hex.
I don't think there is any penalty with them just sitting on the same hex. Although maybe a bigger stacked hex is more susceptible to artillery kills, maybe someone else can confirm if this is the case or not.
Re: Stacking limits
Posted: Wed Mar 23, 2022 12:20 pm
by falco148
OK thanks man. I didnt know about the 200 limit when defending.
What do you mean attacking from multiple hexes increases the stack limit?
Re: Stacking limits
Posted: Wed Mar 23, 2022 8:19 pm
by xtom
If you encircle an enemy hex and you attack it with units from more than 1 hex then the limit before penalty increases as the units are attacking from different areas/directions and they are not too many forces all bunched up together. So if you attack from 3 hexes it would be 300 instead of 100 before stack penalty kicks in.
Re: Stacking limits
Posted: Thu Mar 24, 2022 7:28 pm
by warnevada
xtom wrote: Tue Mar 22, 2022 7:46 pm
I don't think there is any penalty with them just sitting on the same hex. Although maybe a bigger stacked hex is more susceptible to artillery kills, maybe someone else can confirm if this is the case or not.
The short answer is yes, an overstacked defender will suffer more hits from artillery fire. The combat mechanics are as follows: The attacker's Attack Points are modified by a whole series of positive and negative factors to arrive at a final number. The defender's hit points are also modified by a whole series of positive and negative factors to arrive at a final number. A random number is generated between 1 and the final attack point number; another random number is generated between 1 and the final hit point number. If the attacker random number is larger than the defender random number a hit is scored.
Overstacking is a negative adjustment, so it reduces the final number making for a smaller range of random numbers.
One additional note - the overstacking penalty is recalculated each combat round so casualties taken in prior rounds will reduce and may eliminate any penalty.