combat modifiers

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Jazlizard
Posts: 13
Joined: Mon Apr 03, 2017 9:38 pm

combat modifiers

Post by Jazlizard »

Is there a reason I can add the same 5 units in a different order and get different modifiers? I don't see anywhere that explains things like this.

Also I just had an enemy OHQ commander provide over 500% hp bonus, is this normally possible?

Lastly I just ran several combat where the anticipated ratio was 6, 7, 8 or even more to 1 in my favor but lost each one of them. I had a good amount of recon, so I'm not sure what gives?
zgrssd
Posts: 5101
Joined: Tue Jun 09, 2020 1:02 pm

Re: combat modifiers

Post by zgrssd »

I have heard and seen adding them in different orders given different predictions, but never different modifiers.
Ideally we would need images, but I doubt you are allowed to post links and images already.

A HP bonus of 500% from OHQ is excessive. But something in the ballpark of 500% total is not infeasible.

Loosing a 6-8 : 1 realy needs some pictures too.
The calculation has issues properly accounting for the effects of the Callibre calculation (and thus impact of armor).
It might have isses properly accounting for low readiness and high entrenchment as well.

Edit: And wildlife has traits that uteraly break the predictions.
Soar_Slitherine
Posts: 597
Joined: Sun Jun 07, 2020 11:33 am

Re: combat modifiers

Post by Soar_Slitherine »

Jazlizard wrote: Mon Feb 28, 2022 6:24 amIs there a reason I can add the same 5 units in a different order and get different modifiers? I don't see anywhere that explains things like this.
This is most likely because of random number generation in the simulation used to determine the combat prediction. According to the manual, subunits act in random order, and nobody has ever been able to point out the mechanism through which the addition order is supposed to influence actual combat.
Also I just had an enemy OHQ commander provide over 500% hp bonus, is this normally possible?
Most likely, they succeeded in an Escape Artist skill roll, which gives a +200% or +300% HP bonus (can't remember which) that applies only to retreating troops, but for some reason is added to the displayed overall modifier regardless. Combat modifiers are multiplicative, so a 2nd good roll can boost the displayed overall modifier to over 500%. It is also possible to have OHQ leader modifiers in excess of 500% without Escape Artist, but it requires an exceptionally capable and experienced leader.
Lastly I just ran several combat where the anticipated ratio was 6, 7, 8 or even more to 1 in my favor but lost each one of them. I had a good amount of recon, so I'm not sure what gives?
Define "lost". The combat odds are based on comparative firepower, and it's possible to have a big firepower advantage but still not enough to actually dislodge the enemy from their position. The combat odds calculation does actually account for caliber/penetration, but it doesn't differentiate between soft and hard attack, so you can, for instance, technically have more firepower than the enemy without really being able to hurt their vehicles.
Not affiliated with Slitherine. They added it to my name when they merged the Slitherine and Matrix account systems.
Jazlizard
Posts: 13
Joined: Mon Apr 03, 2017 9:38 pm

Re: combat modifiers

Post by Jazlizard »

Hi folks,

Thanks for all the replies!

Is there a way to see if it was an escape artist roll? I'll try to pay more attention to that.

There was definitely entrenchment involved in most if not all of these combats - is there a best way to whittle this down?

In each of these cases I also lost more, in some cases MUCH more than the enemy in troop death, so for me loss is losing more troops AND failing to dislodge the enemy.

That's an interesting note about hard/soft and penetration, but nearly all of these combats are against soft targets.

I'm just trying to better understand why the prediction ratio feels so off for me right now. I've had "close" ratio fights where it was a blowout (I won), and what I felt where overwhelming ratios (7+) where I lose more troops. So I appreciate the help and advice - please keep it coming.
Soar_Slitherine
Posts: 597
Joined: Sun Jun 07, 2020 11:33 am

Re: combat modifiers

Post by Soar_Slitherine »

Jazlizard wrote: Mon Feb 28, 2022 7:55 pm Is there a way to see if it was an escape artist roll? I'll try to pay more attention to that.
If you mouse over the area with the leader's portrait & combat modifier in the top of the combat window, there will be a tooltip breaking down the details.
Not affiliated with Slitherine. They added it to my name when they merged the Slitherine and Matrix account systems.
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