Complete list of combat modifiers?
Moderators: Joel Billings, JanSorensen
Complete list of combat modifiers?
The list of combat modifiers on page 66 is helpful, but is it a complete list? I frequently see + and - in the combat reports that don't seem explained by that list. I think sometimes it's the "unit already has been attacked" -3 modifier to its evasion. Other times it's armor subtracting one or more dice from the attacker's die roll. Still others it may be interdiction points or some such. I don't suppose anyone has a list of all possible die roll modifiers somewhere? I've read the manual over and over, and I *think* all the modifications are in there, but they're not all in one place.
E.g., here's one I've been trying to figure out. I know armor usually subtracts itself from the attacker's number of dice. (If I attack a unit with armor one, I roll one less die.) But it seems armor doesn't subtract itself from torpedo attacks, which makes sense. I just can't find the rule in the manual.
So, I'm wondering if anyone yet has a webpage that puts *all* the modifiers in one easy-to-print-out spot.
E.g., here's one I've been trying to figure out. I know armor usually subtracts itself from the attacker's number of dice. (If I attack a unit with armor one, I roll one less die.) But it seems armor doesn't subtract itself from torpedo attacks, which makes sense. I just can't find the rule in the manual.
So, I'm wondering if anyone yet has a webpage that puts *all* the modifiers in one easy-to-print-out spot.

- Joel Billings
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RE: Complete list of combat modifiers?
I don't know if it's in the manual (I sure hope it is as it is a very important rule), but torpedoes are not effected by armor. That's why torpedoes are so important and effective against ships with armor. Other than the armor adjustment, I thought all the modifiers were put in that one section of the manual (including the reference to Interdiction Point modifiers).
All understanding comes after the fact.
-- Soren Kierkegaard
-- Soren Kierkegaard
RE: Complete list of combat modifiers?
Thanks, Joel. I do remember reading the armor/torpedo rule somewhere, so it's in the manual at some location.
I looked at the list on page 66 again: it mentions -1 to evasion if the target has been fired on previously by a different unit this turn. For some reason I thought that was a -3 modifier.
Also, maybe I'm misunderstanding the supply rules; that might explain why I often see -1 or +1 modifiers that I don't understand. The "three barrels" indicate that a unit has been "supplied." I know you get the three barrels if you move tactically, thus costing you supply. What if you don't move tactically? In that case, you don't get the three barrels. Does that mean you also suffer from the -1 "unsupplied" combat penalty?
I looked at the list on page 66 again: it mentions -1 to evasion if the target has been fired on previously by a different unit this turn. For some reason I thought that was a -3 modifier.
Also, maybe I'm misunderstanding the supply rules; that might explain why I often see -1 or +1 modifiers that I don't understand. The "three barrels" indicate that a unit has been "supplied." I know you get the three barrels if you move tactically, thus costing you supply. What if you don't move tactically? In that case, you don't get the three barrels. Does that mean you also suffer from the -1 "unsupplied" combat penalty?

- Joel Billings
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RE: Complete list of combat modifiers?
Defending areas with any unsupplied units will expend one supply point to supply all units in the area (not one per unit, one per area). With Advanced Supply the supply must come from the area or an adjacent area.
The confusion your are having with the evade modifier is that even though the evade is -1, the actual modifier listed on the combat report screen for the defense factor is -3 or -4 or some other number based on the durability. Remember that defense value is evadexdurability so if you have -1 to your evade, your actual reduction in defense value is the value of your durability. An armor with durability 3 with a -1 evade will show it's defense value impacted by a -3 modifier. If it had a normal evade of 8, with -1 to evade the defense will by 21 (7x3) instead of the normal 24 (8x3).
Some modifiers are reductions in the die roll (like interdiction points). These are shown differently on the combat report screen.
The confusion your are having with the evade modifier is that even though the evade is -1, the actual modifier listed on the combat report screen for the defense factor is -3 or -4 or some other number based on the durability. Remember that defense value is evadexdurability so if you have -1 to your evade, your actual reduction in defense value is the value of your durability. An armor with durability 3 with a -1 evade will show it's defense value impacted by a -3 modifier. If it had a normal evade of 8, with -1 to evade the defense will by 21 (7x3) instead of the normal 24 (8x3).
Some modifiers are reductions in the die roll (like interdiction points). These are shown differently on the combat report screen.
All understanding comes after the fact.
-- Soren Kierkegaard
-- Soren Kierkegaard
RE: Complete list of combat modifiers?
Ah, thanks for the explanation on evade. Doh: I forgot that the combat results screen is showing me the negative modifier to *defense* (which, as you say, equals evade x durability).
Likewise, if I have supply trucks five regions behind a land front, connected by rail, will the auto-move move supply to the front if my units are attacked there? Or do I have to do it manually in some way?
Also, when a unit moves tactically, it gets the little "supply barrels" on its unit icon. Does that mean it's supplied for the purposes of defense later in the turn? If so, then defensive supply is an issue only for units that have not moved tactically, no?
Sorry for all the questions; I just want to make sure I'm doing everything to keep my units fully supplied in Advanced Supply mode. Thanks in advance. [:)]
OK, I'm playing on Advanced Supply with Auto-Move on and Area Supply off. So does the defensive-supply rule mean that fleets are out of supply if they sit in the ocean more than one region from any supply trucks? Or will they be supplied for these purposes if they're in the transport-fleet network, and that network traces itself back to a supply truck somewhere, even 5 regions away? Should I be doing something to supply such units manually when I end my turn, so that they defend in supply?Defending areas with any unsupplied units will expend one supply point to supply all units in the area (not one per unit, one per area). With Advanced Supply the supply must come from the area or an adjacent area.
Likewise, if I have supply trucks five regions behind a land front, connected by rail, will the auto-move move supply to the front if my units are attacked there? Or do I have to do it manually in some way?
Also, when a unit moves tactically, it gets the little "supply barrels" on its unit icon. Does that mean it's supplied for the purposes of defense later in the turn? If so, then defensive supply is an issue only for units that have not moved tactically, no?
Sorry for all the questions; I just want to make sure I'm doing everything to keep my units fully supplied in Advanced Supply mode. Thanks in advance. [:)]

- Joel Billings
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RE: Complete list of combat modifiers?
Once supplied (due to move or attack), the unit remains supplied until the beginning of its next turn. So yes, they are supplied if attacked.
As for Auto supply, it only works during your turn. So you must be sure to keep supplies in or adjacent to units that have not just moved/attacked (thus being in supply) for defensive purposes. Fleets should have supplies in an adjacent area, or if not, they should have a transport in their sea region that is loaded with at least 1 supply as this will supply the entire fleet if it is attacked. You can keep things loaded on transports. The disadvantage is that during the next turn, the transport will be frozen in place since it is already carrying something.
As for Auto supply, it only works during your turn. So you must be sure to keep supplies in or adjacent to units that have not just moved/attacked (thus being in supply) for defensive purposes. Fleets should have supplies in an adjacent area, or if not, they should have a transport in their sea region that is loaded with at least 1 supply as this will supply the entire fleet if it is attacked. You can keep things loaded on transports. The disadvantage is that during the next turn, the transport will be frozen in place since it is already carrying something.
All understanding comes after the fact.
-- Soren Kierkegaard
-- Soren Kierkegaard
- Barthheart
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RE: Complete list of combat modifiers?
ORIGINAL: Joel Billings
Once supplied (due to move or attack), the unit remains supplied until the beginning of its next turn. So yes, they are supplied if attacked.
...
Joel, I just want to clarify this. If I attack Kiev with 2 armour, for example [;)], and take the provence with one armour surviving, the armour that survives in Kiev after the battle will be supplied for the coming Russian counterattack in the Russian turn, even if there are no supplies in Kiev or next to it?!? If that's true then I've been moving my supply around incorrectly.[X(]
Life is not a journey to the grave with the intention of arriving safely in a pretty & well preserved body,
but rather to skid in broadside, totally worn out & proclaiming "WOW, what a ride!"
but rather to skid in broadside, totally worn out & proclaiming "WOW, what a ride!"
- Joel Billings
- Posts: 33697
- Joined: Wed Sep 20, 2000 8:00 am
- Location: Santa Rosa, CA
- Contact:
RE: Complete list of combat modifiers?
It should be true, yes. Notice the supply barrels don't go away until the beginning of the unit's next turn.
All understanding comes after the fact.
-- Soren Kierkegaard
-- Soren Kierkegaard
- Barthheart
- Posts: 3080
- Joined: Tue Jul 20, 2004 3:16 pm
- Location: Nepean, Ontario
RE: Complete list of combat modifiers?
WOW[X(][X(]! I've been burning up strat. rail transport for no reason then.... WOW[X(][X(]! You know it's a good day when you learn something and you should learn at least one thing everyday.
Life is not a journey to the grave with the intention of arriving safely in a pretty & well preserved body,
but rather to skid in broadside, totally worn out & proclaiming "WOW, what a ride!"
but rather to skid in broadside, totally worn out & proclaiming "WOW, what a ride!"
RE: Complete list of combat modifiers?
Man, I'm learning a lot here. 
Back to units that have NOT moved tactically or attacked: to ensure that they *defend* in-supply, it's enough for me to leave them with a supply truck in their province or in an adjacent one? I don't have to supply any such unit manually, right? In fact, I'm better off NOT supplying such a unit manually, since it won't use that supply unless it's attacked, right?
Also, if a fleet has moved into the open ocean, isn't it by definition supplied for the remaining of the turn, since it had to be supplied to use tactical or extended movement?
Back to units that have NOT moved tactically or attacked: to ensure that they *defend* in-supply, it's enough for me to leave them with a supply truck in their province or in an adjacent one? I don't have to supply any such unit manually, right? In fact, I'm better off NOT supplying such a unit manually, since it won't use that supply unless it's attacked, right?
Also, if a fleet has moved into the open ocean, isn't it by definition supplied for the remaining of the turn, since it had to be supplied to use tactical or extended movement?

RE: Complete list of combat modifiers?
I believe that yes, the fleet would be supplied for the remainder of the turn. However, I also think that the following turn, that fleet is stuck unless you previously loaded a Transport (or 3) with Supplies and had them in the same sea zone with the Fleet.
The only other way to move them would be make a Transport chain to them and then they can move, but that is leaving a lot of Transports out there hanging in the breeze because once even a single supply goes over them, they are stuck for the turn.
The only other way to move them would be make a Transport chain to them and then they can move, but that is leaving a lot of Transports out there hanging in the breeze because once even a single supply goes over them, they are stuck for the turn.



