'Leaders Enhancement', Comments and Bugs

Advanced Tactics is a versatile turn-based strategy system that gives gamers the chance to wage almost any battle in any time period. The initial release focuses on World War II and includes a number of historical scenarios as well as a full editor! This forum supports both the original Advanced Tactics and the new and improved Advanced Tactics: Gold Edition.

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ghoward
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Joined: Fri Nov 09, 2007 8:32 pm

RE: 'Leaders Enhancement', Comments and Bugs

Post by ghoward »

Thanks, Ernie. I am going to attempt to embed a grapic in this post. If it works, I will edit the post to explain the graphic, if it does not, this is just going to be a messy post, that I dont know how to delete, and I apoligise to everybody. Is there a readme somewhere that I ought to look at?

Image

great, seems to have worked! This is a composite graphic, not a screenshot. The 4 jap units belong to Kagawa and are in different hexes. As you can see Kagawa is not very expirenced, and has virtually no staff. I am guessing that he is giving both offensive and defensive bonuses to his rifle and artillery subformations. Note that we are seeing what appears to be an offensive bonus on an enemy unit during my turn. Also note that the amount of bonus differs between the two rifle units. The Rifle II is actually closer to Kagawa than the rifle I, so it isn't that. The two artillery units are colocated, with identical bonuses and differing readyness states, so the bonus is not some sort of composite that includes readyness. All the units are 3 or fewer hexes away from the commander. The bomber is mine. I included it to show the green box in the bottom left. This number changes as I change the number of aircraft at the airfield, so it must be the overcrowding penalty the aircraft will suffer, and have nothing to do with leaders. I made the guess that the red and blue boxes are related to enemy leaders playing handcards (and will be temporary in nature) but am I right? Some of these bonuses are pretty big, and they are going to effect how you go about dealing with the enemy, so you kind of ned to know about them. If any of you have any othyer guesses, or light to shead on the subject, I would love to hear about it. I have this position saved if anybody needs more infirmation.
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ghoward
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RE: 'Leaders Enhancement', Comments and Bugs

Post by ghoward »

this is an addendum to post 20. I just noticed this. This is another Kagawa unit with one sf getting a bonus, and one getting nothing. It is from the same point in the game. for some reason the graphic didn't display, but take a look at the attachment.
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Snoman
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RE: 'Leaders Enhancement', Comments and Bugs

Post by Snoman »

I too was wondering about what these new numbers were that appeared with no explanation. That they are attack/defence bonuses makes the most sense, but as has been outlined above there is a lot that has been left unexplained and (as far as I can tell) undocumented.
Josh
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RE: 'Leaders Enhancement', Comments and Bugs

Post by Josh »

Yeah the Divebomber malus -26% is the overstacking penalty, but this was in the game already.
The other percentage boxes are not necessarilly played cards but could be traits from their commanding officer that get implemented each turn. Remember some officers do get perks/traits when they level up, as far as I know these perks are random. So you may have an Artillery trait for an Officer that has no Tubes, or a Tank perk (like extra movement or attack bonus) for an Officer that has no tanks... so keep an eye on which perks/traits these Officers get and place them in a proper HQ. These perks are written down in the Officers description.
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Strategiusz
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RE: 'Leaders Enhancement', Comments and Bugs

Post by Strategiusz »

Personally in large games I don't like to play with officers, because I already have enough micromanagement and I don't wont more. IMO officers add more routine work (plus maybe some random factors) than creative planning.
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phatkarp
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RE: 'Leaders Enhancement', Comments and Bugs

Post by phatkarp »

I disagree regarding micromanagement. In two MP games, I think I've played one card and switched one officer. I am probably underutilizing my officers, but even so there is not a whole lot of management necessary.

I think it's just another way to (1) add flavor, and (2) measure staff experience (through one particularly influential staff member). As such, I really like it. It certainly adds a lot of narrative flavor to the games. Successful generals earn my affection. (I'm talking about YOU, Maxime Diderot!) The failures earn my hatred. (Yes, I'm talking about you, Albert Dubois).
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