ORIGINAL: HardLuckYetAgain
ORIGINAL: tyronec
Does anyone understand this ? An example would be helpful
What are the chances say of a unit passing this test if it has 12MPs and requires 11MPs commit.
Also, I am not sure but I think I have had examples where units activate when they don't have enough MPs to move adjacent to the opponent and execute a deliberate attack when that attack has been across a river. Could it be that the MPs to commit are calculated in a different way to movement on the map.
I believe I understand this but we need someone like "Loki the Jedi Master of WITE2 rules" to confirm
I think you'll need Joel for this one [;)]
that para reads like its been copied down from E1 to WiTW to E2 so I'd guess its precise if you know the code.
I'd parse it into 3 criteria
a) the easy one, does it have the MP to reach the battle paying all the terrain and situational costs?
b) the almost easy one, die roll vs leader initiative, so any initiative could feasibly fail (assume a die 10);
c) the opeque one. I think there are two moderated tests. Roll a Die (with this capped by the move cost) - so it can't be higher than the move cost (?), compare to a die (capped by unit MP). I think its the second bit that matters here, even if (a) applies, its just feasible that a die roll gives less 'MP for the moment' than are really there and if its a long range reaction there is then a chance of this dropping below the comparison.
So crudely, can it reach, does it pass the command test and does some
feng shui comparison of cost/available MP undermine the first two? Sounds feasible, a lot is in your control but there is a random element that can trip up the best set up.