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Making combat less deadly
Posted: Sun Sep 19, 2010 6:42 pm
by Grymme
- Looking at the new Decisive Campaign Vic has made combat less deadly. I like this idea. Now. The obvious way to do this would be to change kill and retreat % in the SFTs. Only problem is that i have 280 SFTs. So i am wondering if anyone know any way to make combat less deadly (generally speaking) by modifying any rulewars.
- Also i am wondering if anyone knows any way to check which hexes has roads. I dont think so, but you can always throw ideas out there since there could always be someone there with a crazy idea.
RE: Making combat less deadly
Posted: Mon Sep 20, 2010 9:00 pm
by ernieschwitz
Hmm..
Been thinking somewhat over this one. And apart from that i think that the best way is modifing the SFTs, there are some alternatives, that might provide a stopgap measure to making combat less deadly.
For one thing modifying the rulevars so that every unit gets more experience is one way of doing it.. Experience seems to be somewhat better than HPs anyway. But I don“t know how high experience points would effect attacks from units...
Another thing that could be done is modifying the base morale of all peoples (easier to do than that many SFTs). Setting it higher, i think would cause less casualties... (or at least surrenders)
A thing that could also be done would be to make HQ units have less range. That would cut down the bonuses for each unit, unless they where really close...
But none of these is a very good option imho, but they are possible solutions...
RE: Making combat less deadly
Posted: Sat Oct 09, 2010 12:30 pm
by JMass
ORIGINAL: Grymme
- Looking at the new Decisive Campaign Vic has made combat less deadly. I like this idea. Now. The obvious way to do this would be to change kill and retreat % in the SFTs. Only problem is that i have 280 SFTs. So i am wondering if anyone know any way to make combat less deadly (generally speaking) by modifying any rulewars.
I had the same idea, currently I am working on a Battle of the Bulge scenario, battalion level, to test the possibility to obtain an operational game, with production at minimum or nothing at all, to accomplish this I am reworking completely the needed SFTtypes to have a scenario as historical as possible and I am modifying kill and retreat % (actually 5% and 45%) and some rulevars, section Combat Calculations (I halved some parameters). First results are good but the scenario needs more work.