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Combat CV predictions

Posted: Tue Mar 08, 2022 1:40 pm
by rocketman71
It seems to me that the predicted CV value for an attack is based on the ground condition your units are and not the hex you are attacking into. If I'm in "mud" and attacking into "heavy mud", which hex is used for the calculation? Or is it an average of both? Since heavy mud degrades CV so much more it would be wrong to use "mud" for the prediction. Is this a design decision or am I missing something?

Re: Combat CV predictions

Posted: Tue Mar 08, 2022 1:58 pm
by Jango32
The light mud hex from where you attack is used for attack CV calculations, and the heavy mud where the defenders are is used for defensive CV calculations IIRC.

Re: Combat CV predictions

Posted: Tue Mar 08, 2022 2:30 pm
by rocketman71
That would mean a constant risk of over- or underestimating the chance of successful combat results in areas with mixed ground conditions. And that you have to check both hexes every time to make sure and make your own prediction of CV if conditions aren't the same. Not ideal I think. Resulting in more micro-management and time consuming fiddling around.

Re: Combat CV predictions

Posted: Tue Mar 08, 2022 2:32 pm
by Stamb
I was actually thinking if there is a way to abuse this system. When attacker attacks from a light mud with high CV, but defender is in heavy mud with low CV. I tested it some time ago in my game vs AI and I can not tell if it benefits attacker or not. Maybe this is just display CV issues.

Re: Combat CV predictions

Posted: Tue Mar 08, 2022 3:42 pm
by loki100
rocketman71 wrote: Tue Mar 08, 2022 1:40 pm It seems to me that the predicted CV value for an attack is based on the ground condition your units are and not the hex you are attacking into. If I'm in "mud" and attacking into "heavy mud", which hex is used for the calculation? Or is it an average of both? Since heavy mud degrades CV so much more it would be wrong to use "mud" for the prediction. Is this a design decision or am I missing something?
All weather effects key off the attacker hex, so its actually possible to have one unit attacking from heavy mud/poor roads and its neighbour from light mud/average roads.

Hexside effects (basically rivers), are on the line attacking unit-defending unit (so again an attack can be facing mixed criteria)

In hex terrain (incl fortifications) key off the defender's hex (& only affect the defender)

Quirks are in terms of how reserve reactions are treated (I believe they enter the battle via the shortest MP route) and to a lesser extent SU (again the same applies). So its possible that different HQ deployments might give slightly different attacking CV (but this will be marginal given the value of most SU).

A while back, I tested this as I wasn't sure if it was road connection that drove the relationship but its not, its road in the attacker hex.