Some Manual questions
Posted: Sun Aug 20, 2006 4:12 pm
Hi there, been awhile since I been around because I just couldn't play it anymore before the latest patch. Anyway, with the updated manual, I don't seem to be getting any screenshots in the manual. In it's place I just see"[screenshot 001].tif" or something similar. What's the deal with that, is it my settings, a bad download or is the manual itself messed up?
Second question, I never understood the quick battle very well and kudo's for expanding the section. However on page 67 where it gives cavalry bonuses, it says "Attacking Cavalry in any zone vs defending Infantry in any zone: Cavalry get +2, Infantry get -1". Then at the top of the very next page it says under Modifiers versus defending infantry, Attacking cavalry in any zone versus defending infantry in any zone get -5". !!!!
Are these cumulative, or contradictory?
I guess I don't see the point if it was cumulative because why wouldn't you just have one modifier instead of two? And does the "-1" mean that it's really +3 in the first sentence??? And if it's cumulative, the only place you ever want to use cavalry it would seem would be in the charge zone, otherwise unless the infantry is very weak, it would be absolutely mauled by any infantry in any zone.
If it's contradictory, which one is the right one?
I also don't quite get the Absolute Region Modifiers. If say both the attacker and defender were in the charge zone, then that would mean the attacker is at +3 and the defender is +2? Right? But if the attacker is in the charge zone and the defender was in the defend zone, the attacker is +4 and the defender is +1???? Isn't the point of the defend zone to well, be better at defense?
It seems the only proper counter to the charge zone is the attack zone. That's the only place where you get the region vs region modifier as well which would change the results of +4 for the attacker to +1 (attacker in charge zone) +1 (defender in attack zone) and +2 (region vs region modifier) = +4 so it's all even.
So the most conservative placement is actually putting everything in the attack zone so assuming your opponent has a mixture of all 3, you would never be worse than even on the modifiers when he attacked you? Conversely, you wouldn't necessarily maximize your offensive potential, but then, that's why I said it was conservative. All other things being equal of course.
Am I reading the modifiers right? It's not clear if I'm reading the tables right, a couple examples would definitely have been helpful in the manual right here.
Sorry, that turned into more of a discourse on quick battles but if someone could at least help me with my original two questions, I'd appreciate it. I don't want it to sound like I'm critical of the modifiers, I just don't understand them and I've never understood the quick battle. If I ever want to do multiplayer too, then I'd say this is one of the most important things to understand as well!
Thanks.
Second question, I never understood the quick battle very well and kudo's for expanding the section. However on page 67 where it gives cavalry bonuses, it says "Attacking Cavalry in any zone vs defending Infantry in any zone: Cavalry get +2, Infantry get -1". Then at the top of the very next page it says under Modifiers versus defending infantry, Attacking cavalry in any zone versus defending infantry in any zone get -5". !!!!
Are these cumulative, or contradictory?
I guess I don't see the point if it was cumulative because why wouldn't you just have one modifier instead of two? And does the "-1" mean that it's really +3 in the first sentence??? And if it's cumulative, the only place you ever want to use cavalry it would seem would be in the charge zone, otherwise unless the infantry is very weak, it would be absolutely mauled by any infantry in any zone.
If it's contradictory, which one is the right one?
I also don't quite get the Absolute Region Modifiers. If say both the attacker and defender were in the charge zone, then that would mean the attacker is at +3 and the defender is +2? Right? But if the attacker is in the charge zone and the defender was in the defend zone, the attacker is +4 and the defender is +1???? Isn't the point of the defend zone to well, be better at defense?
It seems the only proper counter to the charge zone is the attack zone. That's the only place where you get the region vs region modifier as well which would change the results of +4 for the attacker to +1 (attacker in charge zone) +1 (defender in attack zone) and +2 (region vs region modifier) = +4 so it's all even.
So the most conservative placement is actually putting everything in the attack zone so assuming your opponent has a mixture of all 3, you would never be worse than even on the modifiers when he attacked you? Conversely, you wouldn't necessarily maximize your offensive potential, but then, that's why I said it was conservative. All other things being equal of course.
Am I reading the modifiers right? It's not clear if I'm reading the tables right, a couple examples would definitely have been helpful in the manual right here.
Sorry, that turned into more of a discourse on quick battles but if someone could at least help me with my original two questions, I'd appreciate it. I don't want it to sound like I'm critical of the modifiers, I just don't understand them and I've never understood the quick battle. If I ever want to do multiplayer too, then I'd say this is one of the most important things to understand as well!
Thanks.