Command radius

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jackdoom
Posts: 26
Joined: Wed Aug 03, 2016 7:23 am

Command radius

Post by jackdoom »

What actually affects the command radius of an army commander?

Just their personal stats/talents (historical), or do other factors like weather, location, supply, unit types...make a difference?

The reason I ask, I'm really into creating armies with different HQ types, signals, balloons, etc...I know they add to CP, but, I was just wondering about that command radius since I have been experimenting with different army formations.

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loki100
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RE: Command radius

Post by loki100 »

There are sort of three levels to this - and you need to check individual units etc.

Some will give a bonus if they are part of a unit - a unit being anything from a single leader to a division (there is a thread in the war room where I try to describe what is a 'unit' in the AGE system). Typical here are light infantry that give a bonus on the chance of being hit but only to units in their own unit.

Others give a bonus to the entire stack. A stack in this sense is a collection of units that you move as a single block (can be a corps but also sometimes just a collection of separate units). So for eg the hospital and signal units affect the entire stack.

Some command traits work at the unit level (ie say a divisional commmander only affects their own division), others influence the entire stack - this is usually pretty clear if you hovver the mouse over the trait.

Finally there are advantages passed down the command chain from army/CinC to corps. Here this will usually work up to two provinces away, so Napoleon will hand out command bonuses to corps commanders 1-2 provinces away (I don't think that terrain etc influences this). However, the army also improves the chances of individual corps 'marching to the sound of the guns' and to do this has to be in an adjacent province - so you pass up this important bonus (which can offset poor terrain/weather) unless your army is at least adjacent to its sub-units.
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