jztemple
27 Jun 08, 12:15
OK, I seem to be on this streak of looking at game features. I was going to build a medium to big scenario that explored engineering activities, but first I just wanted to test out the various features in a standalone mode. So I built a simple scenario which is attached, and a screen shot which can be seen here (https://sites.google.com/site/jzs-place/squad-battles-field-test/wire-cutting):
Here is the result of my testing. The current rule reads
Wire Cutting
Some Clearing Weapons have no range and thus are not fired. Rather, when the unit carrying this weapon enters a hex containing Obstacles, then it can potentially clear those Obstacles on subsequent turns. The program automatically checks these units at the beginning of the player turn and if the unit is not Pinned or Demoralized, then there is a 10% chance that the Obstacle will be cleared for each Clearing Weapon of this type. For example, if the unit is carrying 5 of these Clearing Weapons, then there is 50% chance that the Obstacle will be cleared each turn the check is performed. Note that a unit can be Disrupted and still clear Obstacles
However, after my testing I believe it should read
Wire Cutting
Some Clearing Weapons have no range and thus are not fired. Rather, when the unit carrying this weapon enters a hex containing Obstacles, then it can be used to clear those Obstacles on the same or subsequent turns. Note that a unit can be Disrupted, Pinned or even Demoralized and still clear Obstacles The unit's morale or effectiveness has no effect on the Obstacle clearing efforts. The unit only requires a single Clearing Weapon and it will always clear the wire when attempted, no matter the effectiveness of the Clearing Weapon.
Weird!
Here is the result of my testing. The current rule reads
Wire Cutting
Some Clearing Weapons have no range and thus are not fired. Rather, when the unit carrying this weapon enters a hex containing Obstacles, then it can potentially clear those Obstacles on subsequent turns. The program automatically checks these units at the beginning of the player turn and if the unit is not Pinned or Demoralized, then there is a 10% chance that the Obstacle will be cleared for each Clearing Weapon of this type. For example, if the unit is carrying 5 of these Clearing Weapons, then there is 50% chance that the Obstacle will be cleared each turn the check is performed. Note that a unit can be Disrupted and still clear Obstacles
However, after my testing I believe it should read
Wire Cutting
Some Clearing Weapons have no range and thus are not fired. Rather, when the unit carrying this weapon enters a hex containing Obstacles, then it can be used to clear those Obstacles on the same or subsequent turns. Note that a unit can be Disrupted, Pinned or even Demoralized and still clear Obstacles The unit's morale or effectiveness has no effect on the Obstacle clearing efforts. The unit only requires a single Clearing Weapon and it will always clear the wire when attempted, no matter the effectiveness of the Clearing Weapon.
Weird!