• Havoc
  • Caius
  • redboot
  • Rules
  • Chain of Command
  • Members
  • Supported Ladders & Games
  • Downloads


Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Question on combat values and fire values
03-19-2017, 12:16 AM,
#11
RE: Question on combat values and fire values
I always recommend new players play solo a few games - but with this twist. Play a few games in "HOTSEAT" mode with FOW on. This will give you a better feel for spotting, LOS/LOF, movement, ranged fire, etc. You play both sides, but if you are wanting to invest some time in learning the game, HOTSEAT is a great way to get a good feel for the mechanics of the engine above and beyond understanding the math of the rules.

Just my two-bits worth! Have fun!

Steve
Quote this message in a reply
03-19-2017, 05:34 AM,
#12
RE: Question on combat values and fire values
(03-19-2017, 12:16 AM)Stejones82 Wrote: I always recommend new players play solo a few games - but with this twist.  Play a few games in "HOTSEAT" mode with FOW on.   This will give you a better feel for spotting, LOS/LOF,  movement, ranged fire, etc.   You play both sides, but if you are wanting to invest some time in learning the game, HOTSEAT is a great way to get a good feel for the mechanics of the engine above and beyond understanding the math of the rules.  

Just my two-bits worth!   Have fun!

Steve

Good suggestion!   Good Post
Quote this message in a reply
03-19-2017, 11:08 AM,
#13
RE: Question on combat values and fire values
Opti

Yes, you have it correct, both effectiveness values are used. The weapon's effectiveness declines each time it fires. A unit's effectiveness declines when it gets shot at. Pinned and Disrupted states affect the whole fire value.
Quote this message in a reply
Today, 04:06 AM, (This post was last modified: 4 minutes ago by Opti.)
#14
RE: Question on combat values and fire values
Thanks for all the help guys.
Another dumb question, how are machine guns useful?
They count as 1 weapons (obviously), so its strength 1 with (let's take) Lethality 40. Assuming wpn status 100% and crew status 100%, it's grand total is 40 Fire Value (not counting any other modifiers). Which gives us casualty min of 0.4% * 6 = 0.024 (if 6 is Low Combat Value) and max casualty of 0.4% * 60 = 0.24 (if 60 is High Combat Value). Double that for effectiveness loss, which is still very low. What am I missing here , did I misinterpret something? Is it only long range + making units get down to the ground?
Quote this message in a reply


Forum Jump:


Users browsing this thread: Opti, 1 Guest(s)