Cohesion Test at 10% Losses From Ranged Out of Original or Current Total Strength of Unit?

Field of Glory II is a turn-based tactical game set during the Rise of Rome from 280 BC to 25 BC.
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Schweetness101
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Cohesion Test at 10% Losses From Ranged Out of Original or Current Total Strength of Unit?

Post by Schweetness101 » Sun Dec 01, 2019 5:36 pm

My understanding used to be that the CT from shooting is taken at 10% (and again at 16%) losses taken from shooting in a single turn, where that percent is of the original full strength unit total, not of the ever decreasing unit total accounting for losses. However, from some tests I did it seems to be calculated as the percent of the new total taking into account losses.

I.E. a 240 man cavalry unit will not take a cohesion test from losing 20 men to ranged fire in a turn if it started that turn at full strength, but it will take a cohesion test from losing 20 men to ranged fire in a turn if it started that turn with 190/240 men.

Also, the game seems to round unit strength down when accounting for 10% losses (favoring the shooter). Is that correct? That is, the above cavalry unit, if starting a turn at a strength of 204/240 men would take a CT from taking 20 losses to ranged fire that turn? at 209?

thanks.

rbodleyscott
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Re: Cohesion Test at 10% Losses From Ranged Out of Original or Current Total Strength of Unit?

Post by rbodleyscott » Sun Dec 01, 2019 7:06 pm

You can't really tell anything much from the casualty figures because the 10% threshold is only a very rough approximation, for the following reason:

In reality (to facilitate simulating units shooting in both turns as per the tabletop rules, while having them actually shoot only in their own side's turn) shooters in fact shoot two volleys (only one animation being shown), and the total casualties for both volleys added together are what is displayed. However a cohesion test is taken if all the shooting for either all the first volleys so far on that target unit (representing shooting during the unit's own turn) or all the second volleys so far on that target unit (effectively representing shooting in the enemy's next turn) this turn exceeds 5%. So in fact a test will often be taken when the total is somewhat less than 10% because the random factor affecting each volley is likely to result in one set of volleys totalling more than the other, and if either reaches the 5% threshold a test will be triggered.

After the threshold for a CT is reached, the unit will test every time it receives further shooting casualties this turn. However, as the same random roll is retained for all cohesion tests for shooting casualties by a unit in a "notional" turn (there are in fact separate random rolls for each "volley"), it can only fail the subsequent test if:
a) it didn't already fail the previous one. (Can only drop once for shooting in a turn)
and
b) Additional negative modifers bring the overall score below the fail threshold. (e.g. Losses reach 8% in the same set of volleys - stated as 16% in the manual, or losses exceed 25% or 50% so far)

This system simulates the tabletop rules where only one cohesion test is taken, after all shooting for the turn is completed.

As a result of the concatentation of two notional volleys (representing shooting in the unit's own turn, followied by shooting in the subsequent enemy turn), and lack of knowledge of the random roll, there is sufficient uncertainty that you cannot expect to predict exactly whether further shooting at a unit that has already passed one CT for shooting casualties this turn is likely to produce a cohesion drop.

From a game design point of view, we are happy with that, because it would be very gamey if you could.

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Also note that units with TotalMen > 720 only count the first 720 men for the % calculation. (Beyond a certain number of ranks, extra ranks are deemed not to materially damp down the morale effect of casualties on the front ranks).

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We are trying, as far as possible, to simulate a real-time battle in an IGOUGO turn-based system. In reality all the shooting at a unit would happen simultanously, and involve multiple volleys in the time-slice represented by a turn (or pair of turns), so it simply would not be possible to assign another unit to shoot at a target after carefully assessing the effect of the casualties inflicted by other units in the same time-slice, because the time-slice would already be over.
Richard Bodley Scott

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Schweetness101
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Re: Cohesion Test at 10% Losses From Ranged Out of Original or Current Total Strength of Unit?

Post by Schweetness101 » Tue Dec 03, 2019 3:11 am

thank you for that long explanation! I see things are more complex than I had anticipated, and also why they are done that way.

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