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Melee for me is one of the toughest things to get right in this game, but I found once I changed the order of the rules it became much simpler
By calculating the strength modifier first, thhe whole sequence just falls into place
1) Calculate the strength modifier
2) Calculate terrain
3) Calculate attack vector modifier
4) Roll the die
Add them all together and that is the attack total
(Note the firepower of the unit is never added directly, it is only used in the calculation of the strength modifier)
1) Calculate the strength modifier. This is ratio of strength for the units involved in the melee.
For each side
+1 for unit itself
+1 for each leader with an x1
+2 cor each leader with an x2
+1 for Cavalry effective
This total is calculated for each side and multiplied by combat strength.
Example a 4 combat strength with an x1 leader is 8 (4CS x (1 for unit+1for leader)
a 4 combat strength unit with no leader is 4 (4 x (1 for unit + 0 for leader)
Now divide the total for each side.
8 to 4 would be a 2. You drop any decimals. This is the strength modifier that is added the dice roll, in addition terrain mods and tactical approach vectors.
The formula for each side is
Strength Modifier, + Terrain Mods, + Tactical approach
- Last edited Sun Jan 27, 2013 8:53 pm (Total Number of Edits: 1)
- Posted Sun Jan 27, 2013 8:51 pm
There are a couple of things missing from calculating the strength modifier. If the are equal, there is no strength modifier to either side. But if the battle is between a PX(strength 6) and a HI(strength 4), the higher would gain a +1 modifier, unless the opposing unit was not in it's zone of control. The zone of control requirement is only applicable to the +1 modifier, if it were higher the unit would receive the bonus regardless of the unit's placement in regards to the zone of control.
This is illustrated in example 3 on page 8 of the rules.