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Charge, Disrupt, Countercharge

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Charge, disruption and counter-charge

It is possible to define models that have the behavior of disrupting the enemy positions and/or target weaker elements during battle at close range.

The two possible attributes are *charge* and *disrupt*. Charge is to be used for cavalry units capable of charging, while disrupt is designed around the usage of disrupting vehicles (tanks).

When an element with one of these attributes attacks, it must first pass a test, based on its discipline (modified by terrain) and the offensive value of his commanding officer. If the test is passed, then the element is doing a disrupting attack (charging/disrupting).

In this case, he will try to target an enemy element which has a low cohesion (augmenting the routing chances thus), also, he will do more damages in assault.

The defender have a chance to escape this behavior and even do more damages to the disrupting element, if he has the countercharge attribute and succeed in a morale (discipline) test.

Another possible effect is that a disrupting element reduces by one the trench level of the parent stack of the defending element. Associated variables:

// Charge/Disrupt/Counter-charge (*charge*, *disrupt*, *countercharge*)
cbtChargeDmgIncCoeff = 150 // coefficient to damages/cohesion done when charging/disrupting
cbtCounterChargeDmgIncCoeff = 200 // same but if counter charge in effect
cbtChargeTQModTrench = -2 // Modifier to the charge dice roll (not affecting disrupters) if entrenched, per level
cbtChargePenCohChunk = 25 // For each 25 pts of average cohesion of target (not fraction of it), -1 to charge roll
cbtDisruptTQModTrench = 0 // Modifier to the disrupter dice roll if entrenched, per level
cbtDisruptPenCohChunk = 25 // For each 25 pts of average cohesion of target (not fraction of it), -1 to charge roll
cbtDisruptRemTrenchPerc = 5 // chance that a disrupter attacking remove one trench level to the defending group
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