Some questions

A place to discuss the upcoming hex-based Civil War simulation from Shenandoah Studio
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moet
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Some questions

Post by moet »

Here are my specific questions about this very interesting game:

1. Do an isolated unit (surrounded or lost behind enemy line) heal at the end of turn the same way as other units do?
2. In Terrain Feature Table, what does mean the following sentence: +1/-1 Hit Chance is high to low/low to high (even if no slope hex side is present)?
3. How do lines of sight work for artillery? I have seen an artillery located on a hill, 2 hexes away from the hill hex side, bombarding a lower hex farther away.
4. Do artillery units follow the same rules of retreating/advancing after combat than infantry units?

Thanks in advance for the answers.
Last edited by moet on Sun Nov 26, 2017 2:35 am, edited 1 time in total.
mboog12
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Joined: Fri Mar 14, 2014 3:43 pm

Re: Some questions

Post by mboog12 »

Hi moet,

1. Yes
2. I'm not sure. I don't understand either. I have to check the design document.
3. I'm pasting the full line of sight rules below. There's quite a bit of text :)
4. Yes



Line of Sight
In order to Bombard, the artillery unit must have a clear
line of sight (LOS) to the enemy unit’s hex. The LOS is a
measured as a straight line from the center of the firing
unit’s hex to the center of the target unit’s hex. If this
line crosses a hexside of an intervening hex which contains
Blocking Terrain, then the LOS is blocked. Ignore
the terrain in the firing and target units’s hexes and
along their hexsides. LOS is always reciprocal, that is if
unit A can see unit X, then unit X can see unit A.
Maximum Range. The LOS is four hexes (3.5 Counting
Distances) unless stated otherwise in the Exclusive
Rules.
Units: Never block LOS.
Blocking Terrain: The Terrain Effects Chart lists the
blocking terrain in each game–typically woods, towns,
marsh, and other others. Blocking terrain is treated as
one level higher than the hex it occupies.
Hexside spine: Hex terrain is alway considered to fill
the hex, even it it shown on the map as only covering
50+% of the hex. If the LOS runs along a hexside between
two hexes, one with blocking terrain and the other
non-blocking, then the LOS is not blocked.
Same Elevation: Units on the same elevation have a
LOS unless it is blocked by a higher elevation hex, or
blocking terrain on the same elevation, between the
two. Units on high elevation may fire over lower elevation
hexes.
Different Elevations: LOS between a unit on high elevation
and one on low is blocked by a high elevation hex
between the two that contains Blocking Terrain on a
high elevation hex.
A LOS exists between a unit on a higher elevation to
one on lower so long as the elevation change hex is the
same distance or closer to the higher unit (see also
Slopes/Escapements below).
moet
Senior Corporal - Destroyer
Senior Corporal - Destroyer
Posts: 119
Joined: Fri Dec 07, 2007 3:00 pm
Location: Montreal

Re: Some questions

Post by moet »

Thanks for the answers. :-)

About LOS (question 3), the info I needed was actually this one: "…A LOS exists between a unit on a higher elevation to one on lower so long as the elevation change hex is the same distance or closer to the higher unit…" That rule explains how my artillery could fire on a lower target.

About the +1 modifier when firing at lower target (question 2), I think the "+1/-1 Hit Chance is high to low/low to high (even if no slope hex side is present)" means that the firer gets the bonus in any situation that the computer consider that the firer is at a higher level, even though there is no elevation change hex between the firer and the target. I'm not sure though in what situation the computer could make this deduction, may be when there is a higher hex behind the firer and a lower hex behind the target?…
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