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City modifiers (2d10)

 
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City modifiers (2d10) - 5/11/2019 9:13:09 AM   
Orm


Posts: 18295
Joined: 5/3/2008
From: Sweden
Status: offline
Why doesn't the ENG cancel out the negative city modifier? I expected the final combat odds to be +20 if the fractional odds failed.

Note that Netherlands is surprised.




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Intend attacking at dawn high water.
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RE: City modifiers (2d10) - 5/11/2019 12:08:20 PM   
Centuur


Posts: 8240
Joined: 6/3/2011
From: Hoorn (NED).
Status: offline
RAW:

Engineers provide +1 to the land combat die roll (see 11.16.5) when
attacking a 2 or 3 factory stack city. Defending engineers subtract 1
from the die roll when defending a 2 or 3 factory stack city. These
benefits are in addition to the other benefits and can be used
simultaneously (e.g. gaining both benefits when attacking across a
river into a 2 factory city).


There is only one factory in Amsterdam. No bug.

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Peter

(in reply to Orm)
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RE: City modifiers (2d10) - 5/11/2019 1:59:25 PM   
ssiviour

 

Posts: 20
Joined: 8/8/2014
Status: offline
Agreed not a bug, but different calculation.

-1 for city, -1 for factory, +1 for ENG unit makes -1 modifier in Total

The quote from RAW is relevant to 1D10 Combat Table, not 2D10


(in reply to Centuur)
Post #: 3
RE: City modifiers (2d10) - 5/11/2019 2:33:35 PM   
Orm


Posts: 18295
Joined: 5/3/2008
From: Sweden
Status: offline
Thank you, ssiviour.

For some reason I was blind to the fact that there was a factory in Amsterdam.

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Intend attacking at dawn high water.

(in reply to ssiviour)
Post #: 4
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