restoring readiness

A military-oriented and sci-fi wargame, set on procedural planets with customizable factions and endless choices.

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franklin1000
Posts: 42
Joined: Sat Apr 16, 2005 2:09 am

restoring readiness

Post by franklin1000 »

Just found out not to attack under 75%. Wondering what else I missed.

If you move you lose readiness. Not moving restores readiness.

If you are defending, do you lose readiness?

The closer you are to a road the quicker you restore?
Maerchen
Posts: 348
Joined: Tue Jun 16, 2020 3:05 pm
Location: Germany

RE: restoring readiness

Post by Maerchen »

There is a cultist unit strat card that keeps up your unit readiness. I play that very often, as it is a free attachment to a unit.
The logistics hell this game is IS the fun part! - Maerchen, 2020

The good thing is, we have all the information in the reports. The bad thing is, we have all the information. Maerchen, 2020

Came for SE. Will stay for SE.
Soar_Slitherine
Posts: 436
Joined: Sun Jun 07, 2020 11:33 am

RE: restoring readiness

Post by Soar_Slitherine »

Units lose readiness when they take hits in combat. Defenders suffer reduced penalties from lack of readiness compared to attackers, though it is a significant factor for them nonetheless.
Saros
Posts: 454
Joined: Sat Dec 18, 2010 6:18 am

RE: restoring readiness

Post by Saros »

Also units restore readiness every turn based on having full supply and modified by rolls of their OHQ commander. You can click the readiness button on a unit to see the calculation from last turn.
franklin1000
Posts: 42
Joined: Sat Apr 16, 2005 2:09 am

RE: restoring readiness

Post by franklin1000 »

thanks
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