Rumours

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Revision as of 20:46, 6 February 2007 by Van Peteghem (talk | contribs) (→‎Wounded troops healing faster: Digging-in rumous)
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Below are some rumors which have been treated as fact by some characters, along with any evidence for or against the rumor.

Combat and Military Command

Bad things happen with units other than infantry set to normal hunt.

Rumor: "Archers are very bad when hunting; often they lose more men than they meet. Please, hunting is for infantry, cavalry, mixed infantry and special forces, not for archers."

Rumor: "Hunting cavalry can be devastating to you if you are infantry or archer"

Rumor: "Hunting large units with high CS will result in high casualties"

Rumor: "If you're going to hunt you should set your unit to normal...if you set it to something else you could have bad results if you encounter the enemy."

Status: Unconfirmed.

Pro: Imagine you and ten of your archers, with their bows, are walking through the streets looking for fled enemies. Suddenly there are 4 soldiers in front of your nose, with swords. Seeing they cannot escape, they will surrender or fight you. If they surrender, okay nice. If they fight you, what will you do, hit them with your bows against their swords? You may win but you will lose men as well. Hunting is just something for melee-forces, not for archers. Van Peteghem 14:28, 4 January 2007 (CET)

Con: I've done hunting with archers 5 or 6 times. I have only lost a man once. I haven't bothered keeping track of any statistics, but it didn't seem to me that my men were finding less enemy troops than any others. --Indirik 14:08, 12 July 2006 (CEST)

Bureaucratic Work and Region Maintenance

Quantity vs. quality

Rumor: "Do Police Work TWICE for 4 hours each. Gives your men break in between. (ooc:more effective than a single 8hours)"

Status: Bug?

Pro: Game logic should prevent performing police work twice during the same turn. However, a bug reportedly exists which allows police work to be done (at least) three times during a single turn.

Con: Round-off errors might give the illusion of increased effectiveness.

Troop Status

Wounded troops healing faster

Rumor: "Resting your wounded troops will let them heal faster and have a reduced chance of dying."

Rumor: Staying in one region with wounded men (ie. not travelling between regions) will heal your men faster than if you were on the move.

Rumor: Digging in heals your woundeds faster.

Status: Unconfirmed.

Pro: I have noticed that my men tend to die in larger numbers when travelling, than when staying put in one region. It's only logical even, serious wounded who are transported in RL have more chance of dying (thus the cliché of movies: "he'll die if we move him!"), it's more than likely it's implemented because of that.

Con: I rest my troop about 16 hours in 2 turns and all the my 4 wounded died (I had 1 healer in 18 footmen)