Author Topic: Cohesion level  (Read 3078 times)

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Offline X-IHH/Wallac Isilviere (Kasper)

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Cohesion level
« on: May 28, 2010, 11:43:15 AM »
Regents Guide PDF version page 132

Page TABLE 6-8: UNIT COHESION
Cohesion   Race   Sample Units
1      
2   Human specialists   Anuirean scouts
3   Goblin, halfling   Anuirean levy
4   Human, elf, hobgoblin   Anuirean regulars
5   Bugbear, dwarf, gnoll, orog   Anuirean armsmen
6   Ogre, undead   Legion of the dead
7   Troll, hill giant   Dwarven  heartguard
8   Stone giant   

Anuirean armsmen have Cohesion 5 per above but accordingly to page 159 TABLE 6-21a: ANUIREAN UNITS Anuirean armsmen have Cohesion 4 (4/3/2/1). Same goes for the knights. Which is right? Because page 161 TABLE 6-27f: DWARVEN UNITS have all the dwarven units have Cohesion 5 (as stated in same example in Page TABLE 6-8: UNIT COHESION as the Anuirean armsmen)
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Offline X-Elinie/RiD (Niels)

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Re: Cohesion level
« Reply #1 on: May 28, 2010, 12:15:38 PM »
I'm fairly certain the tables are more updated and correct than the example list you have found.
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Offline DM B

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Re: Cohesion level
« Reply #2 on: May 28, 2010, 01:28:22 PM »
Those are just examples of units of various races and various experience levels.
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Offline X-IHH/Wallac Isilviere (Kasper)

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Re: Cohesion level
« Reply #3 on: May 28, 2010, 01:32:56 PM »
TABLE 6-8: UNIT COHESION in word version in hidden library also say cohesion 5 for armsmen which makes sense having one more than the anuirean regular that have 4. Defense 20 for armsmen vs defense 18 for regular. Same movement +8 melee for armsmen and +6 for melee for regulars. Power attack & elite plus double upkeep.

Regarldess I just would like to have it clearified which is correct. One could assume TABLE 6-21a: ANUIREAN UNITS is the correct one though so I guess the example table 6-8 simply should be edited for future versions
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Offline DM B

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Re: Cohesion level
« Reply #4 on: May 28, 2010, 01:49:17 PM »
The table 6-8 assumes a typical armsmen unit; just like the levy assumes a typical levy unit etc. All of those tables are examples. It's the unit listings that count. I.e. tables 6-21
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Offline X-IHH/Wallac Isilviere (Kasper)

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Re: Cohesion level
« Reply #5 on: May 28, 2010, 04:12:39 PM »
Tables 6-21a: Anuirean units have armsmen cohesion at 4/3/2/1. How to read the table then? 4/3/2/1 means 4 cohesion subject to exp modifiers? Meaning that an Anuirean armsman with 10 xp and thus being elite level getting +1 cohesion have 5 cohesion (5/4/3/2 or 5/3/2/1??)

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Offline DM B

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Re: Cohesion level
« Reply #6 on: May 28, 2010, 05:05:53 PM »
I have to be a bit vague here because the actual figures are being revised...

Its the first number that counts; i.e. 4/3/2/1 means Cohesion 4. Which is modified for experience. And compared to whatever Cohesion table is effect at the moment.
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Offline X-IHH/Wallac Isilviere (Kasper)

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Re: Cohesion level
« Reply #7 on: June 17, 2010, 11:46:46 AM »
So a broken Anuirean Dragoon crack level having a total of 5 cohesion but only "1 hit" left. Accordingly to TABLE 6-9: COHESION AND DAMAGE LEVEL Regent Guide v3.5.

Greater Cure Army heals 2 hits. My question is this:
A Cleric level 10 will be able to cast on 10 units. Can he alternatively affect a unit more than once? Say twice and healing a total of 4 wounds? (paying 2 x 5 RP for the unit for a total of 10 RP)?

Greater Cure Army
Conjuration (Healing) [Positive]
Caster level: Clr 4, Drd 4
Components: 2 GB
Regency: 5 RP/unit
Casting Time: One free action (1 hour, 10 battle
rounds)
Range: Battlefield
Targets: 1 unit/caster level
Duration: Instantaneous
Saving Throw: Yes (harmless)
Spell Resistance: Yes
Description: The caster must walk among the
wounded, speaking to them, laying on hands and
so forth.
Spell Effect: Target units are affected by a cure
critical wounds spell, removing 2 hits of damage.
The spell may only be cast after battle or against
units either in the reserve or far removed from
actual fighting.



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Re: Cohesion level
« Reply #8 on: June 17, 2010, 12:37:53 PM »
No. The same unit can only be healed once.
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Re: Cohesion level
« Reply #9 on: June 17, 2010, 01:01:42 PM »
No. The same unit can only be healed once.

I assume once per spell, so instead prepare and cast the realm magic spell Greater Cure Army two times in same season if having both 4th & 5th level spell slot, or if not having more than one 4th level realmagic two seasons in a row.

Situation:
The units needs to heal 4 hits. Cast Cure Army lvl (2nd lvl realm magic) for 1 hit & cast Greater Cure Army (4th lvl realm magic) for another 2 hits healed. Then the unit, not doing any other action the entire season, and located in a province where it can muster, perform a recover action for the last 1 hit for a total of 4 hits regained on just one season.

Question to above situation being can a unit passively receive one or more cure army type of spells and perform recover action all in same season?
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Offline X-Osoerde (Alan)

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Re: Cohesion level
« Reply #10 on: June 17, 2010, 02:37:35 PM »
In most case, a unit can recieve a heal spell and recover. 

I do not believe that multiple heal spells on the same units during the same season is feasible though.

In RoE, healing does not mean that once you recieve healing you are immediately better and can act normally. It typically reduces the amount of time the injured would be injured, maybe reducing 'down time' from the injury or reducing the time to full recovery.  This is all based on the type/power of the healing magic used.

In short, healing always has a time component.
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Offline X-EOM/SS (Tristan)

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Re: Cohesion level
« Reply #11 on: June 18, 2010, 07:17:44 AM »
In short, healing always has a time component.

I'm going to be picky here, but what is being discussed is actually miracles rather than healing, it's just the terminology used to describe the effect the miracle is healing.

That said I personally wouldn't allow the spells to stack, otherwise the ability to stack lower level versions of the spell reduces the power of higher level casters.
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Re: Cohesion level
« Reply #12 on: June 18, 2010, 07:52:32 AM »
You can recover once per turn.

You can be the recipient of any number of curative spells, but you cannot benefit from more than one such spells in any one war move (and the spell can conceptually only cure damage taken during that war move).
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Offline X-Haelyn's Aegis/RK (Andy)

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Re: Cohesion level
« Reply #13 on: June 18, 2010, 10:54:27 PM »
You can recover once per turn.

You can be the recipient of any number of curative spells, but you cannot benefit from more than one such spells in any one war move (and the spell can conceptually only cure damage taken during that war move).

So if one of your armies was wounded, you couldn't memorise a cure spell the next turn and use it to heal the unit?  It can still be seen as speeding the natural healing process or mystical healing either way so I'm not sure I understand the conceptual point.  If the idea is accelerated healing but wounds fester, etc making delayed healing harder that could be built in by higher RP cost or reduced effect for delayed healing.
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Offline X-IHH/Wallac Isilviere (Kasper)

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Re: Cohesion level
« Reply #14 on: June 23, 2010, 10:25:15 AM »
You can recover once per turn.

You can be the recipient of any number of curative spells, but you cannot benefit from more than one such spells in any one war move (and the spell can conceptually only cure damage taken during that war move).

Is that to be understood as you can not prepare and cast a realm magic cure spell 2 months after the damage has been suffered?
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