Ive been keeping notes of observations and questions I have as I go through my first scenario with a custom commander. My hope is this thread will shed a lot of light on questions you may not even think to ask.
1. How is overwatch range calculated? On my 7 range troopers its 6 hexes. On my 9 Range sniper hero its 7 hexes. I just modded some troopers and my heroes with rail accelerators (+1 range, +10% accuracy). As soon as I play a manual battle Ill know the overwatch range of range 8 and 10 units.
1B. Are there any 5 range units with overwatch and if so what is their overwatch range?
2. A question I just though of in relation to the rail accelerator mod... How is accuracy reduction calculated over hexes? The further the enemy is from your unit the lower the accuracy when trying to hit them. Does the range increase from 7 to 8 on medium ranged units such as troopers? Is there additional accuracy reduction for that one extra hex? If so then the +10% accuracy isnt really a benefit so much as a compensation for the accuracy reduction.
3. How does full action(continued) work exactly? So on a void tech hero I have the phase jump ability that lets them teleport 7 hexes I think. This ability's action use is considered full action(continued). From what I can tell it just lets you attack once after teleporting. Is it as simple as that or are there additional nuances?
4. Does the economist doctrine only affect the central resource building you build first for each colony? The description says something like basic resource buildings which is a little vague. I looked through resources after enacting the doctrine and the only increase I saw was from the central resource building, but Im only on about turn 30 so are there more buildings affected perchance?
1. How is overwatch range calculated? On my 7 range troopers its 6 hexes. On my 9 Range sniper hero its 7 hexes. I just modded some troopers and my heroes with rail accelerators (+1 range, +10% accuracy). As soon as I play a manual battle Ill know the overwatch range of range 8 and 10 units.
1B. Are there any 5 range units with overwatch and if so what is their overwatch range?
2. A question I just though of in relation to the rail accelerator mod... How is accuracy reduction calculated over hexes? The further the enemy is from your unit the lower the accuracy when trying to hit them. Does the range increase from 7 to 8 on medium ranged units such as troopers? Is there additional accuracy reduction for that one extra hex? If so then the +10% accuracy isnt really a benefit so much as a compensation for the accuracy reduction.
3. How does full action(continued) work exactly? So on a void tech hero I have the phase jump ability that lets them teleport 7 hexes I think. This ability's action use is considered full action(continued). From what I can tell it just lets you attack once after teleporting. Is it as simple as that or are there additional nuances?
4. Does the economist doctrine only affect the central resource building you build first for each colony? The description says something like basic resource buildings which is a little vague. I looked through resources after enacting the doctrine and the only increase I saw was from the central resource building, but Im only on about turn 30 so are there more buildings affected perchance?