Author | Precombat position and Iniative |

Can someone explain how it works.
The help page says:
"The pre-combat positioning of units on the bar happens with a random deviation of 0% to 10%"
What exactly does that mean?
Does that mean that using iniative items has no affect on the precombat position for your hero if its stays below 10%?
And how does it work for your troops?
It seems certain troops will generally get their turn before others but not always.
Thanks |

in the first turns a unit with 10% less invitive the one can play before the unit with the higher one |

https://www.lordswm.com/forum_messages.php?tid=1832909
All your questions answered about initiative. |

Thanks this explains it well ... still so two questions :)
1. The 0-10% initiative at start means that a troops with 0% initiative could start before a troops with 10% but a troop with 11% will always start before either of them - is that correct?
2. Does your hero initiative has any affect on your troop or just yourself?
Thanks again |

*1. The 0-10% initiative at start means that a troops with 0% initiative could start before a troops with 10% but a troop with 11% will always start before either of them - is that correct?*
11% is 11% higher than 0%; so yes the 11% always goes first.
11% is only 1% higher than 10%; so no.
*2. Does your hero initiative has any affect on your troop or just yourself?*
Hero intiative is hero initiative. This is only for the hero. Each stack has its own initiative clearly stated. |

Why do poiseners with 11% always have their turn before elfs with 10% then? |

Okay, thanks for the information. Now I realize that buying Initiative Items is a complete waste of gold. I always thought they helped my troops' initiative too. |

*I always thought they helped my troops' initiative too. *
Huh? They do. What you see listed as ini next to hero is in fact troops ini bonus. There are precious few things to increase hero ini. |

for clarification:
The 0-10% thing is a percentage of the initiative and not a direct number unto the initiative
That means that all units have a random 0-10% applied to their current initiative, not added
That means a stack with, say, 15 initz can have 0 to 1.5 randomly added to it at the start.
Thus the chance for a 10 to come before an 11 is 10% chance that 10 becomes 11 (10% added), 10% chance that 11 stays 11 (0% added) and 50% that given the draw, the 10 is placed before the 11 ==> 0.5% chance |

Why does the mathematics have to be so confusing? Why can +1% mean +1% instead of all this gobbledygook. Now I'll never buy another Initiative Artifact since the cost of such an Artifact isn't worth the piddly benefit you get from it! :-( |

*since the cost of such an Artifact isn't worth the piddly benefit you get from it! :-( *
Not really. Each +1% adds up and gives you 1 more activation per 10 turns.
Don't forget that initiative is also the number of time a stack moves for every 10 moves of a 10 initz stack. So +2% means 1 extra move every 5 rounds.
Adding all the possible %s
Light mithril coif +1%
Pendant of despair +5%
Sword of might +3%
Shoes of aspiration+3%
Ring of abdication +5%
9 levels of TG +9%
That's a total of +26%. On a 10 Initz stack, that's 2.6 extra turns than normal. On a Shrew (initz 16) becomes 20.16, which means 4 extra attacks.
It may matter in the end. A bit doesn't seem to help, but when they all add up... |

Yeah, but all your Artifacts can't be Initiative increasing Artifacts. I gotta have Attack, Defense, Luck & Increased Ranged Damage Artifacts too. They all seem to be much more worthwhile and have more value than Initiative increasing Artifacts which only give one or two turn for every 10 rounds. Most battles don't even last for 10 rounds. |

It is very simple.
Stack A has 9 init
Stack B has 10 init.
Stack C has 11 init.
Stack D has 11.1 init.
*"The pre-combat positioning of units on the bar happens with a random deviation of 0% to 10%"*
This means that for Stack B 10 init +/- 10% --> 9 to 11 init is the range. This means there is a chance that Stack A can be positioned before B and C can be positioned after B. But D which is 11% more than B will always be positioned earlier.
Then there are arts. If your arts give you 1% init, then your B which normally has 10 init would become 10.1 init, which means now your B stack can be positioned earlier than D because of that 10% deviation. |

#11
You're completely wrong.
*since the cost of such an Artifact isn't worth the piddly benefit you get from it! :-( *
Not really. Each +1% adds up and gives you 1 more activation per 10 turns.
Don't forget that initiative is also the number of time a stack moves for every 10 moves of a 10 initz stack. So +2% means 1 extra move every 5 rounds.
1% extra init only means your units move 1% faster, not 10%.
2% isn't 1 extra move every 5 rounds. it is 1 extra move every 50 rounds.
*That's a total of +26%. On a 10 Initz stack, that's 2.6 extra turns than normal. On a Shrew (initz 16) becomes 20.16, which means 4 extra attacks.*
+26% isn't 4 extra attacks. It is 1 extra attack every 4 attacks.
Shrews with 16 init gets to move twice for every move a swordsman (8 init).
If you want your shrews to move 4 times as fast as normal, then you need 64 init, or 80 init if you want 4 extra attacks (1+4extra=5x). |