
Alex
Klayecles, I understand the process now, thanks. And I hear what RBS is saying also.klayeckles wrote:i think Alex may have a lack of understanding in the game mechanics...a 100% chance at a "win" means THE OPPONENT WILL HAVE A 100% CHANCE TO MAKE A CHECK FOR COHESION DROPPING...NOT YOU!. And just as important a "check" for a cohesion drop only means that, and it is generally less than a 50% chance it will occur. If you put your brain in the mode of..."i have a 100% chance of causing a check for cohesion drop that will occur 37% of the time..." then you might enjoy the game. i.e. 100% means 37% or so.
it was common for these types of battles lasted for hours, with multiple clashes and withdraws. the game demonstrates this with cohesion. if 100% meant auto drop, the game would not simulate what actually happened on the field. the solution to your problem, of course, is to make sure you always attack engaged enemies in the flanks... easy game?...well that's why we play
That's a really interesting explanation, not sure how I missed this finer point for all this time. Thanks Richard.rbodleyscott wrote:So what you are seeing is not units miraculously passing multiple cohesion tests in a turn, in defiance of probability, but a simulation of one single cohesion test. Multiple tests are taken using the same random score, with only the single worst result counting.
Attacking one unit with three will "burn them down", it just isn't usually as quick as attacking them with two and charging them in the flank with the third.Archaeologist1970 wrote:See, this makes no sense to me. If I want to concentrate on breaking a unit in a line with three units attacking it at the expense of possibly losing in the other adjacent areas of the battle, that should be a thing. I should be able to burn it down. Its not a bad game overall, but just too many weird game design choices like this for me to hold my interest.
From a "realism" perspective, I don't think that really stands, because the frontage of units is limited. A unit of soldiers fighting against three times their number from a forward direction is not fighting against three times as much combat strength, because only a fraction of the outnumbering force can actually fight them. Of course, in reality, outnumbering troops would start to envelop the outnumbered unit and fight it on the flanks, which the game doesn't strictly represent. But I think that's a very different scenario to receiving a flank- or-rear charge and I'd argue that the way the game handles things is a reasonable enough abstraction.Archaeologist1970 wrote:You said piling multiple units on one enemy unit in frontal close combat is not the most efficient way of defeating them. Why not? Raw bodies and the force of three coordinated attacks from the front should be pretty close as effective as one frontal and one flank attack if not more so.
I am well aware of this. Please don't assume that this is how I plan my strategies. Was using my original example as just that, an example.MikeC_81 wrote:Alex, we have talked about this before and how to take advantage of this
viewtopic.php?f=477&t=84921
Also, if you think that winning an attack round = breaking an opponent's unit and are building strategies around that, you are the one at fault.
I am well aware of this. Please don't assume that this is how I plan my strategies. Was using my original example as just that, an example.MikeC_81 wrote:Alex, we have talked about this before and how to take advantage of this
viewtopic.php?f=477&t=84921
Also, if you think that winning an attack round = breaking an opponent's unit and are building strategies around that, you are the one at fault.