Strange Combat Results (Or how I learned to love the bomb)
Posted: Wed Sep 01, 2010 9:27 pm
The extensive posts on "Farcical Combat Results" caused me to try to determine exactly how they can occur. I took a simple example of Average Pike charging Average MI, protected with light spear, no support, both in good order and at full strength of 100%.
Pike are ++ due to above 50% and above 75%. Both pikes and MI get 4 attacks. Being ++, pikes need 3 or better for a hit. MI, having no POA advantage, need 4 or better.
Pikes roll 1,2,2,2 and inflict no hits. MI roll 1,4,5,6 and inflict 3 hits. Pikes casualties are from table under "Impact Combat" for a BG that recived more hits. On that table, for receiving 3 hits, pikes can lose 9% to 18% of its initial 100%. MI use table for "Other Results." On that table for receiving 0 hits, MI can lose .01% to 1% of its initial strength. Pikes lose the maximum 18%. MI lose the maximum 1%. Pikes now at 82%, MI at 99%. Pikes test cohesion due to receiving more hits in impact.
Pikes receive a modifier of -1 due to receiving more two or more hits and additional -1 due to receiving two more hits than it inflicted. Pikes roll two dice and get a 1 and a 3, total 4. The 4 is reduced for the two -1 for a net of 2. Pikes drop two cohesion levels, become fragmented. In coming mele, pikes have no POA advantage as they are fragmented and have only 2 attackts for the same reason. MI still have 4 attacks, so pikes are probably toast. In the mele, they could easily lose another 8% and drop below 75%.
My observations are: pikes start with ++ advantage and yet only have a 17% advantage on each die roll compared to MI (67% versus 50%). If the pikes had just a + advantage, the chances are equal. I think this is the first problem. If the combat mechanism used a 10 sided die instead of a six sided die, for example, the ++ advantage could be 70%, a plus advantage could be 60% and no advantage 50%. The same is true of a single minus and a double minus. Both now are at 33%. A single minus with a 10 sided die could be 40% and a double minus 30%.
The second problem is the range of casualties. I assume that the range for 3 hits of 9% to 18% is equally distributed. By this I mean there is an equal chance for the result of 18% or 9%. I think the chance of a large loss should be remote. I would suggest a bell shaped curve in which the chance of an 18% loss and a 9% loss are about 5% each, but the chance of a 13% loss or a 14% loss would be about 10% each, as these are the mid points of the range. This would help to reduce the more extreme examples.
Having said all of this, I am sure the rules authors had good reasons for their design and I still love the bomb, er, game.
Pike are ++ due to above 50% and above 75%. Both pikes and MI get 4 attacks. Being ++, pikes need 3 or better for a hit. MI, having no POA advantage, need 4 or better.
Pikes roll 1,2,2,2 and inflict no hits. MI roll 1,4,5,6 and inflict 3 hits. Pikes casualties are from table under "Impact Combat" for a BG that recived more hits. On that table, for receiving 3 hits, pikes can lose 9% to 18% of its initial 100%. MI use table for "Other Results." On that table for receiving 0 hits, MI can lose .01% to 1% of its initial strength. Pikes lose the maximum 18%. MI lose the maximum 1%. Pikes now at 82%, MI at 99%. Pikes test cohesion due to receiving more hits in impact.
Pikes receive a modifier of -1 due to receiving more two or more hits and additional -1 due to receiving two more hits than it inflicted. Pikes roll two dice and get a 1 and a 3, total 4. The 4 is reduced for the two -1 for a net of 2. Pikes drop two cohesion levels, become fragmented. In coming mele, pikes have no POA advantage as they are fragmented and have only 2 attackts for the same reason. MI still have 4 attacks, so pikes are probably toast. In the mele, they could easily lose another 8% and drop below 75%.
My observations are: pikes start with ++ advantage and yet only have a 17% advantage on each die roll compared to MI (67% versus 50%). If the pikes had just a + advantage, the chances are equal. I think this is the first problem. If the combat mechanism used a 10 sided die instead of a six sided die, for example, the ++ advantage could be 70%, a plus advantage could be 60% and no advantage 50%. The same is true of a single minus and a double minus. Both now are at 33%. A single minus with a 10 sided die could be 40% and a double minus 30%.
The second problem is the range of casualties. I assume that the range for 3 hits of 9% to 18% is equally distributed. By this I mean there is an equal chance for the result of 18% or 9%. I think the chance of a large loss should be remote. I would suggest a bell shaped curve in which the chance of an 18% loss and a 9% loss are about 5% each, but the chance of a 13% loss or a 14% loss would be about 10% each, as these are the mid points of the range. This would help to reduce the more extreme examples.
Having said all of this, I am sure the rules authors had good reasons for their design and I still love the bomb, er, game.