18.10.2015 - 09:55
Hi, I'm a new player and trying to get a sense of what ratio of attacking to defending forces is required in order to have some confidence in a successful attack. For example, is a 2:1 ratio (or some other ratio) of attacker's total attack value to defender's total defense value required to easily take a city? I'm assuming you also need to take into account any unit- and strategy-based bonuses that apply to the given battle?
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18.10.2015 - 12:16
Strategies that doesn't nerf infantry attack 2 Infantry beat 1 Militia 4 infantry beat 2 Militia 5 Infantry beat 3 Militia 6 Infantry beat 4 Militia 7 Infantry beat 5 Militia 8 Infantry beat 6 Militia 9 Infantry beat 7 Militia 10 Infantry beat 8 Militia ======================== 3 Infantry beat 1 Infantry 5 Infantry beat 2 Infantry 7 Infantry beat 3 Infantry 9 Infantry beat 4 Infantry 11 Infantry beat 5 Infantry 12 Infantry beat 6 Infantry 14 Infantry beat 7 Infantry 15 Infantry beat 8 Infantry ======================== ======================== Strategies where infantry attack is nerfed such as imperalist 2-3 Infantry beat 1 Militia 5 Infantry beat 2 Militia 6 Infantry beat 3 Militia 7 Infantry beat 4 Militia 8 Infantry beat 5 Militia 9 Infantry beat 6 Militia 10 Infantry beat 7 Militia 11-12 Infantry beat 8 Militia ======================== 3-4 Infantry beat 1 Infantry 5-6 Infantry beat 2 Infantry 8 Infantry beat 3 Infantry 10 Infantry beat 4 Infantry 12 Infantry beat 5 Infantry 14 Infantry beat 6 Infantry 17 Infantry beat 7 Infantry 18-19 Infantry beat 8 Infantry ======================== ======================== If you attack using normal militia. Treat them like you treat Imperialist infantry. DO NOT ATTACK WITH IMPERIALIST MILITIA. Tanks of all strat are worth 1.5 infantry each. Try not to be 0.5 short though cause it could significantly increase your chance of failure. ======================== ======================== For Desert Storm helicopters. Treat them as tanks so they are worth 1.5 infantry each. When fighting Infantry with Desert Storm helicopter, pretend those infantry are militia. ======================== ======================== For Marines treat them like tanks ie worth 1.5 infantry each. Once again make sure you are not 0.5 short. ======================== For GW militia treat them like regular infantry ======================== Do some math when you merge stuff.
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Laadimine...
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18.10.2015 - 12:30
huh, 16 mil beat 8 inf, just not as reliably as it should be, 17-18 better.
Laadimine...
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18.10.2015 - 12:35
You get a stack bonus, you will get better rolls the higher proportion of units you have, so you will need less than what attack/defence implies and vice versa. Smaller battles are unreliable and usually require a higher attack/defence. Also keep in mind you cannot roll less than one so this skews the real average rolls of battles.
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18.10.2015 - 12:38
Thanks Royal, that's really helpful! I was under the impression that there was some randomness in the attacking-- what would you say that the likelihood of accuracy is for the scenarios you described? Is it pretty much a sure thing that "2 Infantry beat 1 Militia" or is it just more likely than not?
Laadimine...
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18.10.2015 - 12:38
By the way, you posted this same topic twice, just thought I'd let you know
---- "For out of the ground we were taken For the dust we are, And to the dust we shall return"
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18.10.2015 - 12:41
All of them are at least 95% chance of success. Just know failures can happen.
Treat Militia like imp infantry in my chart.
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18.10.2015 - 12:44
Oh I didn't know about that! Are values for the stack bonus listed anywhere or is this mostly just from observation?
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18.10.2015 - 12:46
No values are not listed anywhere. Even admins cant figure out how stack bonuses work yet.
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18.10.2015 - 13:35
It will work most of the times I mean. like 70-80%
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18.10.2015 - 13:43
lol with gw that's a sure win, same attack as inf.
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18.10.2015 - 13:49
Um, how does the defence matter in attack?
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18.10.2015 - 14:04
The inf defence is the same though...? My point was that gw mil 16:8 is same as normal inf 16:8.
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18.10.2015 - 14:16
Go safe in the starting turns, since one attack matters a lot more proportionally, later on you can be a bit more risky when failing something won't be catastrophic.
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18.10.2015 - 14:24
gw mil 4 att, normal inf 4 att....
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18.10.2015 - 15:24
WRONG 15-16 GW militia have almost the same chance of beating 8 infantry as 15-16 normal infantry does.
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18.10.2015 - 16:24
nice quoting
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18.10.2015 - 17:17
2 gw militia will fail quite a bit against 1 inf, 4 gw militia vs 2 inf will have a better chance, 8 will again do better. 16 will nearly always beat 8. I would be surprised if you could show me a battle where 16 failed against 8. Why is this the case? Because this is a larger battle and the stacking effect is more effective. @ the op fixed formulas for what to send vs neutrals are hard to find, what royal posted is fine but not perfect. 11 imperialist inf is a little risky vs 8 militia. Not to mention that it is a waste of infantry. Att/def is ok but you also need to consider hp for strats like IF and GC and so you can take the knowlege to maps without the default units and expand safely there. Games experience and observation will give you a feel for how the stacking effect works, unfortunately there is no known formula for it.
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Oled sa kindel?