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    • Armored car used a lot of ammo. :)
      "Then, when you run out of ammunition and the enemy continues to advance - to the bayonet, when they break your knife - to your hands, when they break both of your hands - to your teeth, when you get the last tooth knocked out, as long as you move, as long you are there - attack! When they mortally wound you, see to it that you fall in their way, so they have to go around you, jump over you or move you - bother them even in death!" speech of lieutenant Tasic before battle of Cer 1914.
    • There are many ways to stop rebellions. But this is other subject. If you attacked armored car on a clear field it has 50% more strength so it can take away two infantries. Also, the famous x factor, and you could attack near day change... So many factors that are not logic, but hey, that is just a game. In time you will know what to expect. I still can not imagine that AT unit can kill with easy tank in the city. I do not know if it is possible to attack with at unit at all in real life. How would be look like, several man pushing at gun and then position it, aim and fire while tank crew would watch them and die from laughing ?
      "Then, when you run out of ammunition and the enemy continues to advance - to the bayonet, when they break your knife - to your hands, when they break both of your hands - to your teeth, when you get the last tooth knocked out, as long as you move, as long you are there - attack! When they mortally wound you, see to it that you fall in their way, so they have to go around you, jump over you or move you - bother them even in death!" speech of lieutenant Tasic before battle of Cer 1914.
    • An Armored Car at Lvl. 1 regularly deals 2.0 damage when defending against/attacking infantry units, but since it was in the plains, it was boosted by 50%. This allowed it to deal 3.0 damage to your infantry each time, and boosts its hit points up to 22.5 (originally 15).
      An Infantry at Lvl. 1 regularly deals 1.0 damage when attacking armored vehicles (tanks, armored cars, etc.), they also have no boost. Since you had 2 of them you would deal 2.0 damage to their armored car each round. You only have 15 hit points.
      Without considering the condition of the units, you would need over 11 rounds to finish the armored car, while the armored car would need 10 rounds to finish your infantry units (condition points do affect battle). This would allow a close win for the armored car.
      This example is not entirely accurate because the damage dealt is reduced each time based on the condition points.
      Other things to consider helping your enemy win here may be their fortifications, or if it's one of their core provinces.
      "Appear weak when you are strong, and strong when you are weak". ~ Sun Tzu, The Art of War
    • This calculator is still active:

      dxcalc.com/cow

      though it hasn't been updated for a while (for CoW unit balancing updates), so should be used as indication only.

      Testing your fight with L1 units on both sides, plains, inf attacking led to an AVERAGE result of AC dead, 73% of infantry hit points gone. X factor changes that final result.
      When the enemy is driven back, we have failed. When he is cut off, encircled and dispersed, we have succeeded. - Aleksandr Suvorov.
    • T-3PO wrote:

      Plains and my two infantry attack.
      These two pieces of information nearly guarantee the outcome.

      Armor is strongest on plains, weakest in cities. When you talk realistically armored units have speed and room to maneuver on plains. Infantry has no place to hide on plains at all.

      Infantry attacking armor in any combination is never a good idea on plains.






      In every battle there is an X-factor that means an attack might do from zero to 100 percent of the listed damage. This is in addition to the effects of terrain, forts, and home defense.




      And read >> Complete guide to morale and rebellions on the forum.
      War is a game that is played with a smile. If you can't smile, grin. If you can't grin keep out of the way til you can. - Winston Churchill



      VorlonFCW
      Senior Game Operator
      EN Support Team | Bytro Labs Gmbh

      >>> Click Here to submit a bug report or support ticket <<<
    • Lukenick wrote:

      An Armored Car at Lvl. 1 regularly deals 2.0 damage when defending against/attacking infantry units, but since it was in the plains, it was boosted by 50%. This allowed it to deal 3.0 damage to your infantry each time, and boosts its hit points up to 22.5 (originally 15).
      An Infantry at Lvl. 1 regularly deals 1.0 damage when attacking armored vehicles (tanks, armored cars, etc.), they also have no boost. Since you had 2 of them you would deal 2.0 damage to their armored car each round. You only have 15 hit points.
      Without considering the condition of the units, you would need over 11 rounds to finish the armored car, while the armored car would need 10 rounds to finish your infantry units (condition points do affect battle). This would allow a close win for the armored car.
      This example is not entirely accurate because the damage dealt is reduced each time based on the condition points.
      Other things to consider helping your enemy win here may be their fortifications, or if it's one of their core provinces.
      HP doesn't boosted on plain. Armored car on plane has still max 15 hp, or in that example 13,2 hp (88%) but 3 damage (in real 2,85 also 2,9 (95% efficience)) but!!! He said ac was defending, im thinking on own core, also ac get another 15% bonus 15% less taken damage and 15% more own damage.

      Also 2x1,5x1,15x0,95 is 3,3. Two attacking infanterie regiments have 2x0,85 also 1,7 damage on first tick.

      Lawrence Czl wrote:

      T-3PO wrote:

      Can someone please tell me how it is realistic that two level two infantry at 95% get defeated by one level 1 armored car at 88%
      it helps if you give the levels of the units. Otherwise we have to choose an example for instance with L1 units.
      T-3PO wrote TWO level TWO units. Also stop spamming forum, lawrence.
    • f118 wrote:

      Also stop spamming forum, lawrence.
      That is uncalled for. We expect you to be polite and civil in the forum. Please leave moderation to the staff.
      War is a game that is played with a smile. If you can't smile, grin. If you can't grin keep out of the way til you can. - Winston Churchill



      VorlonFCW
      Senior Game Operator
      EN Support Team | Bytro Labs Gmbh

      >>> Click Here to submit a bug report or support ticket <<<
    • Wait, so HP doesn't get boosted in plains for armored cars but it can be decreased in the city? That doesn't seem right. So terrain disadvantages affect health but terrain advantages do not?
      So does this mean the enemy had more than an armored car?
      "Appear weak when you are strong, and strong when you are weak". ~ Sun Tzu, The Art of War
    • Terrain advantages only increase the defensive and offensive strength. The city debuff (half health) is an additional penalty to the fact that armored vehicles had a hard time traversing the often bombed out cities, and were left very vulnerable to anti-tank personnel with plenty of places to hide. The planes bonus, is an example of having clear Line of Sight to spot and eliminate enemies. It's very logical and accurate in my opinion.
    • Lukenick wrote:

      so HP doesn't get boosted in plains for armored cars but it can be decreased in the city?
      There are TWO different things at work here, that many people think mean something else.


      In general, Armored units have half the hit points in cities as they do anywhere else.

      Separate from hit points is the Strength. This indicates a change to how much damage they do both attacking and defending.





      So lets go through the unit cards to figure this battle out. I am going to start with units at 100 percent for simplicity.

      You have a pair of level 2 infantry:


      They are attacking, and their target is an armored unit (blue arrow) so they do 1.0 damage each.
      There are no strength modifiers in the strength column.
      As there are two units the stack will do 2.0 damage to armor each round.
      The SBDE limits do not come into play in this example.





      So the target:
      One armored car, level 1.





      An armored car on plains will have 15 hit points (red arrow)
      The armored car is defending which will do 2.0 HP damage to infantry at standard strength. (blue arrows)

      However there is a strength modifier of +50% for plains. (more blue arrows) This means that the armored car will defend with 3.0 hit points against infantry. (If you don't understand the math that 50% increase from 2.0 means 3.0, ask a math teacher)




      So in order to kill the armored car, the two infantry are going to have to attack 7.5 times, which means a minimum of 8 combat cycles.


      In 8 combat cycles the armored car is going to defend, doing 24 hit points of damage to your infantry.

      I will agree with f118 above and assume that this was a core province, making the armored car an additional 15% stronger.

      And a battle or two may have gone in the defenders favor with the x factor.
      War is a game that is played with a smile. If you can't smile, grin. If you can't grin keep out of the way til you can. - Winston Churchill



      VorlonFCW
      Senior Game Operator
      EN Support Team | Bytro Labs Gmbh

      >>> Click Here to submit a bug report or support ticket <<<
    • Alright, well thanks for uh, laying that out, I understood most of it but forgot they had all the HP levels listed out. Plus I didn't know of the 15% core boost. So other than that, SBDE, and condition, I assume that's it for units battling? If I'm missing anything just refer me to a page that covers it if you want.
      "Appear weak when you are strong, and strong when you are weak". ~ Sun Tzu, The Art of War