Hey everyone, I did some research into how the damage model works. Its pretty complicated but understanding the basics led me to bring the whole "nuke" idea into my army group tactics. I was wondering if this is effective and if this adaptation into my tactics is worth it or if I should just go back to mixing units. Let me explain quickly what I mean.
In the past I would think "what would they do in real War"? Well tanks and infantry would be combined. This is how I played the game and I would mix armor with Infantry class to give them more staying power. But the problem I see now is that the damage model doesn't appear to support this. For example, if you mix a infantry and a tank together and you get attacked by lets say a tactical bomber, than because they are mixed that T. Bomber will do its damage to the infantry and the tank. IF for this example you say a T. Bomber does 3 damage to infantry and 3 damage to tanks it is now doing 6 damage total. But if you only have 3 infantry instead of 1 infantry and 1 tank, than the T. Bomber would only do damage to the infantry for 3..instead of 6 total. Add in how the "x-factor" works and because you have 3 damage to a larger infantry group the pair up changes in your favor. IF infantry and tank both have 1 defense to air for our purposes than the ratio was 3 bomber attack against 1 infantry defense and 3 bomber attack against 1 tank defense. The ratio gratly favors the bomber and he will do close to full damage. But if you use the later example and had 3 infantry instead of 1 tank and 1 infantry. Your infantry defense is now 3. So you have cut the bombers tank attack out of the picture and increased the ratio to a equal 3 bomber attack to 3 infantry defense. Now the bomber has lost its tank attack and because of the equal attack and defense ratio it will most likely do below its full 3 attack.
For one, the nukes factor is common in other online strategy games. Where you build a massive group of one class because it more effectively defends and it more effectively can penetrate certain defenses. IT seems lame but it appears the damage model supports it because the ratio of attack damage to defense has a effect on the damage roll according to how i understand the damage model. Like if you have 3 attack against 10 defense you will not even do 3 damage because the ratio and the "x-factor". Where if you are attacking with 10 and the defender has 3 you will do much closer to full 10 damage because of the higher ratio you have in your favor.
So i guess im wondering if im on to something here, or if im misunderstanding how the damage works?? IF this is true than it would make more sense to make a big stack of infantry class units without mixing in any armor because it reduces the effectiveness of your opponents mixed stacks.
This brings a new way of thinking into the game where combining like classes into ultra Infantry, Armor, Air, and Ship nukes is the way to go. I hope im wrong because its more fun to mix.
Any comments are appreciated. Should be into a new match in the next few weeks and I want to figure this out before I start so I can build my strategy.
Thanks to anyone who can shed some light on this!
In the past I would think "what would they do in real War"? Well tanks and infantry would be combined. This is how I played the game and I would mix armor with Infantry class to give them more staying power. But the problem I see now is that the damage model doesn't appear to support this. For example, if you mix a infantry and a tank together and you get attacked by lets say a tactical bomber, than because they are mixed that T. Bomber will do its damage to the infantry and the tank. IF for this example you say a T. Bomber does 3 damage to infantry and 3 damage to tanks it is now doing 6 damage total. But if you only have 3 infantry instead of 1 infantry and 1 tank, than the T. Bomber would only do damage to the infantry for 3..instead of 6 total. Add in how the "x-factor" works and because you have 3 damage to a larger infantry group the pair up changes in your favor. IF infantry and tank both have 1 defense to air for our purposes than the ratio was 3 bomber attack against 1 infantry defense and 3 bomber attack against 1 tank defense. The ratio gratly favors the bomber and he will do close to full damage. But if you use the later example and had 3 infantry instead of 1 tank and 1 infantry. Your infantry defense is now 3. So you have cut the bombers tank attack out of the picture and increased the ratio to a equal 3 bomber attack to 3 infantry defense. Now the bomber has lost its tank attack and because of the equal attack and defense ratio it will most likely do below its full 3 attack.
For one, the nukes factor is common in other online strategy games. Where you build a massive group of one class because it more effectively defends and it more effectively can penetrate certain defenses. IT seems lame but it appears the damage model supports it because the ratio of attack damage to defense has a effect on the damage roll according to how i understand the damage model. Like if you have 3 attack against 10 defense you will not even do 3 damage because the ratio and the "x-factor". Where if you are attacking with 10 and the defender has 3 you will do much closer to full 10 damage because of the higher ratio you have in your favor.
So i guess im wondering if im on to something here, or if im misunderstanding how the damage works?? IF this is true than it would make more sense to make a big stack of infantry class units without mixing in any armor because it reduces the effectiveness of your opponents mixed stacks.
This brings a new way of thinking into the game where combining like classes into ultra Infantry, Armor, Air, and Ship nukes is the way to go. I hope im wrong because its more fun to mix.
Any comments are appreciated. Should be into a new match in the next few weeks and I want to figure this out before I start so I can build my strategy.
Thanks to anyone who can shed some light on this!