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The D.R.A.I.C.H. Boot Camp – Charging destructive power 
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The D.R.A.I.C.H. Boot Camp – evaluating DE units.

Boot Camp 0 – Admission
Boot Camp 1 – First Week – resistance to mass shooting
Boot Camp 2 – Second Week – Resistance to a charge
Boot Camp 3 – Third Week – charging destructive power
Boot Camp 4 – Forth Week – killing when exhausted: further rounds of melee
Boot Camp 5 – Fifth Week – doping with a cauldron of blood
Boot Camp 6 – Sixth Week – flag-doping
Boot Camp 7 – Seventh Week – The Monoliths Shooting Range
Boot Camp 8 – Eighth Week – graduation ceremony – unit’s champions.
Boot Camp 9 – Last Week – specialization – departure for War.

Boot Camp extension
Boot Camp 1bis – First Week-end – template vulnerability (considered)

Other DE training rooms (might be considered some day – not necessarily by the same author):
Temple of Khaine’s fencing room
Clar Karond Noblemen’s Arena
Iron Mountains’ Ranch
Ghrond Experimental Lab


Easy training, hard war.
Hard training, easy war.
Sun Tzu.


For a quick conclusion, jump to chapter 4.


Last edited by Calisson on Sun Mar 08, 2009 1:28 pm, edited 8 times in total.



Thu Jan 15, 2009 8:37 pm
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1. Third Week – Charging destructive power.

“Any survivor? Good! Now it’s your time to strike back. Go ahead and show us what you can do!”


Principle.
This time, the unit to be evaluated is attacking.
The unit charges each of the opponents who were used in the previous thread, they are supposed to be representative.

There are three categories:
- the Norse and the Ogres, soft targets with little protection,
- the dwarves and the knights, medium targets well protected
- the chariot and the dragon, hard targets heavily armoured.

“Gee! They are going to pay back a hundred times the sufferings they inflicted to us last week!”

There is always a 5 frontage (or less).
There is no penalty for being attacked in the previous week; the missing ranks have been filled up.

I want to determine how many kills are made by 100 pts of each unit.
Are the kills cost-efficient?
A side question is if the kills concentrated on a small base length?
How is the same unit behaving with COB (+1 att or KB, costing 200pts/6, not working on mounts nor harpies), or BSB (+1 att, costing 202 pts, replacing COB for cavalry), AP (25 pts + standard bearer),
How many pts are necessary for more static combat resolution?
How many wounds can the unit absorb? (well, this is more on the defensive side)?
What are the overall performances of each unit in melee?

Note about acronyms used below:
ACR = Active Combat Resolution, obtained by successful fighting (i.e. kill count) or by tactical skill (side or rear charging, defending a hill... - I am not sure everyone would consider that as ACR but I do)
- it can be estimated statistically but the average is a very rough indication, the expected range would be better.
SCR = Static Combat Resolution, known when you see the army list (i.e. rank bonus, standard, likely numeric superiority, magic banner)
- it could be negated (flank charge, bigger number, magic) but normally you can count on it
CR = ACR + SCR

Note about CoB indications: Below, I may distinguish between +1A and KB from the Cauldron, whereas sometimes I only state what improvement the Cauldron makes.
Most of the time, I am taking into account +1att, because KB is often not effective (against ogres, chariot and dragon and also Marauders who have no armour - not forgetting that Execs already have KB).
Only when I mention KB it does mean that it is more effective than +1att and brings effective results >1 (normally it happens when there are many attacks, i.e. corsairs and WE, but even WE loose with poison what they gain with KB).



1.1. Shielded warriors (using hand weapon)
Note that spears could be taken instead of hand weapons. If it was the case, take the stats from next paragraph.

You can expect to kill only soft targets, killing 3 Marauders is about the maximum you can expect.
CoB’s +1 attack may increase the CR by 1 against medium targets, by 2 against the softest ones.
These targets will be able to wound you back, but normally, only the dragon would have a high active combat resolution (ACR).

Overall, your best hope (and your opponent’s as well) is the static combat resolution (SCR): unit’s standard, warbanner if available, all additional ranks you can buy. That would allow you to get as much as +5 SCR.
You must realize that usually, each rear rank brings more CR than the front one!

This unit does not benefit a lot from charging. You can afford to be charged (except by ogres).


1.2. Unshielded Warriors (using spear).
Actually, when you charge, you loose half of the attacks and get the same stats as above, which leads to the same conclusions except that your opponent will get more CR. If you don’t charge, then you become as good as a corsair unit!
For this unit, it is better to receive the charge! ... unless it makes too little a difference because the target is too hard anyway: facing soft targets, let them charge, facing cavalry/chariot targets, do charge if you can and deny their charge bonus if any.
The COB works wery well against soft targets. Against harder targets, you KB 1 knight if you receive the charge.
For this unit as well, bigger is better, and the third rank is likely to bring more CR than the first.
Above 20, however, you get no more SCR… but these are extra wounds.


1.3. MXB.
Don’t expect to do much damage in melee: same stats as shielded warriors.
Unfortunately, the cost of a rank for a SCR is higher than for warriors, and you cannot have the warbanner.
Worse, having many ranks denies the use of MXB stand & shoot reaction for most of the unit… except against large targets (and that could be a nice surprise!).
There is no really good reason to put voluntarily this unit inside a melee, you are likely to get hurt and provide ACR to your opponent.
If charged by a soft/medium target, however, the stand & shoot reaction can justify to stay.


1.4. Shielded MXB.
With the same attack stats as above, don’t expect to do much damage.
However, the shield improves the CR: you can expect to have 1 less killed compared to unshielded MXB.
Unfortunately, the cost of a rank for a SCR is higher than for warriors, and you cannot have the warbanner.
Worse, having many ranks denies the use of MXB stand & shoot reaction for most of the unit… except against large targets (and that could be a nice surprise!).
This unit is perfect to stand & shoot.
You don’t like to have this unit alone in a melee, but you may wish to charge in certain occasion:
it is really worth sidecharging some foe if you can deny them the rank bonus. You won’t deal much damage nor receive much, so the sidecharge will be the breaker.


1.5. Corsairs.
They deal twice as much damage as warriors and can easily get 2 more CR on soft targets. On medium targets, a little luck can still kill someone. Only the hardest targets remain likely untouched.
When the hardest hitting foes are the softest-armoured and vice-versa, they can expect the same ACR as the opponent. COB is more effective for them than for warriors: +1attack gives two more wounds on soft targets, KB brings one more dead on medium targets.
Remember, as an alternative to the COB, you can get +1att from the SSS (35 pts) instead of the CoB (200pts during 1 round of 6 = 33 pts): very juicy when facing mostly soft targets… except that you must charge. The AP banner is quite good as well, but against medium targets exclusively (1 more kill every 2 turns).
The drawback is that static resolution is more expansive than for warriors. You can still afford it to the maximum! Against soft targets, you get more CR by expanding your frontage and loosing 1 rank. Against moderately armoured targets, the 5 frontage is more cost-efficient.

Overall, the softer the target, the better are the corsairs.
Against hard targets, only SCR will prevail and the warriors are better.
Dwarves are in-between targets, for which corsairs and warriors have similar results.


1.6. RHB corsairs.
They are not made for melee.
If charged, just stand & shoot (soft targets) or flee (hard targets), and let them find their fate.
However, on soft targets, the CoB +1attack can be surprisingly effective and bring 1 or 2 more killed.


1.7. Shielded DR.
They can be deadly on a charge, on soft or medium targets alike.
Boosted with the COB’s +1 attack, they can expect to kill 2 ogres in average or even 3 heavy cavalry! However, a chariot would take 0 to 2 wounds (+1 with COB) and resist.
If you intend to use them in melee, the standard is a good investment.
With them, you must be charging, because you need to reduce the strike back and you want to win on the spot.
They can take care of small targets by themselves, or join a bigger melee from the side.


1.8. DR.
They deal the same damage as their shielded counterpart.
They sometimes loose more than their shielded counterpart from the back strike.
As fast cavalry, they are better to sneak around corners and get at warmachines.


1.9. MXB DR.A DR with a MXB can do the same as a DR without MXB.
However, if you paid for the MXB and go in melee, you will not use it. So never go in melee except if you’re certain to win in 1 turn.
And don’t plan to use as stand and shoot, because:
- you will likely kill nobody
- you will end up receiving the charge, which you don’t want.
With MXB DR, just avoid charges, flee and come back to harass another day.


1.10. Harpies.
These beasts are good only against the softest targets, of which they routinely kill between 1 and 4.
Against anyone moderately adept of melee, they will loose.
They cannot get any help of the CoB of banner nor any kind of SCR except numeric superiority.
Their best use is warmachine hunters. Don’t sidecharge with them, you would just give more active CR to the opponent.


1.11. Armoured shades.
As mentioned in a previous post, an armour hardly makes any difference.


1.12. Shades.
If you go in melee with them, there is little chance you could win except against a very light target.
These shades are outstanding with their MXB, that’s it.
Never charge anyone except a lonely sorcerer and you won’t give ACR to your opponent.


1.13. AHW shades.
They deal twice as much damage than regular shades, for a single pt more.
However, it is enough only against soft targets. Medium or tough ones will strike back and it will be painful.
Now, if you can add a COB boost, +1 attack against soft targets will easily kill 5, and KB can kill 2 dwarves or knights on the spot (you better charge them on the side in order to avoid the revenge of the remaining ones).
With no armour, it is deadly to let the opponent strike first.


1.14. GW shades.
This unit is the first one we encounter which can deal some effective damage against the best armoured troops.
Heavy cavalry should loose 1 to 3 wounds because of them, and 2 more if COB boosted. Against a dragon, with double attacks from the CoB, they are likely to wound a dragon…once.
But these troops cannot withstand the strike back, so they should charge only the sides of units if not COB-boosted.
Also: they strike last, and they are fragile. They must win the first round or else…


1.15. WE.
The best specialist of soft target. Especially the ogres, two of them being killed each round.
They love the boost of the COB (especially on soft targets) or of the Banner of Murder (especially on hard targets)
They can wound even a dragon: more than 1 wound in average, 2 with the Banner of Murder: add the SCR and you win! Unfortunately, the dragon is likely to charge them and kill 4 of them before they can achieve that.
Their rank bonus is not expensive, and is necessary when facing the hardest targets. Against targets with mild armour (5+), it is better to spread the frontage and loose a rank.
Against soft targets, they are at their best playing MSU, the rank bonus is not needed at all and would be a waste.


1.16. Execs.
Executioners hit hard, very hard. They easily cut 3 Marauders, Dwarves, even Knights, or 1 ogre. They make 2 wounds on a chariot and 1 on the dragon.
With the boost of the COB doubling their attacks, you expect them to wipe out 5 knights, 2 to 4 wounds on a chariot (the DE chariot, the hardest of all) and 2 wounds on a dragon.
With that, they win easily the combat, except against the dragon for which a little SCR help is needed.
If they can strike first, they’re almost guaranteed to win. So a MSU style is very well adapted for them, they always get better results in the front rank rather than having more ranks, except against a dragon.
The problem for them is if they get charged, of course. But if they maintain, then they should win the attrition war except against Dwarves, Knights or Chariot, no need to boost them.


1.17. BG.
They easily win the ACR if they charge, save against the dragon.
With the COB (+1 attack), they are insane: killing 9 Marauders, 2 ogres or 3 knights.Only the dragon remains out of reach (an kills back 4 of them).
Even if the cost of one rank is the double as for warriors, it is still worth taking, to the maximum authorized of 20 BG. As this number is limited, you have to adjust: against soft targets, it is better to go wider and loose ranks, the cost-efficiency of killing is higher than of ranking. Against medium targets, it is about the same. Against hard targets, the ranks are better.


1.18. COK.
They rock! Killing 6 Marauders, 2 Ogres, 4 Dwarves, 3 knights, making 2 wounds on a chariot and 1-2 on a dragon, they are to be feared.
+1 attack can be granted by the Hydra banner instead of the CoB. For the same price, you double the CO attacks as well as their riders! They can consider the banner of murder as well, which apply also to mounts, contrary to the COB. It is not easy to compare the cost-effectiveness of a COB (200pts, but when not in melee, it can be used elsewhere) and the hydra banner with the BSB (nearly the same price, but used only when charging). The banner of murder is a good choice against hard targets.
Their good armour allows the knights to fear no retaliation (except from the highest strength).
They need not to add ranks for the SCR, it is much less effective than the ACR they can get, that would be a pure waste.
They are less effective if they don’t charge, of course, they loose around 2 ACR from not charging.


1.19. COC.
1 chariot is more lethal than 5 COK on the charge, and it is more resistant in defence except from high strength attacks. An excellent investment! However, don’t charge a dragon, it is too tough.
However, the COB hardly can work at all (only on the 2 drivers) and they get no SCR.
If it charges, it pays more than its pts back on the spot.


1.20. Hydra & beastmasters.
Killing 7 Marauders (with the beastmasters), 2 Ogres, 3 Dwarves or Knights, wounding twice the chariot and 1 or 2 the dragon, the hydra is a dreadful opponent, all the more that it fears no back strike.
Its only drawback is the inability to get any SCR or banner.
It can benefit from the COB! However, don’t do it unless there’s no one else to bless: 1 more attack is hardly visible, and KB doesn’t bring much when you have S5… except if facing a single hero with -1 armour save.
The hydra may usually accept a charge… and win!


Last edited by Calisson on Fri Jan 16, 2009 9:30 am, edited 3 times in total.



Thu Jan 15, 2009 8:38 pm
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2. Discussion about the best charging combat resolution.

Here we examine if you’re paying the appropriate pts for the result you want: winning the charge.



2.1. Methodology.


I wish to compare the benefits of ACR to the benefits of SCR.

In order to achieve that, I had to do a lot of spreadsheet operations:
- evaluate the ACR for each unit: I computed the average number of kills, and I average the number of kills from the opponent’s survivors. The difference is ACR (when it is high, it may vary a lot but I will not consider it).
- remove the rank bonus from the units that had one (I just make them 5 models instead of 10): these units have only ACR, no SCR
- create new units to investigate, with 20 models and pennant (not war banner as there is only 1 in the army): these units have +4 SCR and the same ACR as the corresponding unit with no SCR.
For the moment, I assume that the enemy has no SCR at all.

This is not over yet!
We all know that adding SCR is going to improve the efficiency of the unit, obviously. But is it cost-efficient?
In order to evaluate that, I did compute the ACR+SCR per 100 pts of unit.

Finally, I realized that the results vary tremendously if the opponent is a soft target or if it is a hard target.
So I divided the opponents in three categories.
- the Norse and the Ogres, soft targets with little protection (suffer a lot from poison but not from KB)
- the dwarves and the knights, medium targets well protected (suffer a lot from KB)
- the chariot and the dragon, hard targets heavily armoured (and no KB).



2.2. Results.


First result, the unit’s pennant, when available, is always, by very far, the most cost-effective way to gain +1 SCR. More expensive than the pennant, but usually more cost-effective than Active combat Resolution, is the war banner.
Next, the rank bonus is in many cases a better way to get CR than ACR but not always.


Now let’s review the results of the charge according to the target.


Against soft targets (in brackets, the CR per 100pts),

Small WE (14), small BG ( 8 ), Shade AHW (6) wipe out the front row more than half of the time!
Full SCR WE (5), small Execs (5), small Corsairs (5), shades with GW (5) are better than small COK (4) and COC (4).
Hydra (3.5) goes along with most full SCR (3), full SCR BG, full SCR Corsairs, full SCR Execs, full SCR warriors (unshielded & shielded) and DR (shielded or not, but in single rank)

Less effective are most shooters (2 or less): armoured shades with GW, DR with MXB, full SCR Corsairs with RHB, full SCR COK, full SCR shielded DR, full SCR MXB (shielded or not).

Some units loose the CR even if they charge: small warrior & MXB (shielded or not), shade (naked), small RHB corsair, harpies.



Against medium targets (in brackets, the CR per 100pts),

Small Excecs (4) and chariot (3.5) win heavily
Small COK, full SCR Excecs, full SCR warriors (shielded or not), small BG, full SCR WE, full SCR BG (all between 2,5 and 2 CR) win easily the charge.

More disputed fights are win by full SCR Corsairs, hydra, shade GW, full SCR corsairs RHB, full SCR shielded MXB, full SCR COK, full SCR MXB and full SCR shielded DR (all from 1.7 to 1.3 CR)

Not reliable are all other kind of DR, armoured shades with GW, and small WE (0.8 ),
Everything else looses the CR: small Corsairs, small MXB (shielded or not), shades (AHW or naked), small warriors (shielded or not), small RHB corsairs, harpies.



Against very hard targets (in brackets, the CR per 100pts), the SCR is nedded:

Full SCR WE (1,5), full SCR Excecs, full SCR warriors (shielded or not) can expect 1 CR or more (and numeric superiority must be further added, as it was not taken in the results).

Full SCR BG, full SCR Corsairs, full SCR COK, full SCR MXB (shield or not), and full SCR RHB Corsairs may obtain the CR thanks to the full SCR (more than 0.5 per 100pts in average). In the same expectation is the hydra, chariot, full SCR shielded DR and small COK.

All others have a negative CR expectation: small Execs, small WE, all kind of unshielded DR, small BG, all kind of Shades, small MXB and warriors (shielded or not), small Corsairs (AHW or RHB), harpies.



2.3. Conclusions.


Small units of Warriors or MXB (the shield improves the situation but not enough) or RHB corsairs are helpless in melee. Don’t play them MSU.
However, full SCR (3 ranks and the standard) units of Warriors or MXB (the shield improves the situation) or RHB corsairs behave well if the opposing SCR is not too heavy (SCR 3 maximum for the opponent – which cannot be achieved by a dragon or a chariot).

Among core infantry units, Corsairs are one head above:
In small units, MSU style, they can beat easily small soft targets on their own.
In big blocks, they win a charge against any soft target even a big SCR (they get 6 ACR edge!), a medium target needs the full SCR (more than 3) to beat them and the hard targets having no access to SCR would be beaten as well.

Harpies will loose most charges except against the softest targets.

DR in a single rank would win only charges against small, soft targets. With shield, they are slightly more cost-effective than without.
But it is good to learn that charging shielded DR in a big block (4 ranks & full staff) will win all their charges against any opponent! (Expect a margin of 1 or 2 CR, not taking into account numeric superiority).
They are not the most cost-effective way of achieving this result, but they are the only core troops who can do that (when Crone is not here).

Regular shades should never charge but the weakest opponents.
AHW shades could charge small soft units and expect to win. They would loose against big SCR units (unless boosted by the CoB) and against armoured opponents (unless KB-CoB-boosted) and against hard opponents.
GW shades are, by far, more interesting than the others in melee. They are not far from AHW against the weakest opponents, and they may well win against armoured ones. Only against the hardest foes are they bound to loose. The armour does improve marginally their performance, but so slightly that it is not cost-effective.

Charging small WE units are outstanding against soft targets. 5 WE need no boost to overcome 20 Marauders or 5 Ogres!
Charging big blocks of WE are impossible to beat by soft targets: 7 CR expected against 20 marauders! The best possible without doping – note that small WE units are less effective but more cost-effective in this case. Big blocks of WE’s SCR behaves honourably against armoured targets (an even fight against the largest units), and thanks to residual ACR, they are the most cost-effective against the hard targets (expecting 3 CR when warriors expect only 2).

Charging small execs units should win over any kind of small unit except monster/chariot. However, SCR would beat them. They are the most cost-effective against armoured troops.
Charging big blocks of execs are the most regular champions: they would win against anyone! Expect a 2 CR lead over the biggest units, soft or armoured alike, and they have the second best CR against the hardest targets: expect more than 4 (taking into account the numeric superiority). They are not only effective, but also cost-effective in all situations! They are at their best against armoured targets, obviously.

BG in small units are very good: they are in-between WE and Execs, both in CR and in cost-effectiveness. It means that if you play MSU style and you don’t know if your opponent will have soft targets or small armoured targets, they are a good selection.
BG in big blocks (20 is the maximum) will win against anything, like Execs, with more margin against soft targets than against armoured ones. They are somehow less cost-effective than Execs however (0.5 CR per 100pts difference against armoured or hard targets).

COK have the best ACR in a charge. A small unit should win against any soft target but could find big blocks of armoured troops difficult to beat, as well as the hard targets. If you took them in large numbers, they could beat easily anyone, but the cost would be very high and most troops are more cost-effective for gaining CR. Doping them with CoB or some banner (hydra) is much more cost-effective than adding 15 COK.

The chariot should win most charges, except against big blocks, soft or armoured. However, they are very cost-effective, especially against armoured troops. The best boost they can get is probably the addition of a character, but it would cut down their cost-effectiveness. Overall, they are to be used best against units of 10-15 models, or in combination with another charging unit.

The hydra (with its beastmasters) will win any charge against any soft target. However, its CR will not suffice against an armoured, big unit, and the match is close to be even against the hardest units.


Last edited by Calisson on Thu Jan 15, 2009 9:10 pm, edited 2 times in total.



Thu Jan 15, 2009 8:40 pm
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3. Likelihood of the charge

It is nice to know who is likely to win a charge.
However, not all units are likely to charge!
Speed is a determining factor, of course, with a charge distance of 10 to 20.
Skirmishers have an edge with their 360° charging arc.
Psychology is the other factor: ITP or frenzy units may know no fear, but all others may have to pass a test. In that case, a high leadership helps.

Overall, a hydra benefits from a good speed and inspires terror itself. It should charge more often than be charged.
Next come all cavalry and the harpies. The fastest they are, the more subject to fear, but charge remains likely however.

Skirmishing shades and ITP WE and BG have probably reasonable chances to charge but they should also expect to be charged.

The remaining warriors, MXB, corsairs and execs are rather slow and may fail if charging fear-causing targets. Only playing MSU style can bring better chances to charge.


Last edited by Calisson on Thu Jan 15, 2009 9:13 pm, edited 1 time in total.



Thu Jan 15, 2009 8:42 pm
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4. The best potential assault units

When we combine this reasoning with the results found in the previous chapter, we can nominate the best units for charging. The ranking below comes from adding the CR against soft, medium and hard targets, the CR/100pts against the same, and a “charging factor” taking into account speed and ITP.

The units below deserve to have the full command, and additionally, provide the war banner to one of them in order to achieve the best results the results. When facing soft targets, put them 7 wide, otherwise keep them 5 wide in order to get the best SCR.



And the winners are…

20 WE are both very effective and cost-effective. They do not care about fear. They just lack speed.

20 COK are not cost-effective at all, but they hit hard and have full SCR for guaranteed results, they are quite quick and fear-resistant. If only they were not stupid…

A hydra will charge whoever it wants. However, winning the CR is likely only against soft troops or in small numbers.

20 BG are very effective and quite cost-effective against all targets and do not care about fear. They just lack speed.


Other units below are very good candidates for assault.

20 Execs would be effective and cost-effective against any target but they lack both speed and ITP, so chances for charging are remote.

A big block of 20 shielded DR has a very good likelihood of charging and will win any charge! However, they are not as cost-effective as infantry units. It is the best assault core unit.

5 WE are excellent against soft targets, big or small. They are bad against hard targets. ITP but slow. Good for MSU.

5 COK are good against soft targets or armoured targets with not too big a SCR. They are cost-effective. If only they were not stupid…

A COC is good against small targets, armoured or not. Slightly more cost-effective than COK, but as stupid.

20 corsairs are nice against soft targets and small-size armoured targets. The SSS improves them and provides ITP. They still would lack speed.

5 BG are good against big soft or small armoured targets alike. They are bad against hard targets. ITP but slow. Good for MSU.


20 warriors (shielded or not) are cost-effective. However, they are likely to win only by CR over smaller units and are not likely to charge.

20 MXB are less cost-effective. However, they are as likely to win only by CR over smaller units and are not likely to charge.

5 Execs are very cost-effective against all targets save the hardest. However, they cannot overcome 2 SCR and are not likely to charge. Excellent in MSU.

5 DR are excellent against small, soft targets only and they are likely to charge them (shielded or unshielded alike).

5 GW shades (armoured or not) are good, rather cost-effective small target hunters except against hard monsters.


All other units are worse and not worth considering for assault: they are too slow or too expensive or not aggressive enough.



Warning:
Another story is to determine, among these candidates, which one is really eligible to be a good assault troop.

It means
- surviving until melee (another unit may serve as curtain),
- charging before being charged (speed and psychology are the key factors, mentioned above, along with tactics), or possibly striking first is enough
- hopefully winning the melee on the first round (which is the topic of this thread)
- if not winning enough on the strike, keeping an edge when loosing the benefits of the charge (increased strength for COK and DR, chariot hits, first strike for execs, maybe frenzy for WE, hatred for all – it should be dealt with in another thread)
- still when not winning on the first place, risking a counter charge that would deny the SCR (tactics again).


These factors benefit BG (easily accessible ASF, permanent hatred), small units (no SCR to loose), cavalry (more likely to charge than infantry), hydra (both small and likely to charge).

They may be bad against WE (loosing frenzy),cavalry & chariot (losing charge benefits), big units (risking to loose SCR).
It is up to every general to apprehend these factors. If only because of hatred, I believe that the first turn of charge should be the most important.


I intend to consider what would happen in subsequent turns of melee in a following Boot Camp Week.

The Boot Camp is a progressive training!


Last edited by Calisson on Thu Jan 15, 2009 9:19 pm, edited 3 times in total.



Thu Jan 15, 2009 8:43 pm
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5. End of the third week.

“How many weeks is going to last this Boot Camp?
We were thinking about four weeks, did we?
Someone’s telling now it is closer to ten! TEN WEEKS! They’re going to kill the last of us!!”


To be continued in another thread.
(see hyperlinks in the beginning of the thread).

There are still unanswered questions:
Examine if the COB is cost-effective (+1 att or KB, costing 200pts/6, not working on mounts nor harpies), same for the hydra banner (+1 att, costing 202 pts, replacing COB for cavalry), AP (25 pts + standard bearer),
We will examine that in the following Boot Camp Weeks.

If you find that some of the conclusions drawn here are inconsistent with your own feeling, it could be worth investigating. I could further analyse the reasons for the divergence – or identify the flaw in my reasoning, and correct it for the sake of all D.netters.

I am eager to learn about actual successful / unsuccessful live experience in application of this lengthy theory-hammering.

_________________
Winds never stop blowing, Oceans are borderless. Get a ship and a crew, so the World will be ours! Today the World, tomorrow Nagg! {--|oBrotherhood of the Coast!o|--}


Last edited by Calisson on Thu Jan 15, 2009 9:21 pm, edited 1 time in total.



Thu Jan 15, 2009 8:43 pm
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Corsair
Corsair
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Joined: Fri Mar 14, 2008 10:00 pm
Posts: 8723
Location: Hag Graef
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6. Stats Records.

In this post are recorded your actions, for eternity.
In the Boot Camp, nothing is ever forgotten about you.
You’ll never escape your past!


On the charge,
0,7 1,9 3,0 Marauders killed by Warrior (shielded or not, MXB have the same stats)
0,4 1,5 2,5 Ogres killed by Warrior
0,0 0,4 0,8 Dwarves killed by Warrior
0,0 0,3 0,6 Heavy cavalry killed by Warrior
0,0 0,2 0,3 Chariot wounded by Warrior
0,0 0,2 0,3 Dragon wounded by Warrior
1,4 3,8 6,1 Marauders killed by Corsair
0,9 3,0 5,0 Ogres killed by Corsair
0,1 0,8 1,6 Dwarves killed by Corsair
0,0 0,6 1,2 Heavy cavalry killed by Corsair
0,0 0,3 0,7 Chariot wounded by Corsair
0,0 0,3 0,7 Dragon wounded by Corsair
0,7 1,9 3,0 Marauders killed by Corsair & RHB
0,4 1,5 2,5 Ogres killed by Corsair & RHB
0,0 0,4 0,8 Dwarves killed by Corsair & RHB
0,0 0,3 0,6 Heavy cavalry killed by Corsair & RHB
0,0 0,2 0,3 Chariot wounded by Corsair & RHB
0,0 0,2 0,3 Dragon wounded by Corsair & RHB
1,3 2,5 3,8 Marauders killed by DR
1,0 2,2 3,5 Ogres killed by DR
0,3 1,3 2,2 Dwarves killed by DR
0,3 1,3 2,2 Heavy cavalry killed by DR
0,1 0,7 1,2 Chariot wounded by DR
0,0 0,3 0,6 Dragon wounded by DR
0,7 1,9 3,0 Marauders killed by Mount
0,3 1,3 2,2 Ogres killed by Mount
0,0 0,4 0,8 Dwarves killed by Mount
0,0 0,3 0,6 Heavy cavalry killed by Mount
0,0 0,2 0,3 Chariot wounded by Mount
0,0 0,2 0,3 Dragon wounded by Mount
0,6 2,5 4,4 Marauders killed by Harpies
0,3 1,7 3,1 Ogres killed by Harpies
0,0 0,6 1,1 Dwarves killed by Harpies
0,0 0,4 0,8 Heavy cavalry killed by Harpies
0,0 0,2 0,4 Chariot wounded by Harpies
0,0 0,2 0,4 Dragon wounded by Harpies
1,0 2,2 3,5 Marauders killed by Shade
0,4 1,5 2,5 Ogres killed by Shade
0,0 0,5 0,9 Dwarves killed by Shade
0,0 0,4 0,7 Heavy cavalry killed by Shade
0,0 0,2 0,3 Chariot wounded by Shade
0,0 0,2 0,3 Dragon wounded by Shade
2,0 4,4 6,9 Marauders killed by Shade & AHW
0,9 3,0 5,0 Ogres killed by Shade & AHW
0,1 1,0 1,9 Dwarves killed by Shade & AHW
0,1 0,7 1,4 Heavy cavalry killed by Shade & AHW
0,0 0,3 0,7 Chariot wounded by Shade & AHW
0,0 0,3 0,7 Dragon wounded by Shade & AHW
2,7 3,7 4,7 Marauders killed by Shade & GW
1,8 3,0 4,2 Ogres killed by Shade & GW
0,8 2,0 3,2 Dwarves killed by Shade & GW
0,7 1,9 3,0 Heavy cavalry killed by Shade & GW
0,3 1,0 1,8 Chariot wounded by Shade & GW
0,1 0,7 1,2 Dragon wounded by Shade & GW
3,8 7,5 11,3 Marauders killed by WE
3,0 6,7 10,4 Ogres killed by WE
0,3 2,1 3,9 Dwarves killed by WE
0,1 1,3 2,4 Heavy cavalry killed by WE
0,1 1,3 2,5 Chariot wounded by WE
0,1 1,3 2,5 Dragon wounded by WE
2,7 3,7 4,7 Marauders killed by Exec
2,7 3,7 4,7 Ogres killed by Exec
2,1 3,2 4,4 Dwarves killed by Exec
1,5 2,7 4,0 Heavy cavalry killed by Exec
0,7 1,7 2,6 Chariot wounded by Exec
0,4 1,3 2,1 Dragon wounded by Exec
3,5 5,9 8,3 Marauders killed by BG
2,0 4,4 6,9 Ogres killed by BG
0,5 2,2 4,0 Dwarves killed by BG
0,4 2,0 3,6 Heavy cavalry killed by BG
0,1 1,0 1,9 Chariot wounded by BG
0,0 0,5 1,0 Dragon wounded by BG
2,7 3,7 4,7 Marauders killed by COK
2,7 3,7 4,7 Ogres killed by COK
1,9 3,1 4,3 Dwarves killed by COK
1,2 2,5 3,7 Heavy cavalry killed by COK
0,7 1,7 2,6 Chariot wounded by COK
0,4 1,3 2,1 Dragon wounded by COK
1,3 2,5 3,8 Marauders killed by CO
0,7 1,9 3,0 Ogres killed by CO
0,2 0,9 1,7 Dwarves killed by CO
0,1 0,8 1,5 Heavy cavalry killed by CO
0,1 0,5 0,9 Chariot wounded by CO
0,0 0,3 0,5 Dragon wounded by CO
0,5 1,9 3,3 Marauders killed by COC
0,3 1,6 2,8 Ogres killed by COC
0,3 1,6 2,8 Dwarves killed by COC
0,5 1,9 3,3 Heavy cavalry killed by COC
0,2 1,2 2,1 Chariot wounded by COC
0,1 0,8 1,5 Dragon wounded by COC
1,1 1,5 1,9 Marauders killed by Crew
0,7 1,2 1,7 Ogres killed by Crew
0,5 1,0 1,5 Dwarves killed by Crew
0,5 1,0 1,5 Heavy cavalry killed by Crew
0,2 0,6 1,1 Chariot wounded by Crew
0,1 0,4 0,7 Dragon wounded by Crew
2,7 4,4 6,0 Marauders killed by Hydra
2,5 4,1 5,8 Ogres killed by Hydra
0,8 2,3 3,9 Dwarves killed by Hydra
0,7 2,2 3,7 Heavy cavalry killed by Hydra
0,4 1,8 3,1 Chariot wounded by Hydra
0,2 1,2 2,1 Dragon wounded by Hydra
0,8 2,3 3,7 Marauders killed by Beastmaster
0,5 1,8 3,0 Ogres killed by Beastmaster
0,1 0,8 1,4 Dwarves killed by Beastmaster
0,1 0,8 1,4 Heavy cavalry killed by Beastmaster
0,0 0,4 0,7 Chariot wounded by Beastmaster
0,0 0,4 0,7 Dragon wounded by Beastmaster


Thu Jan 15, 2009 8:44 pm
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