- Pronouns
- They/Them
[x] Plan: Flank Scouting
It is true that the long and medium range penalties are the same for artillery and infantry. And that artillery has a much bigger wounding modifier. So same experience, same range shots go in favour of artillery. However long range fire from artillery does not beat same experience medium range infantry fire (+3 wounding does not overpower an extra -30 on the to hit roll) The 10th being the most experienced unit on the field offsets the range penalty some. So in a situation where we were munition constrained we'd be looking at prioritising munitions to experienced units with good traits firing into terrain that did not give maluses to hit (perhaps considering that smaller damage at longer range would be easier to recover from if the enemy was well supplied as an edge edge case.)
That said, I did wonder what our munitions stocks are like so I went back and checked what munition expenditure has been like in previous battles.
y is munitions spent assuming the munitions carried by units are counted separately from HQ munitions.
Mauvais Plain
110 (HQ) + 110 (units) - y + 59 (loot) = 143 (HQ) + 108 (units)
y = 28
Brutet
171 (HQ) + 130 (units) - y + 206 (loot) = 241 (HQ) + 130 (units)
y = 136 (doubled due to rain)
This shows us a couple of things:
We are not low enough on munitions to avoid taking any shots.
An intense fight is likely to cost slightly more than half our units' munitions capacity.
I'm not sure how large a proportion of captured munitions were from raiding HQs and whic hcomes from capturing units but I suspect that if we had not captured either of those HQs we'd be in position where we would likely not be able to fully ressuply the army after this battle.
1. Yes it doesPlan Flank Scouting literally has no orders for Guillory Hussars, which I would consider a significant oversight. They are fast elves at western flanks, is there any reason not to put them on the hills and search for enemies?
Also @NSchwerte this actually is a solid idea. Also since Advantage has diminishing returns, it makes a reasonable amount of sense to have the 10th forgo ambush and the other two preserve it, since the 10th always has 1 advantage anyway.Hmm. A lot of the Long-range vs Short-range discussion has involved the 10th, which is retains its effectiveness even at long range. Thus, I wonder if a compromise where only the 10th fires at long range, while our other artillery hides, would be worth considering? While the damage would be less, how much lower would it be since the 10th still shoots? In exchange for lower damage output, we save munitions and may cause Von Trotha to underestimate the amount of artillery we have, and thus have him misjudge the strength of our position.
I'm not seeing those orders in the plan parts. Oh, I see there are specific movement orders for the hussars rather than Write-In orders for allied units. Since they are allied, I'm not sure commanding them like this is permited.
I do see your point here, but I'll also want to point out that we placed our artillery in the most obvious possible position. In Von Trotha's position, any of us could look at the map and point out that Durand has at least one artillery at Kinzberg.Thirdly, it commits to long-range bombardment the moment the enemies comes in close. This is a mistake for 2 reasons: 1) It gives the enemy perfect information on our artillery positioning (position information is given after a unit fires), giving him the tools to accurate plan out his approach in respective to our firing range for little damage.
Sure, but there is a difference between knowing "at least one artillery unit is there" and "literally all artillery units are there". We could be bluffing and have positioned an artillery unit to provide flanking fire from his point of view, given how we enjoy a reputation as an unorthodox thinker. Ruling out the later from early shooting adds information for him, allowing him to consider previously potentially risky routs safe.I do see your point here, but I'll also want to point out that we placed our artillery in the most obvious possible position. In Von Trotha's position, any of us could look at the map and point out that Durand has at least one artillery at Kinzberg.
I agree completely, I think I will switch my vote unless @NSchwerte changes the plan to have only the 10th shoot. @Nerdorama at least seemed open to the idea.Sure, but there is a difference between knowing "at least one artillery unit is there" and "literally all artillery units are there". We could be bluffing and have positioned an artillery unit to provide flanking fire from his point of view, given how we enjoy a reputation as an unorthodox thinker. Ruling out the later from early shooting adds information for him, allowing him to consider previously potentially risky routs safe.
Hmm. A lot of the Long-range vs Short-range discussion has involved the 10th, which is retains its effectiveness even at long range. Thus, I wonder if a compromise where only the 10th fires at long range, while our other artillery hides, would be worth considering? While the damage would be less, how much lower would it be since the 10th still shoots? In exchange for lower damage output, we save munitions and may cause Von Trotha to underestimate the amount of artillery we have, and thus have him misjudge the strength of our position.
Thirdly, it commits to long-range bombardment the moment the enemies comes in close. This is a mistake for 2 reasons: 1) It gives the enemy perfect information on our artillery positioning (position information is given after a unit fires), giving him the tools to accurate plan out his approach in respective to our firing range for little damage.
Just to be clear on the payoff: We give information 1 munition for 2.5% of a level-up (1/40, meaning we would need 40 shots in this battle to actually profit from it next time around) and a 51% of no damage and a 38% for 2 damage. Those cost make it not worth it in my opinion. I think we should with shoot the elven artillery based on tactical considerations, rather than trying to grind with them. There isn't even a guarantee we even keep them long-term and benefit from this grinding, since the entire playerbase would switch them for a trained human artillery formation at the first opportunity (could be feasible, with us trading our artillery corps in for an equal amount of field artillery and raising the with human artillerist recruits. It's possible we could get the option trade in undesireable units for influence/ equipment later, making this grinding of limited use).
Well, that's a question for @Photomajig since I don't think it's been specified since the tutorial, and kind of a lot of mechanics have changed since thenI'm not seeing those orders in the plan parts. Oh, I see there are specific movement orders for the hussars rather than Write-In orders for allied units. Since they are allied, I'm not sure commanding them like this is permited.
My perspective on the long range shots is mainly that preserving a free ambush shot for the non-Offensive Genii MIGHT be worth it but I haven't run the numbers. And obviously if the primary concern is XP we should be firing every round we have a shot.
Well, I don't think we could find an easy threshold for shooting maluses that everyone could agree on.
That is only accurate if you assume artillery can only go behind the main infantry line, which isn't safe for him to assume. It's entirely imaginable that an unorthodox hob with a penchant for flanking places artillery on the flanks for an ambush.I do not consider the positioning of our artillery to be a secret. There are no real alternative positions for this formation after all.
Ok, but shooting for 0-1 damage doesn't help us win the battle. Loosing out on a stealth ambush and giving our entire artillery battery away has very, very limited tactical benefits. The only reason to shoot with them now is to grind XP, which I don't think the battle would provide enough off to matter for the next. That is an operational concern rather a tactical one, since a 1 damage shot can hardly affect the battle.but generally, i do not like planning for eventualities and maybes, i care about winning the battles in the here and now and how they will effect the next few battles.
This assumes all damage distribution is equal. Shooting at long ranges looses the ability to use the ambush dmg bonus for a specific target for the sake of low damage against a random one. The ability to use additional damage when needed rather than dealing it against a scout is worth more than +1 cohesion damage if you ask me.Worth it for what? for damage, long range shooting is far superior to saving for medium range. Long range shooting gets 5 less casualties from the ambush, but it deals 16 damage for each long range shot. So just shooing an ambush long range shot and medium shot does 1 more cohesion damage than shooting a single ambush medium shot, with every long range shot increasing that disparity.
Hmm, how do you get 32.4 casualties for the two elven artillery? My numbers are lower, they are propably off... I still have not managed to fully wrap my head around how the casualties are calculated from hits. There was a basic casualty level (3 or 4?), onto which the wounding of the weapon is added, and a d10 is rolled? Right?We would be losing 32,4 casualties caused each turn and quite probably prevent our elven artillery from leveling up this battle. They need 8/10 respective shots fired this battle to level up.
Yes, but he does not know where they are, or that they are ready to fire. Giving up that information matters, since if he believes we are still moving 3/4 guns into position, he might wrongly assume he has a window of opportunity to advance.von Trotha knows how much artillery we have, as he has information from the army of the west. I am also generally not sure if he would really believe that we only have 2 units of artillery
Now, let's not get ahead of ourselves. I am proposing we don't shoot with all artillery this turn. If it turns out that Von Trotha exposes juicy targets to our long range artillery, we could decide to open fire on a future turn if we want to. We are not making decision for 5 turns here.So if we expect 5 long range shots we give up 160 extra casualties against the enemy
It's a base of 7 + wounding, with an effective cap of 9. Multiplying artillery hits by 0.9 is a functional enough approximation.Hmm, how do you get 32.4 casualties for the two elven artillery? My numbers are lower, they are propably off... I still have not managed to fully wrap my head around how the casualties are calculated from hits. There was a basic casualty level (3 or 4?), onto which the wounding of the weapon is added, and a d10 is rolled? Right?
It should also be noted that this damage is spread random, rather than deliberate. Just to illustrate the worst case scenario: If the enemy rolls an inspiring CO , even dealing 1-2 damage would be wasted in terms of slow attrition. Against a defensive geniuses, even rolling high on the ambush wouldn't accomplish much. A better strategy would be a more focussed fire on specific units we can identify as important, rather than long ranged ready fire against what is probably going to be a cavalry/elven scout.Look, I am not saying this will specifically happen, but I do say it is a possibility. By choosing to not fire all guns this turn, we may end up doing more damage in total, if it leads to our enemy misjudging the situation. We should not focus too much on mathematical calculation, but also try to predict what a competent opponent might do.