Yup. Healing effects are exactly the same whether units are merged or not.
Mathmatically better to stack units prior to changeover vs spread out to maximize point regeneration?
Is there any additional benefit to stacking units prior to change over to get the best benefit or the point regeneration?
By my account, if I merged a full strength tank with a half strength infantry prior to day change, my infantry will still only regenerate the same out a points as if he was out on his own. Is that right?
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Thanks; different question.
What attacking stacks with artillery and rockets, am I better to have many smaller attacks than one large on.
So let's say the enemy has a 1000pt stack of 3 light armor, 3 infantry and 3 heavy armor at 33% each.
What causes the most damage when I attack them 5 rockets and 5 artillery? 10 separate attacks with each gun firing on its own timeline or on mass hit by all 10 at once.
I ask this because of the nuance of how the damage is distributed which I am not familiar. Are the small stack are spread over the stack and rounded up or rounded down. If they are rounded up, then it is possible (in theory) to get an extra point
Actually I believe health is a floating-point value; for example, you can sometimes see units walking around having (for display) zero health, I think this means they actually have 0.002 or something like that. That would mean there's no rounding involved. But I wouldn't bet a month's salary on that one. I once had a brother in arms who SWORE individual artillery shot better than stacked, but I really think this one doesn't matter either.
Thanks! I have seen something close to .1 but never anything less than that.
There is a subtle benefit to NOT mixing full and damaged units.
I send yellow/red stacks to my territory to recon recon a quiet border, or act as a reserve force. Healthy stacks go to fight, spending less time on my territory, so they are less likely to heal (at all).
Another reason, mixing can often make a green unit yellow, or yellow unit red. That decreases both speed and fighting effectiveness.
So in practice, it does make a difference, but not because of the healing math. I only fight with green units.
Where do you draw the line for mixing units? When you mix them they are still green?
If they are close in % health, then it doesn't matter so much.
Right now, I have a stack of 9 infantry at 88% and 1 lone infantry at 53%. For sure, I would never mix those. The 9 are better off without the walking wounded. The hassle is in managing the wounded, to make sure they don't mix with healthy units going to the front.
This is why I like to split my reds/yellows and scatter them around the border (including the coast) as lookouts. They can't fight worth a damn, but a 0.001 HP unit can see as well as a full-strength unit.
Does it matter to you if you are on offense or defense? I guess it all depends on the various bonuses you can have for the units.
If your core territory is under attack, then you may not have much choice
you do what you must to survive!
Otherwise, if a unit is fighting at 50% effectiveness, all of its attack/defense values are at 50% of what they should be.
That's no good.
I don't think that's quite true but can't remember the actual values. IIRC 50% health gets you something like 60% strength.z00mz00m wrote:
Otherwise, if a unit is fighting at 50% effectiveness, all of its attack/defense values are at 50% of what they should be.
It would be nice to know the formula for unit losses (e.g. how much health lost takes a stack from 3 to 2 units or from 10 to 9 units, etc). I don't know if that's been posted since the 1.0 -> 1.5 upgrade; if it has been I missed it.
When units go under 50% health, there's a chance that units completely die. It gets bigger when there's less health left. So it's not really a chance that the stack goes from 3 to 2 units, but more like each of those 3 has a chance of dying when they take losses. I'm sorry, I don't know the exact numbers involved.
Interesting, I hadn't considered that it wasn't a set ratio and was instead randomized.
Its actually not a chance but based on incoming damage, we just usually tell users units have a chance to die below 50% since its easier to grasp that way.K.Rokossovski wrote:
When units go under 50% health, there's a chance that units completely die. It gets bigger when there's less health left. So it's not really a chance that the stack goes from 3 to 2 units, but more like each of those 3 has a chance of dying when they take losses. I'm sorry, I don't know the exact numbers involved.
But basically, you take the remaining health, divide it by the number of units remaining for that unit type to basically get the amount of hitpoints left for each unit in that type. Then compare it to the incoming damage. If incoming damage to the unit is greater than the remaining HP of 1 unit, than 1 unit dies. If its greater than remaining HP of 2 units, then 2 units die. Which of course means that the lower the unit HP is, the higher the danger is of units dying.
It is explained in the combat section in the Wiki:
https://wiki.callofwar.com/wiki/COMBAT#Reducing_hitpoint_and_destroying_units
Interesting, so you could get a multi-unit stack really really low without losing any units if your enemy is hitting you really softly.
Remember there is a 20% random factor in the equation, so the amount of damage could vary +/- 20%
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