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Attack rearmost - how does it really work?
It must be a popular idea to use your cavalries outflanking your opponent, kill his commanders and drive the troops to rout. But unfortunately the outflankers will often refuse to overcome the front line and attack them instead, which makes this tactic meaningless.
I remember someone said there should be a morale check for passing each hostile squard, but can anyone here explain me how does it actually work in algorithm level? Has the own morale of the outflankers influence on it? And if the enemy squard is mixed from different types of units? Any comments will be greatly appreciated. |
Re: Attack rearmost - how does it really work?
It will never work fantasticaly.
Try breaking your flankers into as many small groups as you can. Place tiny groups of them on the outside of a large group. Your chances improve of getting one of the small groups to slide well past the large group before choosing their target. I also remember something about using a single commander with the units on guard-commander but I dont remember the results. Snag the BattleSim map and try various formations and scripting. |
Re: Attack rearmost - how does it really work?
Forgive me since I am more intending to ask the algorithm and the tread name is not so accurate.
If the guard-commander trick works, I will assume it does depend on the flankers' morale. Thanks for the quick answer, could you please tell me how to find the BattleSim map? I have just checked pinned treads in the map forum but found nothing. |
Re: Attack rearmost - how does it really work?
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Re: Attack rearmost - how does it really work?
I don't know how the algorithm works, but pg. 74 of the manual makes it sound like ZOC could be a consideration. The edge of one formation passing by another one may get tangled in its zone of control, and perhaps that almost entirely tangles the formations. I've seen battlefield behavior that could be explained this way.
It could also be attack rearmost troops of nearest enemy formation rather than rearmost formation. I've seen behavior which looks like that as well.... Just speculation - not an algorithm or any sort of methodical knowledge - but might be stuff to look for during experimentation. |
Re: Attack rearmost - how does it really work?
You'd think it would make sense to just tell them to go around the back, fighting anything along the way, then attack the closest thing.
That way if you put them on the flank they'd go forward in a straight line until reaching the end of the field, then turn around and attack the nearest stuff (aka the rear of the enemy). |
Re: Attack rearmost - how does it really work?
I don't think its Zones of Control. I've seen small groups move down the side, then make a sharp turn and close almost to the center to reach a target.
I've also seen larger groups have one flank get involved in a fight when they come in contact with the enemy, while the rest of the group continues towards the rear. Does the debug log shed any light on this? I've never checked. |
Re: Attack rearmost - how does it really work?
As I understand it, 'attack rearmost' checks for each enemy formation they pass. If the check fails (?) they attack that formation.
Try this command with fliers, they will consistently attack enemy rear formations. (although 'attack archers' works even better, most of the time) |
Re: Attack rearmost - how does it really work?
It would do if most fliers weren't utter dodos.
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Re: Attack rearmost - how does it really work?
Fliers don't always make it to the rear either. I suspect the same check applies.
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