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Casualty distribution

Posted: Sun Jun 07, 2009 2:59 pm
by Sol Invictus
Will there be an improved method of determining which units take casualties and to what degree? It really bothers me when a select few units get destroyed while many others don't receive a scratch. Can't the casualties be distributed in a more broad manner? I am fine with some units taking much more casualties than others but there should be a better distrubution throughout the entire army. I just don't understand the method that the game uses to determine which units are selected to take hits and why certain units take the hits for the entire army. :confused:

Posted: Sun Jun 07, 2009 6:46 pm
by Mosby
My understanding, (though I'm no expert, so this could be waaay wrong) was that all the combat losses had to deal with the frontage for each battle.

I'd like to know just how the combat solves things like this too, although I'd like to know more because of situations like when my force is beaten by something much smaller than it.

Posted: Sat Jan 23, 2010 12:48 am
by razorbackjac
What about leaders being killer or wounded?

Posted: Sat Jan 23, 2010 4:13 pm
by Pocus
The problem can happen if your stacks are small compared to the ones of the enemy, because the engine pick an enemy stack to strike at, every round, for each stack. So this can lead to some heavy hammering, if one stack is big and the other is small (the pick is not random and take into account your size and the size of the target, but there is some random factors).

You can rationalize that by saying for example, if you created a one-brigade stack, that it is in forward position, or on a flank, and a whole enemy corps smashed into it, so during the whole round (2 hours of battle), then the brigade have to support quite an assault... and thus take very heavy losses.

Generally, this is the cause of the 'problem' you perceive: the engine function with a stack picking its targets (in term of units) in a single stack (but it can changes stack each round)...

Then we could discuss how units are picked among a given stack, and then further ahead how elements are picked among a unit, either as elements of your to be engaged, or targets to fire upon... this is complex and intricate :)

Posted: Wed Feb 17, 2010 12:19 am
by cav scout
Here is a real world example of casuality distribution from the Battle of Culloden:

http://en.wikipedia.org/wiki/Battle_of_culloden#British_Army_casualties

I agree it would be nice if nearly every element with frontage gets some at least some nominal casualties (possible to code that in somehow?). But overall I think the Ageod combat resolution does a good job of of showing how some units bear the brunt of casualties while others can come out unscathed.