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24.07.2012 - 17:13
I've always wondered exactly how it was that when I'm expanding as my GW self, when I send a single marine up against a single militia, it's even remotely possible that my marine fails to kill the unit.

Granted, there's luck and all of that, but seeing as it's a neutral unit and therefore has 0 ARB, wouldn't that make such luck impossible? Let alone the fact that it doesn't appear to be an off chance, but actually seemed to affect me around 66% of the time in the last game I just played.
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~goodnamesalltaken~
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24.07.2012 - 18:31
Eshkruar nga goodnames679, 24.07.2012 at 17:13

I've always wondered exactly how it was that when I'm expanding as my GW self, when I send a single marine up against a single militia, it's even remotely possible that my marine fails to kill the unit.

Granted, there's luck and all of that, but seeing as it's a neutral unit and therefore has 0 ARB, wouldn't that make such luck impossible? Let alone the fact that it doesn't appear to be an off chance, but actually seemed to affect me around 66% of the time in the last game I just played.


The thing is that the games "rolls dice" to determine attack as far as I know. So you just end up rolling lower numbers than the neutral a lot it seems.
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~Somewhere in the distance an eagle shrieked as it rode an American buffalo to an apple-pie-eating contest at a baseball field.~
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25.07.2012 - 07:30
The problem is that your marine can roll any attack between 1-7, while the militia can roll anywhere between 1-4

if you are very unlucky then yes, your marine can roll low while the militia rolls high and you lose.
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25.07.2012 - 07:57
ARB only works as a 'critical hit' your troops can make, while the real luck factor is the fact that your marine can do from 1 to 7 damage while the neutral militia can do 1 to 4 damage per turn.

Considering your marine and the militia have the same HP (7), it's pretty common to end up losing the battle in a 1v1.

Let's consider this situation:

Marine rolls 3 atk on first turn, militia is left with 4 HP;
Militia rolls 4 def on second turn, marine is left with 3HP;
Marine rolls 2 atk on third turn, militia still has 2 HP left;
Militia rolls 3 def on forth turn, your marine is dead with 0 HP and you lost the battle.

How to reduce the luck factor? Use more units, since the luck factor will take less and less effect as more troops are involved in a battle, and the final results tend to stay at the average value between 1 and the maximum atk/def of the units.
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"Whenever death may surprise us, let it be welcome if our battle cry has reached even one receptive ear and another hand reaches out to take up our arms".
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26.07.2012 - 03:34
Also dont forget. Milita get +1 on city. Even if they are neutrals, right?
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Anything is possible for me as long as I set my mind to it.
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26.07.2012 - 05:32
Eshkruar nga Sixstars, 26.07.2012 at 03:34

Also dont forget. Milita get +1 on city. Even if they are neutrals, right?

Only GW and PD militia have +1 bonus in cities, so neutrals don't have.
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