• Blitz Shadow Player
  • Caius
  • redboot
  • Rules
  • Chain of Command
  • Members
  • Supported Ladders & Games
  • Downloads


Ren1.05 Large Bug?
01-27-2020, 02:51 AM,
#6
RE: Ren1.05 Large Bug?
BTW, if anyone doesnt know what I mean by this inherent defensive bonus all defenders get in melee, this is from the manuals from the Ren engine the 7yw engine, the Nap engines the EAWars games ( and likey in the Civil war games too...)


"Melee Resolution The final resolution of the melee is done using the standard Combat Results. The adjusted defending strength is used to calculate attacker casualties using a Low Combat Value of 40 and a High Combat Value of 160. The adjusted attacking strength is used to calculate defender casualties using a Low Combat Value of 20 and a High Combat Value of 100. Example: Suppose an infantry unit of 450 men melee attacks an enemy infantry unit of 230 men. Two combat results are determined. The attackers would determine a low end casualty value of 9 (= 20 * 450 / 1000) and a high end casualty value of 45 (= 100 * 450 / 1000). The casualty loss of the defenders would be randomly determined between these two extremes. Likewise, the defenders would determine a low end casualty value of 9.2 (= 40 * 230 / 1000) and a high end casualty value of 36.8 (= 160 * 230 / 1000). The casualty loss of the attackers would be randomly determined between these two extremes. "

As you can see, if an attacker with strength of 1000 and a defender of 1000 melee, the attacker will lose between 40 and 160 men while the defender will lose 20-100.. This is basically roughly a 60% bonus to the defender!! So if you ever wonder why your squadron of 250 elite Caribiniers with Ney in the stack, melees a stack of of 500 leaderless heavily fatigued, disordered cossacks, in the flank, down hill and you lose 50 men to 30, this is why !!

BTW I dont believe this defense bonus was ever meant to be a simulation of some supposed melee advantage a "defender' has , but was implemented to counteract the stacking and great movement values that active player has to work with, and thus to prevent blitzing... Its my least favorite part of these games, especially Ren where melee is still the decisive factor historically, at least the first half of the era that that game represents. There so many other ways this could have been done, oh well. I doudt it will be changed any time soon but it would be nice if it could be added down the road as a changable value in the PDT files..

The good news for me( and anyone else whom has noticed an does not like this phenomena) is I have recently discovered the weather entry lines and realized their is an attacker melee modifier one can stick in there. Iv'e tried it and a plus 50-60% seems to "equalize" the combat ..
Quote this message in a reply


Messages In This Thread
Ren1.05 Large Bug? - by TheGrayMouser - 01-26-2020, 02:21 AM
RE: Ren1.05 Large Bug? - by -72- - 01-26-2020, 09:39 AM
RE: Ren1.05 Large Bug? - by Gary McClellan - 01-26-2020, 12:28 PM
RE: Ren1.05 Large Bug? - by agmoss99 - 01-26-2020, 11:19 PM
RE: Ren1.05 Large Bug? - by TheGrayMouser - 01-27-2020, 01:57 AM
RE: Ren1.05 Large Bug? - by TheGrayMouser - 01-27-2020, 02:51 AM
RE: Ren1.05 Large Bug? - by Gary McClellan - 01-27-2020, 07:16 AM
RE: Ren1.05 Large Bug? - by TheGrayMouser - 01-27-2020, 08:57 AM
RE: Ren1.05 Large Bug? - by Gary McClellan - 02-02-2020, 06:34 AM

Forum Jump:


Users browsing this thread: 6 Guest(s)