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  #1  
Old May 23rd, 2007, 12:08 AM

Fate Fate is offline
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Default Re: The Art of Placement

I did the calculations, and 2 bodyguards HELPS. Yes, if your mage is selected, the chance of being hit (assuming 100 fatigue and non-magic weapons) goes from 86% up to 95%. On the other hand, your mage only has a 33% chance of selection (vs. 100%).

The result is 86% chance of being hit vs. ~31.5% chance.

That is a DROP of ~54.5% (over 50%!).
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Old May 23rd, 2007, 04:27 AM

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Default Re: The Art of Placement

Foodstamp - genius! I will certainly be using that from now on.
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Old May 23rd, 2007, 12:49 PM

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Default Re: The Art of Placement

Thank you, vfb. So, if you're correct, there's almost no protection from curse spells except hanging out in the very back and hoping that lizardman shaman doesn't move up.
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Old May 23rd, 2007, 06:49 PM
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Default Re: The Art of Placement

Quote:
Lazy_Perfectionist said:
Thank you, vfb. So, if you're correct, there's almost no protection from curse spells except hanging out in the very back and hoping that lizardman shaman doesn't move up.
That is unlikely to work either. I've seen casters run up to cast spells (well, they were running for some reason, and I know I didn't tell them to!) at a siege, and get whacked by an arrow from a tower. So if you're worried about a unit getting cursed, it's better not to bring him to the fight. But if the unit is always hanging out in the back anyway, it doesn't really matter if it does get cursed, since that only has a negative effect on melee units.

Just don't bring your uber melee guy to clean out the lizards. A bunch of slingers or archers or casters will most likely be more efficient in any case.
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Old May 23rd, 2007, 12:56 PM

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Default Re: The Art of Placement

wouldnt having the 2 bodyguards increse the odds of that square being initially chosen as a target x3 though?

you'd have to add in the odds of the mage getting hit due to his bodyguards being "missed"

assumed targetting process:
pick target unit. (1x mage +2x guards)
determine Target square.
determine square actually hit. (assume good accuracy)
determine unit hit in that square (if any -- guards "pay back" here 1/3 chance of picking mage).
determine if that unit IS hit.
determine damage.

I think it comes out near a wash, but the bodyguards may be slightly counterproductive.
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Old May 23rd, 2007, 02:06 PM

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Default Re: The Art of Placement

Well, any grouping of men will attract fire... but you are really picking hairs here. I mean, so long as you dont place the mage+guards square provocatively, you are fine. You have to think like the targetting AI: should I fire at this lone square with three men? Or this enormous cluster of 5x5 squares packed full of men? Two extra guys doesnt really make a difference.

Additionally, if you choose good bodyguards - normal hp, high prot, elemental res (if you can of course), then it makes that square even less appealing as a target.
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Old May 28th, 2007, 09:23 PM
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Default Re: The Art of Placement

Nice map there vfb.

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Old May 28th, 2007, 09:55 PM
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Default Re: The Art of Placement

Quote:
lch said:
Nice map there vfb.
Thanks, but I'm not sure it's 100% accurate. PvK thinks the zones are incorrect. I created one army with 4 commanders in the corners to determine the standard starting area, and then a 4000 unit army to see what happened in that case. From there I just counted the grids on the battle map.
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