Did some simming of Mutal attacks this afternoon:
Sim I: Optimistic Scenario
Mutal with CGII longbow (full fortify bonus) + whipped pike (no promotions or fortify bonus)
1) 2k die, 2k + 5ha survive
2) 3k 1ha die, 1ha retreat, 1k + 4ha survive
3) 2k die, 2k + 5ha survive
4) 1k die, 3k + 5ha survive
5) 3k die, 1k + 5ha survive
6) 1k die, 3k + 5ha survive
7) 1k die, 3k + 5ha survive
8) 2k die, 2k + 5ha survive
9) 2k die, 2k + 5ha survive
10) 2k die, 2k + 5ha survive
OK, pretty clear that there's no need to do any upgrading if we face just the longbow and a whipped pike. All 10 attempts won pretty easily, even with some awful luck on sim #2. However, things become dicier if we have to face a third unit in Mutal.
Sim II: Worst-Case Scenario
Mutal with CGII longbow (full fortify bonus) + whipped pike (no promotions or fortify bonus) + CGII musket (no fortify)
1) 4k + 1ha die, 1ha retreat, 4ha survive (SUCCESS)
2) 3k + 3ha die, 1k + 2ha survive (SUCCESS)
3) 3k die, 1k + 5ha survive (SUCCESS)
4) 4k + 2ha die, 3ha survive (SUCCESS)
5) 3k die, 1k + 5ha survive (SUCCESS)
6) 4k + 3ha die, 1ha retreat, 2ha survive (FAILURE, 2 defenders left alive)
7) 3k + 1ha die, 1ha retreat, 1k + 4ha survive (SUCCESS)
8) 3k + 2ha die, 1k + 3ha survive (SUCCESS)
9) 4k + 5ha die (CATASTROPHIC FAILURE, all 3 defenders left alive! Although there were some atrocious rolls in here.)
10) 2k + 1ha die, 2k + 4ha survive (SUCCESS)
Even in what I believe to be the worst case scenario, we still capture Mutal in 8 out of 10 sims, although the combat was often close, and the last horse archer took the city several times. Now here's the same situation simmed out with cuirassiers instead of knights:
Sim III: Worst-Case Scenario with Cuirassiers
1) 3c + 1ha die, 1c + 4ha survive (SUCCESS)
2) 4c + 5ha survive (TOTAL SUCCESS)
3) 1c + 1ha die, 1c retreat, 3c + 4ha survive (SUCCESS)
4) 2c die, 1c retreat, 2c + 5ha survive (SUCCESS)
5) 2c die, 2c + 5ha survive (SUCCESS)
6) 1c die, 3c + 5ha survive (SUCCESS)
7) 2c + 2ha die, 2c + 3ha survive (SUCCESS)
8) 3c die, 1c + 5ha survive (SUCCESS)
9) 2c die, 2c + 5ha survive (SUCCESS)
10) 2c + 3ha die, 2c + 2ha survive (SUCCESS)
All of these sims were successful, even #10 where a cuirassier died against the Imperio pike without doing a single point of damage. And perhaps equally importantly, cuirassiers survived every single sim to live and fight again, as opposed to the slaughter of knights in the previous sim. On average, 2 out of 4 cuirassiers lived. My recommendation is therefore that we spend the 200g to turn all our knights into cuirassiers. Think of it this way: is it worth 200g to be absolutely certain that we burn down the Imperio capital? I say yes, especially because we'll loot at least 100g back in the taking of the city! This also insures us against Imperio getting a fourth unit into Mutal (somehow), meaning we still have a good chance at success. My sincere hope is that we won't even face defenders as tough as the ones I estimated here!
Note: I had our top knight/cuirassier promoted with CII/Melee, which was a mistake in retrospect. We should promote this unit with CIII instead, and will likely do a little better than these sims as a result. Savegame file is attached for anyone who wants to play around with this further. Random seed is not preserved, so load away and get different results.
Sim I: Optimistic Scenario
Mutal with CGII longbow (full fortify bonus) + whipped pike (no promotions or fortify bonus)
1) 2k die, 2k + 5ha survive
2) 3k 1ha die, 1ha retreat, 1k + 4ha survive
3) 2k die, 2k + 5ha survive
4) 1k die, 3k + 5ha survive
5) 3k die, 1k + 5ha survive
6) 1k die, 3k + 5ha survive
7) 1k die, 3k + 5ha survive
8) 2k die, 2k + 5ha survive
9) 2k die, 2k + 5ha survive
10) 2k die, 2k + 5ha survive
OK, pretty clear that there's no need to do any upgrading if we face just the longbow and a whipped pike. All 10 attempts won pretty easily, even with some awful luck on sim #2. However, things become dicier if we have to face a third unit in Mutal.
Sim II: Worst-Case Scenario
Mutal with CGII longbow (full fortify bonus) + whipped pike (no promotions or fortify bonus) + CGII musket (no fortify)
1) 4k + 1ha die, 1ha retreat, 4ha survive (SUCCESS)
2) 3k + 3ha die, 1k + 2ha survive (SUCCESS)
3) 3k die, 1k + 5ha survive (SUCCESS)
4) 4k + 2ha die, 3ha survive (SUCCESS)
5) 3k die, 1k + 5ha survive (SUCCESS)
6) 4k + 3ha die, 1ha retreat, 2ha survive (FAILURE, 2 defenders left alive)
7) 3k + 1ha die, 1ha retreat, 1k + 4ha survive (SUCCESS)
8) 3k + 2ha die, 1k + 3ha survive (SUCCESS)
9) 4k + 5ha die (CATASTROPHIC FAILURE, all 3 defenders left alive! Although there were some atrocious rolls in here.)
10) 2k + 1ha die, 2k + 4ha survive (SUCCESS)
Even in what I believe to be the worst case scenario, we still capture Mutal in 8 out of 10 sims, although the combat was often close, and the last horse archer took the city several times. Now here's the same situation simmed out with cuirassiers instead of knights:
Sim III: Worst-Case Scenario with Cuirassiers
1) 3c + 1ha die, 1c + 4ha survive (SUCCESS)
2) 4c + 5ha survive (TOTAL SUCCESS)
3) 1c + 1ha die, 1c retreat, 3c + 4ha survive (SUCCESS)
4) 2c die, 1c retreat, 2c + 5ha survive (SUCCESS)
5) 2c die, 2c + 5ha survive (SUCCESS)
6) 1c die, 3c + 5ha survive (SUCCESS)
7) 2c + 2ha die, 2c + 3ha survive (SUCCESS)
8) 3c die, 1c + 5ha survive (SUCCESS)
9) 2c die, 2c + 5ha survive (SUCCESS)
10) 2c + 3ha die, 2c + 2ha survive (SUCCESS)
All of these sims were successful, even #10 where a cuirassier died against the Imperio pike without doing a single point of damage. And perhaps equally importantly, cuirassiers survived every single sim to live and fight again, as opposed to the slaughter of knights in the previous sim. On average, 2 out of 4 cuirassiers lived. My recommendation is therefore that we spend the 200g to turn all our knights into cuirassiers. Think of it this way: is it worth 200g to be absolutely certain that we burn down the Imperio capital? I say yes, especially because we'll loot at least 100g back in the taking of the city! This also insures us against Imperio getting a fourth unit into Mutal (somehow), meaning we still have a good chance at success. My sincere hope is that we won't even face defenders as tough as the ones I estimated here!
Note: I had our top knight/cuirassier promoted with CII/Melee, which was a mistake in retrospect. We should promote this unit with CIII instead, and will likely do a little better than these sims as a result. Savegame file is attached for anyone who wants to play around with this further. Random seed is not preserved, so load away and get different results.
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