First of all, read this
I thought about ways how to avoid defense is not accomplished by the strongest unit of a stack:
The solution is not to use HP and FP to determine unit strength. But the problem is you may want to use HP and FP to determine if unit will fight more or less predictable. This is determined by the FP/HP ratio, so you should keep unit strength (FP*HP) constant and to change FP/HP only:
an example:
you set normal units 2h, 2f
stable units 4h, 1f
'berserk' units 1h, 4f
(FP*HP is always 4)
But you must be careful since it affects pikemen flag, shore bomardment, ship caught in city and fighter vs. helicopter.
I thought about ways how to avoid defense is not accomplished by the strongest unit of a stack:
The solution is not to use HP and FP to determine unit strength. But the problem is you may want to use HP and FP to determine if unit will fight more or less predictable. This is determined by the FP/HP ratio, so you should keep unit strength (FP*HP) constant and to change FP/HP only:
an example:
you set normal units 2h, 2f
stable units 4h, 1f
'berserk' units 1h, 4f
(FP*HP is always 4)
But you must be careful since it affects pikemen flag, shore bomardment, ship caught in city and fighter vs. helicopter.

How does the dictator's performance change with a defense of 2? The problem with raising the Dictator's defense, though, is there is a bigger chance he'll get some action before all the other chaps are killed, right? Um... but nevermind that, you suggest increasing the HP.
Think of it as VB with a spreadsheet attached.
That logic makes sense. I was overlooking the overkill excessive fp's would give. Whether you hit a bug with a flyswatter or napalm makes little difference from its perspective.
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