Ok... I worked out how to do a fairer test...
I removed the Tanks ranged ability, so it wouldn't prefer being in the back, along with its flanking category and isflanking.
I did the tests by creating new batches of units in the cheat editor in the same game, rather than reloading.
I noticed that the attacked always seemed to have the advantage. I wanted to see if archers ranged ability would be enough to overcome a defensive advantage so I set up an intially unbalanced test... repeated 20 times.
5 attacking tanks vs. 6 defending tanks. Equal terrain.
Attacker wins 2. (both times 1 tank remaining)
Defender wins 18. (1 tank remaining 16 times. 2 tanks remaining 2 twice)
Then...
5 attacking tanks & 7 archers vs. 6 defending tanks. Equal terrain.
(Attacker has 1 more front line attacker than intended, but its the weakest frontline offensive unit possible)
Attacker wins 15.
-1 time 1 tank remaining & 1 archer remaining
-9 times 1 tank remaining & 3 archers remaining
-1 time 2 tanks remaining & 3 archers remaining
-4 times 3 tanks remaining & 5 archers remaining
-1 time 4 tanks remaining & 5 archers remaining
Defender wins 5
-4 times 1 tank remaining
-1 time 2 tanks remaining
It seems that large numbers of obsolete troops can, in large enough quantities, unbalance a situation, even in a situation, where they should have no significant effect on the outcome.
Of course, you could increase the attack and defense ratings of subsequently advanced units, by a multiple, making the difference larger... but I think there should be the option to have an defensive threshold, to demonstrate very large differences in attack and defensive capability... aka arrows vs. tank.
I removed the Tanks ranged ability, so it wouldn't prefer being in the back, along with its flanking category and isflanking.
I did the tests by creating new batches of units in the cheat editor in the same game, rather than reloading.
I noticed that the attacked always seemed to have the advantage. I wanted to see if archers ranged ability would be enough to overcome a defensive advantage so I set up an intially unbalanced test... repeated 20 times.
5 attacking tanks vs. 6 defending tanks. Equal terrain.
Attacker wins 2. (both times 1 tank remaining)
Defender wins 18. (1 tank remaining 16 times. 2 tanks remaining 2 twice)
Then...
5 attacking tanks & 7 archers vs. 6 defending tanks. Equal terrain.
(Attacker has 1 more front line attacker than intended, but its the weakest frontline offensive unit possible)
Attacker wins 15.
-1 time 1 tank remaining & 1 archer remaining
-9 times 1 tank remaining & 3 archers remaining
-1 time 2 tanks remaining & 3 archers remaining
-4 times 3 tanks remaining & 5 archers remaining
-1 time 4 tanks remaining & 5 archers remaining
Defender wins 5
-4 times 1 tank remaining
-1 time 2 tanks remaining
It seems that large numbers of obsolete troops can, in large enough quantities, unbalance a situation, even in a situation, where they should have no significant effect on the outcome.
Of course, you could increase the attack and defense ratings of subsequently advanced units, by a multiple, making the difference larger... but I think there should be the option to have an defensive threshold, to demonstrate very large differences in attack and defensive capability... aka arrows vs. tank.
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