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.
or maybe sticky bombs ala Saving Private Ryan?
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