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Andre
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A suggestion I already made in the CTP forum.
To avoide having a phalanx killing a tank there is a simple solution.
First of all you might give the tank a defense value incredibly high. This makes balanceing quite complicated.
I prefer another thought to solve this. The only problem behind the whole thing is, that the two units are fromdifferent tech levels. A stack of eight phalanx is not able to do any damage to a tank. At that time of technology they hardly knew a screwdriver. 
So any unit should receive a tech level. If units of different tech levels fight each other, the unit with the higher tech level receives a malus on it's attack value. A malus is the opposite of a bonus. While 50% bonus means "add the half", 50% malus means "substract the half".
The more the two tech levels differ the progressively higher the malus on the attack value.
Guess the folowing figures:
Phalanx Attack 1, Defense 2, Tech level 1
Musketeer Attack 3, Defense 3, Tech Level 4
WWII Tank Attack 10, Defense 10, Tech level 5
Note that I speak of a WWII tank. It has no radar, no advanced communication etc. Therefore it only has a +1 higher tech level than the musketeer.
But between Phalanx and musketeer there is +3 difference, because between spear and rifle (fine mechanism and explosives) are 2 thousand years of development. Actually it is not about the distance of time. Development speeds up every day with additional knowledge of man.
In the implemented version it should be the following way:
If the maximum tech level is 6, the maximum tech level gap between two units is 5.
If the tech level gap between two units is X it should receive a Y% malus on it's attack value:
tech level gap malus
1 10%
2 20%
3 35%
4 55%
5 85%
Note the progressive way the malus gains.
If musketeer attacks tank, the musketeer should receive 10% malus on its attack value. The rifle is just not the effective against the more modern armor of the tank.
But if phalanx attacks tank, the phalanx will receive a 55% malus on it's attack value making it impossible to cause any damage. Tank defense will remain 10 but phalanx attack will decrease to 0.45.
Of course balancing has to be done, but:
In the old fashioned way, it was harder to do.
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Paul Crocker
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Slidell, LA, USA
Jul 1999 time: 05:13
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LGJ: I was a tanker for several years, and I really doubt that a phalanx could do much damage to an armor unit (as opposed to a single tank). The "vital parts" of a tank are usually the crew or other components that are pretty tough to get at without outright destruction of the tank. (Pieces of armor are seldom "missing", but are more often penetrated by enemy rounds, and therefore don't really expose vital components to damage after the initial impact of the round that created the hole.) In any case, while an individual tank might be immobilized or destroyed by guys with spears, it's such a long shot as to be nearly impossible.
Your point that they can get away in certain terrain is completely valid, however. They just couldn't do much damage to the armor unit. There should be a chance that the attacking armor might "miss" the phalanx.
Unarmed troops could actually slow or stop an armor unit temporarily by using obstacles or, in the case of lightly armed troops, harassing fire in an urban setting.
The bottom line, though, is that an unarmed or lightly armed (ancient firearms or spears) unit would be entirely ineffectual offensively against a modern armored unit. They might fair slightly better on the defense, but would eventually be crushed as well if they didn't get any help from more "modern" weaponry. A good example of this is the Ethiopians vs. the Italians in the 1930's. They were utterly crushed by the modern Italian units, despite the fact that the Italians were using equipment considered obsolete even for that era.
[This message has been edited by Paul Crocker (edited October 13, 1999).]
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