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vmxa1
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Oviedo, Fl
Nov 2001 time: 21:24
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So, if you load an army with all units the same type and supposing those units are 6/3/3 (i.e. Cavalry) then:
Attack bonus with:
Neither Pentagon nor Military Academy: (6+6+6)/6 = +3
Pentagon only: (6+6+6+6)/6 = +4
Military Academy only: (6+6+6)/4 = +4 (rounded down)
Both Pentagon and Military Academy: (6+6+6+6)/4 = +6
With Pentagon and Military Academy, assuming you load 4 units of the same type into each army, the net result is to simply double their attack and defense stats, because the bonus is (4*X)/4 = +X Which makes a 4-Cavalry army into a 12/6/4 unit.
Last edited by vmxa1 on 17-02-2005 at 06:55
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chuckdelicious
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You can't have the pentagon without MT, either.
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vmxa1
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Oviedo, Fl
Nov 2001 time: 21:24
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Alright guys lets not be obtuse. Of course you cannot have calvs with out MT, but that is not the point. The point is it is att + att + att/6 without the academy.
With it is att+att+att/4. I just use the calv as an easy to calc att value.
I did not read the link, but if it expalins it, what is the question pending?
Last edited by vmxa1 on 17-02-2005 at 06:57
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Sabre2th
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quote: Originally posted by vmxa1
So, if you load an army with all units the same type and supposing those units are 6/3/3 (i.e. Cavalry) then:
Attack bonus with:
Neither Pentagon nor Military Academy: (6+6+6)/6 = +3
Pentagon only: (6+6+6+6)/6 = +4
Military Tradition only: (6+6+6)/4 = +4 (rounded down)
Both Pentagon and Military Academy: (6+6+6+6)/4 = +6
With Pentagon and Military Academy, assuming you load 4 units of the same type into each army, the net result is to simply double their attack and defense stats, because the bonus is (4*X)/4 = +X Which makes a 4-Cavalry army into a 12/6/4 unit. |
Corrected for those that can't figure it out for themselves..
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Theseus

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The warmonger formerly known as rpodos. Gathering Storm! Apolyton Spirit!!
Apr 2002 time: 00:24
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Oh, and btw, Armies ROCK!!! 
Some clarifications to the CFC post:
* Units in Armies fight in serial order by strength (either offensive or defensive, as appropriate), and thus, given respectively blitz and multiple defense actions, can in fact each be promoted through multiple wins in a given turn.
* Army healing takes place at the same rate while on ships... a heckuva thing for Berserks and Marines (and Spec Forces in the AU Mod).
* Mixed-unit Armies are an incredibly effective way to maintain/upgrade strength over time... in stock C3C, with the two relevant SWs, a 2xSwords+MedInf+Infantry Army will add 4 attack points and 4 defense points to each unit, so, in order, the units become:
Attack: 10/8/7/7
Defense: 14/6/6/6 (plus modifiers)
* The extra movement point adds subtleties: Slowmover Armies can keep up with Knights... Knight Armies keep up with Cavs, etc. Also, Mixed-unit Armies get interesting: Add an Infantry to a 3xCav Army, and send it along with Tanks!
* C3C Army pillaging is a wonder to behold. 
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Sabre2th
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quote: Originally posted by Theseus
* Army healing takes place at the same rate while on ships... a heckuva thing for Berserks and Marines (and Spec Forces in the AU Mod). |
Are Berserk and Marine armies amphibious? I didn't think they were. I know I haven't had luck with Special Forces and air drops...
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vmxa1
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Oviedo, Fl
Nov 2001 time: 21:24
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quote: Originally posted by Sabre2th
Are Berserk and Marine armies amphibious? I didn't think they were. I know I haven't had luck with Special Forces and air drops... |
Armies of marines or beserkers retain any special ability if they are homogeneous.
Last edited by vmxa1 on 17-02-2005 at 13:04
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vmxa1
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Oviedo, Fl
Nov 2001 time: 21:24
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Originally posted by Melboz99
"I guess one of the best armies to build would be a 3 modern armor, and one Mech Inf army."
I would say no to this, but maybe T would like it. I would not want to slow down my MA army with an MI (3 move vs 2 moves). Why do it? The MA's do not need a defender after all. They have the second best defesive numbers and will surely be killing anything they attack.
I use 4xMA's to bust MI defenders in metros all the time.
"You guys listed how attack is calculated, how is defense?
Is defense based on all units, or the strongest defender?"
The defense is the same, just replace the attack numbers with defensive numbers.
Bare in mind that if it is a mixed army, the defense of the one doing the defending is all that matters.
Here is what I do often, have a 3x army and get the pentagon built. The army is maybe muskets and I now have rifles. I stick in a rifle and it will do most of the combat.
If it is say an older army and is made up of knights, I will stick in a calv or a strong defender. Depending on what I will use the army to do. Is it still attacking or is it sitting in a newly captured city? If the latter, I will stick in a defender.
Understand that I am talking about sid games and will be having many hundreds of battles and hence have a steady stream of leaders.
I may have to scrap some to allow a better army to form for the lack of cities to meet the 4 per army.
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Sabre2th
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quote: Originally posted by vmxa1
Armies of marines or beserkers retain any special ability if they are homongeous. |
That's what I would expect, but I know I've lost airdrop ability with homogeneous armies... Strange that they'd do it for marines and not paratroopers
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vmxa1
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Oviedo, Fl
Nov 2001 time: 21:24
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Yup, but it is a fact no air drops. That is why I did not say any specialty or any homogeneous army.
Last edited by vmxa1 on 17-02-2005 at 23:10
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All times are GMT. The time now is 05:24. Apolyton Time is 00:24. |
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