Apolyton Archive  |  Preserved copy of the Apolyton Civilization Site and its forums as they stood in September 2005. Read-only; nothing here can be posted to or replied to.  |  Forum index |  About this archive |  The 1998–2001 UBB forums
Today on Apolyton WARDELL INTERVIEW PROMO A.C.S. HISTORY CHAPTER 4 GET CIV4 /w FREE PLUS! A.C.S. PHOTO GALLERY GET A.O.M. V1.1
Apolyton Civilization Forums
main| civ2| civ3| civ4| smac| ctp2| ron| moo3| galciv| galciv2| alt| about|
ApolytonPLUS | register | search | faq | new posts | pm (-/-) | upload | members
hall of fame new! | civgroups | civgroups news | interviews | the column | radio | chat | directory | news | store | PLUS
Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Miscellaneous > Archive > Civ3-Strategy-Archive > Concentration of force
Show a Printable Version | Email This Page to Someone! | Receive updates to this thread | Report this to Apolyton news!

bottom of page
  
Author
Thread    < Last Thread     Next Thread > Post New Thread     Post A Reply
vulture is offline vulture
King
Leeds, UK
Jun 2001
time: 05:29
  Old Post 09-07-2003 19:55
Edit/Delete Message Reply w/Quote
#1 Report this post to a moderator
Concentration of force Support Apolyton buy from Amazon

Most of us know that one of they keys to winning battles is to concentrate your forces on the important objectives. There is an interesting side effect to this that crops up when you have a large advantage over the people you are attacking.

Consider a scenario where a medieval infantry (attack 4) attacks a 2 defense unit (pick another med inf for this example) on a mountain. The defending med inf is unfortified, and so has an effective defense of 4.

First case: 1 MI attacks 1 MI - and surprise surprise, there is a 50% chance of each MI winning the battle.

Second case: 2 MI attack 1 MI - if the defender is not militaristic, the attackers have an 83.3% chance of winning, while if the defender is militaristic, they have an 81.1% chance of winning. No big surprise here either.

The surprise comes in the average number of units lost. In case 1, each side lost 0.5 units on average in the battle. In case 2, the attackers lose 0.67 (0.69) while the defender loses 0.83 (0.81) units on average. Actually, this is pretty obvious - the first fight has a 50% chance of going either way, and if the first attacker loses, the second gets a chance to attack a wounded defender.

Now consider a huge number of attackers (formally, an infinite number). The defender is certain to lose his unit eventually. While the attacker loses on average 0.76 (0.80) units, more or less (if the defender was restored to full health for each battle and was never promoted, the attacker would lose exactly 1 unit on average).

The point is that for one on one battles with a 50% chance of winning, you will on average lose one unit for every enemy unit you kill. If you can attack with more than one unit against the same enemy, you lose less than one unit per enemy unit killed.

Consider two small armies of 4 MI attacking 4 MI, with the defenders always being on mountains, so all fights are 50-50. A lot of one on one fights will lose both sides equal numbers of troops on average. At the other extreme, ganging your four up against each enemy troop individually, and then the survivors (if any) moving on to the next target gives you an average loss on 2.6 units, compared to the enemy's average loss of 3.3 units, giving you a 65% chance of wiping out your opponent (vs 50% in a series of 1 on 1 battles).

The obvious conclusion: concentrate forces where possible. Most of the time it is better two have two units attack a single defender, leaving another one to go free for a while, compared with fighting two 1 on 1 battles. This is probably fairly obvious to most people though.

The other conclusion: the civ that can field the biggest army starts off with an advantage, but that advantage grows as more battles are fought. If you start off with 20 MI, vs your opponents 10, after ten 2 on 1 battles, you end up with 14 MI, and your opponent has 2 (compared to the situation of fighting one on one battles where you have 15 and your opponent 5). The big army's advantage grows since it can take advantage of the stack effect to suffer fewer losses than it's enemy, even in (apparently) equal battles.

This also generalises to some extent to unequal battles. You suffer fewer losses by stacking your troops and attacking small numbers of enemies in one go, than by taking on more equal battles. This hurts the AI in particular in pre-industrial wars, where their units tend to arrive in dribs and drabs to attack you, so you can mass your fast defense units and take them out with small losses compared to what you would suffer if those same units were stacked together.

This also means that the civ with the larger army needs to devote less of its resources to replacing losses than the civ with the smaller army, meaning that it can either do more useful thing while fighting the war, or expand its army faster than the other civ is capable of (assuming equal manufacturing capacities).

Greetings is offline Greetings
Chieftain

Sep 2002
time: 05:29
  Old Post 09-07-2003 23:45
Edit/Delete Message Reply w/Quote
#2 Report this post to a moderator
Enter the AD-FREE zone

Interesting. I could never have done all that math. I'm going to have to start building more units early on. Thanks. You taught me something.

DaveMcW is offline DaveMcW
Prince

Aug 2002
time: 00:29
  Old Post 10-07-2003 05:46
Edit/Delete Message Reply w/Quote
#3 Report this post to a moderator
Support Apolyton, buy Call to Power 2

Great explanation!

The only thing to watch out for is over-concentration of force. If you wipe out all enemies with 10% of the attack force, your remaining attackers will have to waste time walking to other key positions before they can attack.

To balance sufficient force and efficient deployment, try to send stacks that have a 95% chance of capturing your target. You can either guess from warmongering experience or plug the numbers into a battle calculator.

Frank Johnson is offline Frank Johnson
Prince
Houston, TX
Jan 1970
time: 23:29
  Old Post 10-07-2003 09:52
Edit/Delete Message Reply w/Quote
#4 Report this post to a moderator
Support Apolyton, buy Galactic Civilizations

This is a very good suggestion. It is very important to send enough troops to actually seize the target. If you send one less unit than you need, and just end up fighting even battles, you haven't gained anything.

But victory usually comes a different way for me. The AI has units it flags to go out and fight outside of cities. At the start of a war it will send these out to fight. I make it my first priority simply to destroy these AI troops as soon as they step into a disadvantagous spot, with my own offensive army.

Otherwise if I conencrate my force and go off fighting somewhere, and the AI comes another direction, there's a chance the AI will actually take some of my cities. I'd rather destroy the AIs mobile army, then pick off helpless city defenders with my unchallenged army.

A smart human player can always see the AI's stack and its next move. Its a simple matter to use your own force to counter theirs. That's why the AI cheats. ^_^

vmxa1 is offline vmxa1
Deity
Oviedo, Fl
Nov 2001
time: 21:29
  Old Post 10-07-2003 21:46
Edit/Delete Message Reply w/Quote
#5 Report this post to a moderator
Put an end to popups!

What do you means "cheats"? It has only one advantage and the boost it gets at the higher levels.
Cheating is reloading when things did not go your way and the like. The Ai can't do that.

Frank Johnson is offline Frank Johnson
Prince
Houston, TX
Jan 1970
time: 23:29
  Old Post 11-07-2003 10:27
Edit/Delete Message Reply w/Quote
#6 Report this post to a moderator
Remove this text

There's a reason you play against 5, or 10, or 15 AIs and not 1. ^_^ It'll take all of them gangbanging you and tech whorring to beat you. That's all I mean.

cumi is offline cumi
Warlord
Austria
Jul 2002
time: 06:29
  Old Post 11-07-2003 13:55
Edit/Delete Message Reply w/Quote
#7 Report this post to a moderator
Support Apolyton, buy Civilization III: Complete

quote:
Originally posted by Frank Johnson
This is a very good suggestion. It is very important to send enough troops to actually seize the target. If you send one less unit than you need, and just end up fighting even battles, you haven't gained anything.


Even worse: Maybe you created a GL for AI.

But, what is sure: the next turn will be even more difficult: the AI now has promoted units, and they can be healed in the city. Your sigeing units are weaker and weaker every turn.

If I want to "enter" in a city and I am not sure, I always wait outside (al least 1 tile away from the city) until all the (planed) units are there. When I am sure, that all my units can attack in the same turn, I go for the city.

bongo is offline bongo

Emperor
TRBNGR
Sep 1999
time: 06:29
  Old Post 12-07-2003 02:48
Edit/Delete Message Reply w/Quote
#8 Report this post to a moderator
Support Apolyton, buy Civilization III: Complete

On numerous occasions I have seen the AI 'flee' his cities. Typically this happens when I have moved a large force close to one of his heavily defended cities and killed some citizens either by bombarding or starving. I don't know why he do it, maybe he is scared Or maybe he values the city less after I have pounded it a bit(why do I have 7 pikemen in my capitol, it's only worth 4 now?)

vmxa1 is offline vmxa1
Deity
Oviedo, Fl
Nov 2001
time: 21:29
  Old Post 12-07-2003 04:02
Edit/Delete Message Reply w/Quote
#9 Report this post to a moderator
Remove this text

What do you mean by flee? Do you mean no troops left to defend? Or did they just happen to send a unit ot so off to some other task?
The reason I ask is I just had to invasions. One where I dropped 64 units on a city in Japan and the other where I dropped 72 units on a hill next to a Chinese city. They did not flee in either case. In the first case they sent attackers by the dozens. In the second they did not attack as I dropped the troops on a hill. That would have been deadly for them as I had MI and Tanks, they had Infantry and Riders.

bongo is offline bongo

Emperor
TRBNGR
Sep 1999
time: 06:29
  Old Post 12-07-2003 05:03
Edit/Delete Message Reply w/Quote
#10 Report this post to a moderator
Support Apolyton

Using spies I saw that their cities were very heavy defended (7+ pikemen) by that eras standard but after a while they send troops out of the city. Not to fight, it actually looks like they tried to escape. This occured only when I had killed many citizens by either bombarding or starving(pillaging)

vmxa1 is offline vmxa1
Deity
Oviedo, Fl
Nov 2001
time: 21:29
  Old Post 12-07-2003 09:31
Edit/Delete Message Reply w/Quote
#11 Report this post to a moderator
Suffering from ads?

I can't say for sure, probably a coincidence. The AI is not too bright you know. They will sit there with 50 units as you attack a city and not send anyone up to defend the city and have only a token force on hand.
They will do this city after city until they are out of units.
The doggedly try to get their min number of defenders in a city.

bongo is offline bongo

Emperor
TRBNGR
Sep 1999
time: 06:29
  Old Post 14-07-2003 14:48
Edit/Delete Message Reply w/Quote
#12 Report this post to a moderator
Increase the size of your Attachments

The best explanation I can think of is that the AI values the city less after I have pounded it a bit and then decides it is over-defended

inca911 is offline inca911
Warlord
St. Paul, MN
Jan 2000
time: 05:29
  Old Post 14-07-2003 17:42
Edit/Delete Message Reply w/Quote
#13 Report this post to a moderator
The Fleeing AI Avatar Enlargement: We've got the solution

bongo:
I also thought I saw AI troops leaving a city after intensive bombardment. I had a couple different attacking forces at the time and just figured they were moving to counter the larger force, but perhaps it was a valuation that the AI performed saying in effect: "This city isn't worth 7 defenders, only four. I'm moving out some of these units." I'm definitely going to watch for this because I think you may be right!

Frank Johnson is offline Frank Johnson
Prince
Houston, TX
Jan 1970
time: 23:29
  Old Post 16-07-2003 08:59
Edit/Delete Message Reply w/Quote
#14 Report this post to a moderator
Full PM-box? Change here!

They probably programed the AI to leave more defenders in bigger cities, where there would be a larger defensive bonus.

lmtoops is offline lmtoops
King
Dallas, Texas
Mar 2002
time: 23:29
  Old Post 16-07-2003 09:46
Edit/Delete Message Reply w/Quote
#15 Report this post to a moderator
Avatar Enlargement: We've got the solution

Very likely they redeployed based on city size and culture. It makes a little sense, but of course the fleeing defenders are killed as soon as the leave the city.

Of couse I have sent out defenders so as to divert the AI's forces. That is: If there is a big AI stack, you can send out weak units. The hope is that the AI will attack these weak units and not your city. This draws a portion of the AI force away from your city. This could buy you time to rush a defender, get strong reinforcements, and/or counter attack. For example if you have some archers left over (acting as MPs) during the industrial age. These archers are useless as defenders or attackers.

In any case (back to the subject at hand), I don't think the AI is using this elaborate strategy.

johncmcleod is offline johncmcleod
Prince
Coeur d'Alene, ID, USA
Jan 2002
time: 21:29
  Old Post 16-07-2003 10:18 Visit johncmcleod's homepage!
Edit/Delete Message Reply w/Quote
#16 Report this post to a moderator
Support Apolyton buy from Amazon

This is a great thread!

It brings to mind a quote by Patton. "When in doubt, fight." This thread proves that that statement is not a good strategy when you have a smaller army then your enemy.

So, if you have a smaller army then your enemy, how do you avoid fighting with concentrated troops and fight more 1 on 1?

vmxa1 is offline vmxa1
Deity
Oviedo, Fl
Nov 2001
time: 21:29
  Old Post 16-07-2003 10:47
Edit/Delete Message Reply w/Quote
#17 Report this post to a moderator
Help yourself to an AD-FREE life

I do not want to fight one on one, unless I am using a much better unit. I want to fight 2 bombardment units and two or more attackers on 1.
If you have a much stronger force than they do on the scene, especially in a city. They will tend to send units to pillage improvements. These are in ones and twos often. Better yet you should have arties in the city to blast them with before engaging.

bongo is offline bongo

Emperor
TRBNGR
Sep 1999
time: 06:29
  Old Post 16-07-2003 13:52
Edit/Delete Message Reply w/Quote
#18 Report this post to a moderator
Support Apolyton, buy Galactic Civilizations: Deluxe Edition

The point of concentrating your force is that you don't have to have a bigger army, you only have to be superior where the actual fighting takes place.

vulture is offline vulture
King
Leeds, UK
Jun 2001
time: 05:29
  Old Post 16-07-2003 14:24
Edit/Delete Message Reply w/Quote
#19 Report this post to a moderator
Suffering from ads?

Bingo bongo!



And as vmxa1 says, the AI tends to send out units in small groups to pillage and harrass the cattle. A large, fast squad can take them out one at a time with small losses to you. As long as you can afford to leave their other units alone for a while. This way you can whittle their forces down until you are ready to go on the offensive.

cumi is offline cumi
Warlord
Austria
Jul 2002
time: 06:29
  Old Post 16-07-2003 14:28
Edit/Delete Message Reply w/Quote
#20 Report this post to a moderator
Support Apolyton, buy Alpha Centauri

quote:
Originally posted by bongo
The point of concentrating your force is that you don't have to have a bigger army, you only have to be superior where the actual fighting takes place.


Yep! Look at the military strategy of US against Japan in the 2nd WW. They took over the islands one-by-one by concentrating their forces. The japaniese didn't knew where the next offense will be, so they couldn't defend only the next target... Please correct me, if my historical knowledge is not adeqat...

Last Conformist is offline Last Conformist
King
of Calakmul
Jul 2003
time: 06:29
  Old Post 19-07-2003 19:55
Edit/Delete Message Reply w/Quote
#21 Report this post to a moderator
Support Apolyton, buy Civilization: The Boardgame

Concentration does only pay up to a point; as DaveMcW says above, it'll mean that the excess troops will lose time before they can attack somewhere else. What makes this really bad is that it means that the AI will get more time to build more units, which spells more casualities for you. In addition, the AI is too dumb to deal with multiple invasions one at a time, and will send small counterattacks against all instead of crushing one.

So, the real trick on offensive is balancing between sufficient concentration to break thru and sufficient dispersion to bring the war to a tolerably swift end. This is, of course, particularly important when in Rep/Dem.

  < Last Thread     Next Thread > Post New Thread     Post A Reply
All times are GMT. The time now is 05:29.
Apolyton Time is 00:29.
    top of page
Rate This Thread:
archivepost
Forum Jump:
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
 




Contact Us - Apolyton Civilization Site - Support Us!

Building a better Apolyton through better information. Click here and take our poll!
Non-US visitors, click here!

Powered by: vBulletin Version 2.0.3
Copyright ©2000, 2001, Jelsoft Enterprises Limited.

Page generated in 0.0531 seconds (88.93% PHP - 11.07% MySQL) with 31 queries
Page Loading Time:

Support Apolyton: Amazon USA | Amazon UK | Amazon DE | Amazon FR |
Support Apolyton and get FREE PLUS, Buy from Chips&Bits: Galactic Civilizations | Galactic Civilizations: Deluxe Edition | Call to Power 2 | Civilization: The Boardgame | GURPS/ Alpha Centauri | Alpha Centauri | Civilization IV | Civilization III: Complete |


Front Page | Civilization IV | Civilization III | Civilization II | Call to Power II | Alpha Centauri | Master of Orion III
Rise of Nations | Galactic Civilizations | Galactic Civilizations II | Misc
Alt.Civs | Civ I | C:CtP I | About | News | Directory | Apolyton Store | Forums | Chat | Columns | Interviews | Newsletter
Scenario League | CSC | Clash of Civs | Spanish Site | CtP Maps | Cradle of Civ | WesW's Ctp1/2 Site | Civ3 Haven

apolyton.net | apolyton.com | civilization2.net | civilization3.net | civilization4.net | civilizationiv.info | calltopower.net | galciv.net | galciv2.net | moo3.net