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Shadow_PL

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Hi All,

I have few questions regarding battles.

1) I always thought (Darkest Hour/HoI2 style of gaming!) that multiple direction attack has some benefits. I realized that i was wrong and is quite the opposite. It is pointless to attack from multiple directions as there is no bonus. Moroever If you attack from 2 sides without river crossing and the 1 army stack will come with river crossing penalty whole army has the penalty- am I right? So you should always attack together from ONLY sides without penalty and only reason to splitting armies and attack from multiple directions is not to receive attrition.

2) I know AI chooses best general to fight (if they are not nobles). how it works? Only highest total in pips?

E.g. general 0/5/0/0 will be replaced by 0/0/5/1 as he has more total pips right? what if they have same number- fighting general stays?

3) I know it might be situational issue but i had penalty for amphibious attack on fort with 5 pips in maneuver. When there is fort the penalty is always active or i missed something? (no general for the enemy)

Thanks for any help!!!
 

SPAMbuca

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1 There might not be an advantage from coming from multiple sides, but there is an advantage of armies arriving late. These armies won't receive morale penalties from the battle before and come in fresh, which might make you win the battle on morale. However, if the enemy outflanks/outguns your other army in the meantime, you might still lose out. Really depends on the situation.

2 Not sure, but I do think they favor shock and fire pips. The game differentiates between having a general that has his pips in shock/fire and manouver/siege as well. So in your example, I'm sure the enemy will keep the 5 shock general.

3 Can't tell you for sure either, but landings are quite punishing, unless you're trying to relieve your own fort. Are you sure the enemy had no general? Maybe the general got killed in battle.
 

PhoenixG

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Did some testing in a console game.

0/5/0/0 vs 0/0/5/1 -> pick 0/5/0/0
0/5/0/0 vs 0/0/5/6 -> pick 0/5/0/0
0/5/0/0 vs 2/3/0/0 -> pick 0/5/0/0
0/5/0/0 vs 3/2/0/0 -> pick 3/2/0/0
2/2/1/0 vs 2/3/0/0 -> pick 2/3/0/0

you can safely say the siege pip will be ignored. After that the weight on pips is first on fire than on shock and last maneuver
 

rinehime

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Did some testing in a console game.

0/5/0/0 vs 0/0/5/1 -> pick 0/5/0/0
0/5/0/0 vs 0/0/5/6 -> pick 0/5/0/0
0/5/0/0 vs 2/3/0/0 -> pick 0/5/0/0
0/5/0/0 vs 3/2/0/0 -> pick 3/2/0/0
2/2/1/0 vs 2/3/0/0 -> pick 2/3/0/0

you can safely say the siege pip will be ignored. After that the weight on pips is first on fire than on shock and last maneuver

What year was this? Might it depend on fire/shock modifiers?