which unit should we choose in the new patch

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durbal

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Are you talking about offensive or defensive units? I don't think there's a clear winner anymore like there was before (which was part of the reasoning behind the combat changes) and tends to matter more about your overall army makeup, strategy, ideas, etc.
 
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rdbfnhxm

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Are you talking about offensive or defensive units? I don't think there's a clear winner anymore like there was before (which was part of the reasoning behind the combat changes) and tends to matter more about your overall army makeup, strategy, ideas, etc.
we have generally 2 options what should i care
 

Jarvin

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Are you talking about offensive or defensive units? I don't think there's a clear winner anymore like there was before (which was part of the reasoning behind the combat changes) and tends to matter more about your overall army makeup, strategy, ideas, etc.
1649520109388.png


did a helpful chart to visualize this

(infantry, avg of all techs)
 
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CoolSpin

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If I have quality troops (combat ability, discipline) i pick defensive pips, if i have higher morale without events, i pick the offensive pips for infantry. I dont usually play late game, but I think I'd pick defensive regardless.

My above statement is not backed by numbers or facts.

EDIT: Oh, if I have neither good quality or morale, I use the ledger to see which ally has the best dombination, and I will stalk them in wars. (ie; follow them, reinforce..)
 

EarlKonrad

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If I have quality troops (combat ability, discipline) i pick defensive pips, if i have higher morale without events, i pick the offensive pips for infantry. I dont usually play late game, but I think I'd pick defensive regardless.

My above statement is not backed by numbers or facts.

EDIT: Oh, if I have neither good quality or morale, I use the ledger to see which ally has the best dombination, and I will stalk them in wars. (ie; follow them, reinforce..)

That's not a wise approach. Pips multiply their associated characteristics, thus offensive shock pip multiply a unit's shock value, and a defensive shock pip reduces incoming shock damage.

The best way of going about picking units is to see your unit's fire/shock values and choose whatever units are available that boosts those stats by the most. Usually you want cav to have high shock (regardless of tech) and infantry to have high defense across the board (their job is to soak damage while art kills everything).

Also, do bear in mind that defense pips can lead to even worse loses as they simply prolongue fights by reducing damage you take which can indirectly lead to longer fights and thus more manpower drain.

Really, the unit system is terrible and serves only to confuse players and present many, many false choices.
 

durbal

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Also, do bear in mind that defense pips can lead to even worse loses as they simply prolongue fights by reducing damage you take which can indirectly lead to longer fights and thus more manpower drain.
More morale defense maybe, but even then you can manually retreat so this isn't really a concern.
 
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