Author Topic: SF ability  (Read 26743 times)

Marlboro

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Re: SF ability
« Reply #75: May 05, 2012, 12:14:58 AM »
Greater concealment. Easier to get under your coat when you get rid of that foot long hunk of wood from the end.

Which is usually why you chop off the barrel, too.

This, except crossbows don't have barrels or stocks so really dunno why this is being beaten to death.

Edit: They were designated as vanguard and set in box formation.

Box formation turns even the mightiest of lions into mewling kittens. Vanguard does not change combat behavior at all.

Edit: When I get my Range 1 unit into melee again I'll post some averages and see how they stack up with some earlier battles where they didn't have range.
« Last Edit: May 05, 2012, 12:17:21 AM by Marlboro »
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Gustav Kuriga

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Re: SF ability
« Reply #76: May 05, 2012, 07:43:04 AM »
This, except crossbows don't have barrels or stocks so really dunno why this is being beaten to death.

Box formation turns even the mightiest of lions into mewling kittens. Vanguard does not change combat behavior at all.

Edit: When I get my Range 1 unit into melee again I'll post some averages and see how they stack up with some earlier battles where they didn't have range.

Crossbows had stocks. Box formation reduces the number of hits, true, but not to the degree you speak of.

Cren

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Re: SF ability
« Reply #77: May 05, 2012, 08:50:47 AM »
could we see some training and weapons stats? from what I see, that unit probably has full cohesion, high training, and high weaponry. otherwise they would have much less ranged hits with winds that strong.


Yes, full cohesion, 86% training, 70/60 weapon
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Cren

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Re: SF ability
« Reply #78: May 05, 2012, 08:59:21 AM »
Can anyone provide a report of ranged SF fighting both in range and melee? If its hella good, then someone is going to dump Elite Rangers

P.S- Also their stats.
Just stay alive and kicking, raise your voice when its needed. Through reason you can show the mistakes of others, something violence can't do.

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De-Legro

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Re: SF ability
« Reply #79: May 05, 2012, 03:14:25 PM »
The ranged SF are not that good in melee as everyone is advertising around. They are quite the same as Archers. For instance, thats a 32 man archer units performance.
 

Aren't they good?

Edit: They were designated as vanguard and set in box formation.

Considering that Melee SF are at times less then impressive, it is fair to assume that you need a large data set to cancel out some of the random factors in combat.
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fodder

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Re: SF ability
« Reply #80: May 05, 2012, 06:31:21 PM »
need to look into rounds where there's only melee too...
firefox

Marlboro

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Re: SF ability
« Reply #81: May 31, 2012, 08:39:19 PM »
Can anyone provide a report of ranged SF fighting both in range and melee? If its hella good, then someone is going to dump Elite Rangers

P.S- Also their stats.

K, so, this is happening again:

Dead Reckoning
Captain Vilmar (+4)
Type:   Special Forces
Range:   2 lines
Strength:   46 men
Training:   84 %
Weapons/Armour:   83% / 64%
Damage:    0 %
Morale:    100 %
Cohesion:    59 %
Combat Strength:   1082
Encounter Setting:    attack
Deployment Line:    middle
Deployment Formation:    wedge
Designation:    army

Bumping this because I know they'll be seeing combat in a few days, then I can post the results.

Army is mostly Vorian Elite melee dudes, but I had to recruit them five at a time since that was as fast as the RC would spit them out, so the range stayed at 2. It was not an intentional manipulation of the system this time, but rather a happy accident.
« Last Edit: June 04, 2012, 06:22:54 AM by Marlboro »
When Thalmarkans walked through the Sint land, castles went up for sale.

Marlboro

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Re: SF ability
« Reply #82: June 04, 2012, 07:12:18 PM »
So unfortunately only got two rounds to go on, but they look pretty good.


1st round-
Dead Reckoning (14) move closer to get better shots.
Dead Reckoning (14) fire on Horrors (53), scoring 312 hits.

Hey, this round is usually just them taking a stroll towards the enemy anyways so I'll take some bonus hits.

2nd round-
Dead Reckoning (14) fire on Horrors (53), scoring 1031 hits.
Dead Reckoning (14) score 802 hits on Horrors (53).

Nice, I was worried their ranged attacks were always gonna be pretty weak. As far as the mediocre melee hits, they have historically as an all-melee unit hit for around 800 the first round before the numbers start exploding in later rounds.

Sorry I don't have more data, but at least there's some.
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Lorgan

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Re: SF ability
« Reply #83: June 04, 2012, 07:24:52 PM »
Too bad you probably won't be able to play around with them anymore. :)

Marlboro

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Re: SF ability
« Reply #84: June 04, 2012, 07:29:37 PM »
Too bad you probably won't be able to play around with them anymore. :)

http://www.youtube.com/watch?v=E0w1W5RGx9Q
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Cren

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Re: SF ability
« Reply #85: June 05, 2012, 09:46:10 AM »
I remember a battle against Undead where the Elite Rangers (now 47 men) scored 762 hits on second round of combat on a windy day.
Just stay alive and kicking, raise your voice when its needed. Through reason you can show the mistakes of others, something violence can't do.

I don't break rules, I bend them- a lot.