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Tuesday, May 27, 2014

Back to Basics: Lets Talk Unit Strength

Hey everyone. I hope you had an excellent Memorial Day weekend, filled with gaming and friends and remembrance of the soldiers who have sacrificed for your freedom. Even if you don't live in the USA - I hope your weekend was great. Mine was, played a lot of World of Tanks and developed a new strategy for Safeguard mode on Call of Duty: Ghosts. If you want to play with me on Xbox Live or on World of Tanks, my usernames are Sapoman221 and Sapoman, respectively.
Now. On to the post!


First, I want to do a brief introduction of what I know about Autoresolve, and how the MOS effectively changes it.

Autoresolve uses a number of factors, but I remember from old research that the two most important things are Defense (especially the Armour stat) and Unit Size (how many guys are in the unit, not the size of the soldiers xD ). Followed by that is the melee attack. Charge bonus and ranged damage/range of missiles are NOT included. This means that cavalry/archers/skirmishers SUCK in autoresolve, hurting AI vs AI battles for factions such as Rohan or Rhun, who rely heavily and cavalry and, for Rhun, skirmishers. The command of the General is a little bit complicated. I have no outside research for this particular stat, and no personal research for it outside of MOS 1.6, as I didn't pay attention when I was playing regular TATW. It seems that the command of the General has an increasing effect based mainly on the size of the army. Increasing the average defense and/or attack without a general seems to have the same impact as with a general, but increasing the size has a slightly greater impact when you have a general, it seems. However, having a higher average defense (which usually comes with a convenient boost in attack as well) has a greater impact generally than increasing unit size anyway - replacing one snaga skirmisher unit with a Heavy Goblin Infantry (reducing army size by a small degree) has slightly more of an effect than does adding two snaga skirmishers (increasing army size by a bit - net of about 400 more than would have been in army after HGI replacing the snaga skirmishers) would have.

How does MOS affect this? Well, in MOS, the attack of most units was dropped slightly, and the Defense of EVERYTHING was really buffed. As in, the Orc Band has a Defense of around 20 now, which used to be Fountain Guard type defense. As all the defenses are so high up, and increase of one defense point is a small percentage increase, and since defense is the most important stat for autoresolve, this sometimes makes it hard to alter autoresolve chances. This increased defense is also a pain in the ass for archers - Mirkwood Archer Guard, for example, is one of the most powerful archer units in the game. But the defense of Orc Band is so high that it surpasses the ranged attack of the MAG to a great degree, resulting in sometimes needed 5 or 6 arrows to kill one Orc Band soldier.





There, that was some autoresolve information. Now, what are the best kinds of units for you to use in fighting out battles?
Well, that depends on faction and terrain. I may edit this one or create a separate one to detail this, but it would be helpful if people would post the factions they need information on, so I could get to those first.

-Sapoman

2 comments:

  1. Dol Amroth Please :)

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    1. I'm not sure how this comment slipped my notice for so long. I'm at college now, so I can't promise it will be quick, but I will get it up.
      -Sapoman

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