Page 1 of 1
Question to experienced players
Posted: Wed Jan 10, 2018 2:00 pm
by nukkxx5058
I'm wondering whether it is equivalent to plan a battle, then click battle resolution, then plan a second battle (independent from the first one) and click battle resolution, etc ... or to plan all battles first and then click a global turn resolution ?
Or could there be an advantage from time to time doing one way or the other ?
I guess the answer not simple ... Any idea ?
thx
RE: Question to experienced players
Posted: Wed Jan 10, 2018 2:33 pm
by gwgardner
If you do consecutive battle plans and executions, you use up more of the turn, perhaps all of it, before most units could be moved. It's best to plan all battles and do global battle executions.
RE: Question to experienced players
Posted: Wed Jan 10, 2018 2:49 pm
by Tamas
yes, but it depends on what kind of battles we talk about. If it is a big battle with units that have already moved a lot this turn, you may want to hold that off, maybe even to next turn.
It is hard to give an universal rule on this, as it always depends on the situation.
RE: Question to experienced players
Posted: Wed Jan 10, 2018 3:09 pm
by Cabido
I'm no experienced player, but I'll give a try to clarify things.
From the manual:
[...] after all combats are resolved,
the player-turn will advance to the combat round
of the MEDIAN length combat.
The median is the number that divides your data set in two:
Let's say we have 1,2,3,3,4,10,33. The average would be 56/7 = 8. But the middle value is the fourth value, i.e. 3. This prevents the influence from extreme numbers.. in this case 33.
Ok, let's say you plan four attacks, named A1, A2, A3, A4. The attacks take the following number of rounds to resolve:
A1 - 1
A2 - 3
A3 - 4
A4 - 9
Remember you have 10 rounds of combat in your turns and you want to use them in the most efficient way possible.
If you resolve all 4 attacks at once, the game will advance to the median round. Well, but here we have 4 combats, i.e. no middle value. 3 and 4 would be the middle values. In this case, to take the median, we use the average of both values, but since we don't have something like round 3.5, the game must choose 3 or 4. I don't know how it does it, but it doesn't matter. In fact, all this math doesn't matter. All you have to know is that the game will advance to some value in the middle of those values for the duration of all combats resolved at once. So, let's say, in the case above that the game rounds things up and we advanced to round 4 (four rounds used).
Suppose you now decide to resolve combat A1 first, then combats A2, A3 and A4 together. After resolving A1, the game advances to round 1 (one round used), since a single value is its own median. Then you resolve A2, A3 and A4. All of them will begin in round 2, since round 1 was already used. The median of A2, A3 and A4 is 4, so the game advances for more rounds. Since it began in round 2, we now used rounds 2,3,4,5. At the end of the day, we resolved the same 4 attacks, but in the first case we ended up in the fourth round and in the second we ended in the fifth. That happened because A2, A3 and A4 began after the end of A1.
Now, suppose you begin by resolving A4 and then want to resolve A1, then A2, then A3. After resolving A4, we advance to round 9, since, once more, a single value is its own median. We then resolve A1, which begins in round ten and takes 1 round. We now used all round available and can't resolve A2 and A3.
Usually, you should set all attacks that you want to have a start at the same point in time to be resolved together(EDIT: Ignore this sentece, since with time stamps, you can set units in different points in time to resolve combats simultaneously, in game terms). Letting an attack for later, means it will begin later, when you have less rounds at your disposal.
Its not uncommon that, even when attacking the same hex, you'll prefer to resolve an attack with a unit first and then try to attack with other units, depending on the results; you lose in terms of time, but gain in terms of information. The later attacks will have less time available for them and depending on the time taken by the first attack, may have no time available at all.
A good rule of thumb is to resolve simpler (complex attacks can take more time) and large favourable odds attacks first, since they will, usually, burn less rounds of your turn. If you want to resolve A1, A2, A3 and A4 independently, the best way is to begin with A1, then A2 and so on (obviously, based on your estimation of their duration; here they are given, but you can suppose the numbers above are just our estimation for the duration of those attacks). If A1, A2 and A3 depend on the result of A4 and you estimate that A4 will take long, go for it, but plan for the contingency of having to delay the other attacks to the next turn or not being able to execute them at all.
RE: Question to experienced players
Posted: Wed Jan 10, 2018 3:11 pm
by DanNeely
The clock advances to the average (median?) time of all the completed battles when you hit resolve; so while you generallyt don't want to do a battle involving units that moved a long way at teh start of your turn you do want to batch up battles that all start at about the same time and resolve them as a group instead of doing it one at a time.
RE: Question to experienced players
Posted: Wed Jan 10, 2018 3:23 pm
by nukkxx5058
ORIGINAL: Cabido
I'm no experienced player, but I'll give a try to clarify things.
From the manual:
[...] after all combats are resolved,
the player-turn will advance to the combat round
of the MEDIAN length combat.
The median is the number that divides your data set in two:
Let's say we have 1,2,3,3,4,10,33. The average would be 56/7 = 8. But the middle value is the fourth value, i.e. 3. This prevents the influence from extreme numbers.. in this case 33.
Ok, let's say you plan four attacks, named A1, A2, A3, A4. The attacks take the following number of rounds to resolve:
A1 - 1
A2 - 3
A3 - 4
A4 - 9
Remember you have 10 rounds of combat in your turns and you want to use them in the most efficient way possible.
If you resolve all 4 attacks at once, the game will advance to the median round. Well, but here we have 4 combats, i.e. no middle value. 3 and 4 would be the middle values. In this case, to take the median, we use the average of both values, but since we don't have something like round 3.5, the game must choose 3 or 4. I don't know how it does it, but it doesn't matter. In fact, all this math doesn't matter. All you have to know is that the game will advance to some value in the middle of those values for the duration of all combats resolved at once. So, let's say, in the case above that the game rounds things up and we advanced to round 4 (four rounds used).
Suppose you now decide to resolve combat A1 first, then combats A2, A3 and A4 together. After resolving A1, the game advances to round 1 (one round used), since a single value is its own median. Then you resolve A2, A3 and A4. All of them will begin in round 2, since round 1 was already used. The median of A2, A3 and A4 is 4, so the game advances for more rounds. Since it began in round 2, we now used rounds 2,3,4,5. At the end of the day, we resolved the same 4 attacks, but in the first case we ended up in the fourth round and in the second we ended in the fifth. That happened because A2, A3 and A4 began after the end of A1.
Now, suppose you begin by resolving A4 and then want to resolve A1, then A2, then A3. After resolving A4, we advance to round 9, since, once more, a single value is its own median. We then resolve A1, which begins in round ten and takes 1 round. We now used all round available and can't resolve A2 and A3.
Usually, you should set all attacks that you want to have a start at the same point in time to be resolved together(EDIT: Ignore this sentece, since with time stamps, you can set units in different points in time to resolve combats simultaneously, in game terms). Letting an attack for later, means it will begin later, when you have less rounds at your disposal.
Its not uncommon that, even when attacking the same hex, you'll prefer to resolve an attack with a unit first and then try to attack with other units, depending on the results; you lose in terms of time, but gain in terms of information. The later attacks will have less time available for them and depending on the time taken by the first attack, may have no time available at all.
A good rule of thumb is to resolve simpler (complex attacks can take more time) and large favourable odds attacks first, since they will, usually, burn less rounds of your turn. If you want to resolve A1, A2, A3 and A4 independently, the best way is to begin with A1, then A2 and so on (obviously, based on your estimation of their duration; here they are given, but you can suppose the numbers above are just our estimation for the duration of those attacks). If A1, A2 and A3 depend on the result of A4 and you estimate that A4 will take long, go for it, but plan for the contingency of having to delay the other attacks to the next turn or not being able to execute them at all.
Interesting. This seems to be the key for turns optimization ... if this is really the way the game works (and according to your manual extract, it seems to be the case).
RE: Question to experienced players
Posted: Wed Jan 10, 2018 4:36 pm
by cantona2
sometimes a good strategy is to carry out some limited spoiling attacks as feints to get the enemy's tactical reserves to move away from a main axis of attack; maybe a limited attack on minimal losses settings as a feint somewhere on another part of the front away from your intended avenue of advance. This attack may be a single attack or part of a larger series of attacks within a turn. Ideally with a unit that has used 0 MP that turn to burn as few rounds as possible.
RE: Question to experienced players
Posted: Wed Jan 10, 2018 5:58 pm
by nukkxx5058
It's clearly a complex but very interesting tactical challenge. Possibilities seem endless.
RE: Question to experienced players
Posted: Wed Jan 10, 2018 7:16 pm
by Shadrach
ORIGINAL: Cabido
A good rule of thumb is to resolve simpler (complex attacks can take more time) and large favourable odds attacks first, since they will, usually, burn less rounds of your turn.
Yes, this is true. But I've learned (with the little experience I have so far), that some attacks turn into what I call "overruns". This is where the defending unit automatically retreats, and the attacking unit moves into the hex. If you're not careful these attacks could burn up rounds quickly since they count as your unit is in combat and moves into the hex.
Sometimes it's better to still do a Plan of these attacks, or do a Limited Attack.
If I have this completely wrong, I'm sure some of the veterans will correct me in due time [:D]
RE: Question to experienced players
Posted: Wed Jan 10, 2018 7:51 pm
by Cabido
ORIGINAL: Shadrach
Yes, this is true. But I've learned (with the little experience I have so far), that some attacks turn into what I call "overruns". This is where the defending unit automatically retreats, and the attacking unit moves into the hex. If you're not careful these attacks could burn up rounds quickly since they count as your unit is in combat and moves into the hex.
Sometimes it's better to still do a Plan of these attacks, or do a Limited Attack.
If I have this completely wrong, I'm sure some of the veterans will correct me in due time [:D]
Retreat Before Combat won't burn rounds. It will just advance your unit into the enemy hex with the consequent movement costs.
In fact, with the new time stamp, I've discovered a kind of gamey tactic. Well, I think I have discovered, but maybe this is already universally known here.
Suppose we are at the beginning of the turn and move a unit using all its movement allowance setting an attack with it. If we don't set any other attack, the unit will consume 10 rounds, since the median of a single value is the value itself. Well, if I set just another limited attack with minimize losses with a unit that still didn't move, which will probably use 1 round, I get a favourable median. In tests, I could get 40% of my turn remaining by setting the limited attack. Two uses for it: if you need to know the result of a combat with a unit that already moved a lot, before taking other decisions, set a limited attack with minimize losses with unit that didn't move yet, so as to reduce turn burn. Also, when setting complex combats, setting some limited attacks as stated can get a more favourable median. So, if you have some complex attack to make at some point, save some limited attack with units that didn't move to the occasion.
This is gamey in nature, but this is a game, afterall.
RE: Question to experienced players
Posted: Wed Jan 10, 2018 7:58 pm
by nukkxx5058
Was TOAW3 working the same way or is it a new system ?
RE: Question to experienced players
Posted: Wed Jan 10, 2018 9:56 pm
by DanNeely
ORIGINAL: Cabido
ORIGINAL: Shadrach
Yes, this is true. But I've learned (with the little experience I have so far), that some attacks turn into what I call "overruns". This is where the defending unit automatically retreats, and the attacking unit moves into the hex. If you're not careful these attacks could burn up rounds quickly since they count as your unit is in combat and moves into the hex.
Sometimes it's better to still do a Plan of these attacks, or do a Limited Attack.
If I have this completely wrong, I'm sure some of the veterans will correct me in due time [:D]
Retreat Before Combat won't burn rounds. It will just advance your unit into the enemy hex with the consequent movement costs.
In fact, with the new time stamp, I've discovered a kind of gamey tactic. Well, I think I have discovered, but maybe this is already universally known here.
Suppose we are at the beginning of the turn and move a unit using all its movement allowance setting an attack with it. If we don't set any other attack, the unit will consume 10 rounds, since the median of a single value is the value itself. Well, if I set just another limited attack with minimize losses with a unit that still didn't move, which will probably use 1 round, I get a favourable median. In tests, I could get 40% of my turn remaining by setting the limited attack. Two uses for it: if you need to know the result of a combat with a unit that already moved a lot, before taking other decisions, set a limited attack with minimize losses with unit that didn't move yet, so as to reduce turn burn. Also, when setting complex combats, setting some limited attacks as stated can get a more favourable median. So, if you have some complex attack to make at some point, save some limited attack with units that didn't move to the occasion.
This is gamey in nature, but this is a game, afterall.
Battlefield timestamps in all the hexes where combat progressed beyond the median minimize the ability to abuse it. Running lots of small attacks with a few large ones will prevent burning the turn. If you do two one round combats and a ten round one, the turn meter will be on round 2; but the ten round combat will have zeroed the moves of all attacking units and put a BTS in the hex so you can't attack it again or move through it. An 8 round combat would put a round 8 BTS in, meaning any father attacks could only take place in rounds 9/10 and any unit moving through the hex if you captured it will only have at most 20% of its movement points left.
RE: Question to experienced players
Posted: Wed Jan 10, 2018 9:57 pm
by DanNeely
ORIGINAL: nukkxx
Was TOAW3 working the same way or is it a new system ?
BTS is new to TOAW 4, in TOAW3 your turn would resume at the round of the last combat to complete, and considerable gaming of the system was done to minimize the risk of a single long battle burning your entire turn up.
RE: Question to experienced players
Posted: Thu Jan 11, 2018 6:27 am
by Shadrach
ORIGINAL: Cabido
Retreat Before Combat won't burn rounds. It will just advance your unit into the enemy hex with the consequent movement costs.
Yes, you're right, sorry. I was thinking of the situation where you have a RBC, and then involve that unit in another battle without considering the expended movement points.
RE: Question to experienced players
Posted: Thu Jan 11, 2018 2:18 pm
by Cabido
ORIGINAL: DanNeely
ORIGINAL: Cabido
ORIGINAL: Shadrach
Yes, this is true. But I've learned (with the little experience I have so far), that some attacks turn into what I call "overruns". This is where the defending unit automatically retreats, and the attacking unit moves into the hex. If you're not careful these attacks could burn up rounds quickly since they count as your unit is in combat and moves into the hex.
Sometimes it's better to still do a Plan of these attacks, or do a Limited Attack.
If I have this completely wrong, I'm sure some of the veterans will correct me in due time [:D]
Retreat Before Combat won't burn rounds. It will just advance your unit into the enemy hex with the consequent movement costs.
In fact, with the new time stamp, I've discovered a kind of gamey tactic. Well, I think I have discovered, but maybe this is already universally known here.
Suppose we are at the beginning of the turn and move a unit using all its movement allowance setting an attack with it. If we don't set any other attack, the unit will consume 10 rounds, since the median of a single value is the value itself. Well, if I set just another limited attack with minimize losses with a unit that still didn't move, which will probably use 1 round, I get a favourable median. In tests, I could get 40% of my turn remaining by setting the limited attack. Two uses for it: if you need to know the result of a combat with a unit that already moved a lot, before taking other decisions, set a limited attack with minimize losses with unit that didn't move yet, so as to reduce turn burn. Also, when setting complex combats, setting some limited attacks as stated can get a more favourable median. So, if you have some complex attack to make at some point, save some limited attack with units that didn't move to the occasion.
This is gamey in nature, but this is a game, afterall.
Battlefield timestamps in all the hexes where combat progressed beyond the median minimize the ability to abuse it. Running lots of small attacks with a few large ones will prevent burning the turn. If you do two one round combats and a ten round one, the turn meter will be on round 2; but the ten round combat will have zeroed the moves of all attacking units and put a BTS in the hex so you can't attack it again or move through it. An 8 round combat would put a round 8 BTS in, meaning any father attacks could only take place in rounds 9/10 and any unit moving through the hex if you captured it will only have at most 20% of its movement points left.
Yep. I understand the consequence of BTS for the zone in which the the more time consuming attacks took place, but, as you stated, we are still able to prevent turn burn with small attacks, even if exploitation of the more complex attacks results would be penalized by BTS.
Anyway, I'm not complaining, since any solution will bear some kind of artificial exploit. Nevertheless, without having given further thought to it, perhaps a rule disqualifying very small ratio attacks as counting for the median, if made simultaneously with other more robust attacks, could help. Something like the criteria for solving the small units supply sucking method described in the manual. This would, at least, prevent people from using disposable units for preventing turn burn. In my tests, I have used very small, almost depleted units to keep the median low. If assault ratio must be greater, the player would, at least, have to risk some material loss, using more important units. Ok, I didn't reflect much about it to understand collateral effect, so don't take it as a proposed solution, but just as an embryonic idea.