Leadership x Inspiration x Skill
Posted: Sat Aug 07, 2004 9:25 pm
Some results on variations of the leader stats for the same battle (always first turn), all other stuff being the same.
Your comments are welcome.
It seems to me that:
(a) Leadership -and- Inspiration -and- Land/Air/Naval Skill affect the outcome
(b) Very poor leadership and inspiration may still result on a good leader, if he has a good Land/Air/Naval skill, which is hidden. The results from such a leader seem to be very variable. It also result on a appalling leader if the Land/Air/Naval is poor, and in this case the leader is consistently appalling.
(c) Great leadership and inspiration will regularly produce good leaders, even if the Land/Air/Naval skill is poor
(d) The leader alone can change a 1:1 battle to a 16:1 battle (post notice: well, not really; that is between all 1s and all 99s... the difference will be much smaller with real leaders)
Consider these suggestions:
(a) Take the leaders by adding Leadership and Inspiration
(b) Test your poor leaders; if they seem to perform well on a sporadic basis, use them on risky, expendable missions - they may pull it out.
These tests were for units out of Corps and Command HQ radius; I suspect that the results will be even more dramatic if the higher HQs take place too.
Leadership=1 Land Skill=1 Inspiration=1
Odds 2:1; 132x20 casualties
Odds 1:1; 178x25 casualties
Leadership=99 Land Skill=1 Inspiration=1
Odds 5:1; 123x28 casualties
Odds 3:1; 103x24 casualties
Leadership=99 Land Skill=99 Inspiration=1
Odds 7:1; 203x15 casualties
Odds 14:1; 230x38 casualties
Leadership=99 Land Skill=99 Inspiration=99
Odds 8:1; 390x40 casualties
Odds 16:1; 401x12 casualties
Leadership=99 Land Skill=1 Inspiration=99
Odds 1:1; 249x38 casualties (fluke?)
Odds 6:1; 116x50 casualties
Odds 6:1; 161x25 casualties
Odds 6:1; 262x65 casualties
Leadership=1 Land Skill=99 Inspiration=1
Odds 11:1; 207x107 casualties
Odds 4:1; 194x75 casualties
Odds 13:1; 205x93 casualties
Your comments are welcome.
It seems to me that:
(a) Leadership -and- Inspiration -and- Land/Air/Naval Skill affect the outcome
(b) Very poor leadership and inspiration may still result on a good leader, if he has a good Land/Air/Naval skill, which is hidden. The results from such a leader seem to be very variable. It also result on a appalling leader if the Land/Air/Naval is poor, and in this case the leader is consistently appalling.
(c) Great leadership and inspiration will regularly produce good leaders, even if the Land/Air/Naval skill is poor
(d) The leader alone can change a 1:1 battle to a 16:1 battle (post notice: well, not really; that is between all 1s and all 99s... the difference will be much smaller with real leaders)
Consider these suggestions:
(a) Take the leaders by adding Leadership and Inspiration
(b) Test your poor leaders; if they seem to perform well on a sporadic basis, use them on risky, expendable missions - they may pull it out.
These tests were for units out of Corps and Command HQ radius; I suspect that the results will be even more dramatic if the higher HQs take place too.
Leadership=1 Land Skill=1 Inspiration=1
Odds 2:1; 132x20 casualties
Odds 1:1; 178x25 casualties
Leadership=99 Land Skill=1 Inspiration=1
Odds 5:1; 123x28 casualties
Odds 3:1; 103x24 casualties
Leadership=99 Land Skill=99 Inspiration=1
Odds 7:1; 203x15 casualties
Odds 14:1; 230x38 casualties
Leadership=99 Land Skill=99 Inspiration=99
Odds 8:1; 390x40 casualties
Odds 16:1; 401x12 casualties
Leadership=99 Land Skill=1 Inspiration=99
Odds 1:1; 249x38 casualties (fluke?)
Odds 6:1; 116x50 casualties
Odds 6:1; 161x25 casualties
Odds 6:1; 262x65 casualties
Leadership=1 Land Skill=99 Inspiration=1
Odds 11:1; 207x107 casualties
Odds 4:1; 194x75 casualties
Odds 13:1; 205x93 casualties