Originally posted by The Last Conformist
Does that mean that if the second attacker inflicts three damage, any further rounds in that combat will be against the Tanks' defense?
No - the most powerful defender, based solely on "D" value, will take the initial defense, and will also "share" the remaining HPs of the entire army. This is one of the reasons that mixing units from different ages into armies can really prolong the power of an army (rather than having it go obsolete very quickly).
To continue my above example, an MI/tank/tank/tank army with 16 HPs is attacked. The MI defends with its 18 "D" and loses 3 HPs (army has 13 remaining). Another attacker comes. Again the MI defends with its 18 D, losing 2 HPs (11). Another attack comes. Again the MI defends with its 18 D, losing 2 HPs (9). Another attacker comes. Again the MI defends with its 18 D, losing 1 HP (8). The army now has 8 HPs left, but over the course of the attacks, the MI has defended for all 8 HPs (and probably been promoted). Now when the army goes on the attack, the attacking unit will be a tank with a 16 "A," and will have 6 of the remaining 8 HPs to use before the MI (with an "A" of 12) will take over for the remaining 2 HPs.
This also suggests a use for left-over Cav; but two Cav in a new-built Army together with a Tank - the Cav'll basically be extra HP for the Tank.
(Edit: Corrected formatting)
Exactly right. And exactly why I don't like to fuill my armies right away. My most recent game I played as Rome. A 2-Legionary army is pretty unstoppable; adding a 3rd Legionary wouldn't have made my army appreciably stronger, since I expected it to win every battle anyway, and the one-move Legionary didn;t confer blitz ability to the army. By leaving an open army slot I was later able to add a rifleman. After later building the Pentagon, I added an infantry. At that point I had an 18 HP army (Legionaries were elite) with an infantry on top -- my old Legionary army was still quite useful, as the Legionaries and Riflemen were "sharing" their available HPs with the infantry.
Originally posted by Yoda Power
I have said this before in some other tread and now i will say it again. Armies are units nomather what u put in them, so if u give them blitz they blitz and if u give them all ter as road they move fast, so here is the point a marine army cannot make amphibious assaults onless they are set to be amphibious.
In one of the patches (1.17f or 1.21f?) armies were given the blitz abilities -- even armies made up of units without blitz could then blitz (i.e. cavalry armies could attack up to 3 times (movement points) during a turn even though individual cavalry couldn't blitz. The problem with giving an army the amphib ability is that any units in an army would then have amphib ability - i.e., an amphibious tank army. But, somewhere in the CFC chat, I believe Mike B. indicated that one of the minot tweaks to armies in PTW will be to alow them to adopt the special abilities of the units placed in them, provided all units had that special ability -- i.e., an army of only marines would have amphib ability, an army of 2 marines and 2 infantry would not.