nealhunt said:
An Immortal with multiple flanking is definitely sweet when it comes to withdrawal. However, many of the units in the mounted unit upgrade sequence do not get a basic withdrawal bonus, or get one much smaller than the 30% that Immortals get. Without that base bonus, I would much rather have the combat promotions, and if I have a Level 4 unit I usually want to upgrade it.
True, but Cavalry have a big base bonus to withdraw, and if you go nuts with the Immortals, you can probably make it to Cavalry before you need to fight with mounted units (you can always pick up a city or three with catapults and macemen in between).
nealhunt said:
If you are attacking a unit that is near your level of ability to win, the chances of withdrawal aren't that great compared to the increased chance of actually winning instead. Combat promotions also open up the specialty promotions for mounted units that you will simply never reach if you go with Flanking.
Which is the beauty of Immortals with Flanking 2; they withdraw *at least* 60% of the time. So why are you attacking things that have equal strength? You use your (relatively rare) combat 2 promoted Immortals for that. Flanking 2 immortals (or, later, cavalry), can happily attack almost anything with a pretty good chance of not dying. The table below shows various odds that you'll see of winning, along with the odds of retreating, and your total odds of surviving.
Code:
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Win% Retreat% Live%
0 .0*.6 = 60 60
10 .9*.6 = 54 64
20 .8*.6 = 48 68
30 .7*.6 = 42 72
40 .6*.6 = 36 76
50 .5*.6 = 30 80
60 .4*.6 = 24 84
70 .3*.6 = 18 88
80 .2*.6 = 12 92
90 .1*.6 = 6 96
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Notice that even with 0% odds of winning, you'll live through 60% of the battles (although you also won't do much damage), and this is much higher than the threshold I usually use for attacks with cheap units.
Once you get above about 60% outright attack odds, you are better off attacking with a combat promoted unit; it will be almost as likely to win as your flanker will be to survive. Basically, the flanking units are very cheap units that don't die very often, esp. if you have a medic 1 or better yet, a medic 2 running around with them.
Those that survive to get their third promotion gets some options:
1) Give them sentry for the vision; great for scouting, great for making vast areas of the world immune to barbarian pop-ups -- great way to keep that territory you'd like to settle next relatively problem free.
2) Give them the terrain mobility promotion for pillaging -- instant half-strength keshiks that get terrain defenses (I say half-strength because you would have combat 3 on that keshik by now for 7.8 base str).
3) Give them combat promotions and you get units that can flank attack even stronger defensive units causing more damage.
nealhunt said:
Personally, I've pretty much written off Flanking promotions for just that reason. There's nothing like getting Military Tradition and having a stack of Knights ready for instant upgrade to Blitzing Cavalry. Or, if you are behind in tech, it's nice to watch your Combat II, Formation Knights hold off the enemy's Cav.
OK, but 60% retreat cavalry can do a nice job of attacking anything short of infantry, and a stack of mixed flanking and combat promoted cavalry (say, 2 of each) makes a pretty mean pillaging machine; a flanker followed by a combat promoted attack will take out just about any enemy unit short of tanks.