PYITE
Prince
- Joined
- Dec 14, 2016
- Messages
- 396
I guess that would work on Prince with no AI combat advantages and flat open paths from your position to both the city center and encampment. I didn't take into account that I'm thinking more about when the AI has significant combat bonuses. But I still have to question your attack plan. It relies heavily on open ground for approach and retreat. What if you can't attack the encampment on the first turn because of terrain? I don't understand Knight 3 and 4 attack city center and take it down to 30-40%. When did you take down the City Walls? Because a smart AI would definitely sacrafice a crossbow to capture your siege tower after attacking encampment. Even if you held onto your siege tower, how did it get from next to the encampment to next to the city in one turn? It's definitely possible but also unlikely. Why did the city center and crossbow both attack Knight 2? I would attack Knight 2 with a crossbow and Knight 3 with city center leaving you with only 1 non injured Knight and no upgrade for Knight 2 or 3. Since there are no siege mechanics being used the city is going to heal about as much as a single Knight did damage the previous turn. Is it possible to attack a city multiple times in one turn using a single siege tower? I didn't think it was possible.My rule of thumb is 3 ranged units can kill 1 unit of equal strength entirely per turn. So you have 2 crossbows (say 45 strength with promotion firing at 48 strength knights) and 2 city/encampment ranged attacks.
On turn 1 let's say the first knight hits the encampment with the siege tower and then dies to the ranged attack. Knights #2 and #3 finish off the encampment and also kill crossbowman #1 which was in the encampment.
Turn 2 starts and knight #2 is roughly half-damaged by crossbowman #2 in the city center and the city center ranged strike. Knight #2 retreats and heal-promotes, assuming it's not yet reached level 1. Knights #3 and #4 attack the city and take to something well under half-health, not sure exactly, maybe 30-40%.
Turn 3 starts and knight #3 gets attacked down to half-health before attacking, but it doesn't matter. If Knight #4 doesn't end the city, #3 still has enough juice to end it, and knight #1 is probably still within range to attack that turn.
I'm pretty sure that's the way it plays, with a siege tower. Knight #4 might have to cross a river on turn 1 and then wait for the siege tower to show up in order to let all knights attack the city center. Siege mechanic doesn't really matter here, in this hypothetical with an overwhelming 4 knights and a siege tower. I'm not sure if 3 knights could win this scenario or not so I went conservative.
I understand the AI is terrible and Samurai are a bit unique still doing full-damage when hurt, but I was just trying to answer your question of how many units and how much time would it take to beat walls, an encamp, and 2 crossbows. My samurai example was actually performed on a human player, we were both kind of shocked at how fast Samurai took the city down. Cities themselves are very weak.
I really appreciate your input for my question, not trying to beat your answer down. Just a little back and forth discussion. The samurai thing is just super unique because of the normal massive decline in attack strength for injured units. I think this is major factor why the AI is so hesitant to attack with injured units.