tu_79
Deity
Whenever we can bring more units than the enemy to a melee fight, we gain a flanking bonus. This flanking bonus can be improved further with some promotions.
Basic flanking
Let's consider an isolated enemy unit that we can attack with several units. It's our turn, so we are attacking and the enemy is defending. That unit has a ring of 6 empty hexes surrounding it. One of this hexes is needed for the unit that is going to attack. The other five hexes are what counts for flanking. For every unit we can put in any of those hexes we add a flanking bonus 'f' that currently values 15%. For every unit the enemy has placed in this ring it nullifies one of our units. The way to compute is this:
A: attacker friendly units, not counting the one actually attacking.
D: defender friendly units in the ring, not counting the unit attacked.
F: base flanking extra damage
IF A>D THEN: F = (A-D) * f
For example, if we face two enemy units that are adjacents, we have to place at least 2 units surrounding one of them and strike with a third unit to get the bonus, +15% in this case. If we manage to place three units before hitting, then the bonus will be +30%. Beware that one of those units may lose its movement because of ZoC.
Again, the important hexes are those that surround the unit being attacked.
Improved flanking
As a result of promoting, a unit may gain extra flanking damage. This bonus currently says '+25% for flanking'. A second and third rank gives another +25% each one, so the maximum is +75% for flanking with three ranks earned. This promotion flanking bonus (PF) adds to the basic flanking raw bonus. It is computed this way:
F = (A-D) * f * (1+0.PF)
Taking the example above when we were able to gain a bonus for flanking, the bonus will be increased for every promotion the unit that is going to hit has.
A-D / Rank 0 / Rank 1 / Rank 2 / Rank 3
1 / +15% / +18.75% / +22.75% / +26.25%
2 / +30% / +37.50% / +45.00% / +52.50%
3 / +45% / +56.25% / +67.50% / +78.75%
That means that every promotion will give an extra +3.75%CS in the most simple and common case, +7.5%CS and above if we are able to overwhelm the enemy.
Strategy
We don't want to miss the chance of using the promotion for every unit so, if you think you can get the bonus:
- Focus on the enemy we want to hit, see if your units can get into the ring and surpass the enemy's. Count the units that can hit and those that just can get into the ring.
- Try to surround it first with high mobility units, but don't hit yet.
- If you can place extra units, even if they are weak, even if they won't be able to attack this turn, surrounding the enemy, do it, but don't hit yet.
- Start hitting with the last unit you can place around the enemy, preferably a strong unit with good promotions.
- Continue hitting with the other units you placed before, the strongest first.
Also try to think in advance in what position you may leave those units, for they can be easy targets later. Beware that some of these units can lose their movement because of Zone of Control.
EDIT: Thanks to Strigvir, Gokudo and Funak for sharing their knowledge.
Basic flanking
Let's consider an isolated enemy unit that we can attack with several units. It's our turn, so we are attacking and the enemy is defending. That unit has a ring of 6 empty hexes surrounding it. One of this hexes is needed for the unit that is going to attack. The other five hexes are what counts for flanking. For every unit we can put in any of those hexes we add a flanking bonus 'f' that currently values 15%. For every unit the enemy has placed in this ring it nullifies one of our units. The way to compute is this:
A: attacker friendly units, not counting the one actually attacking.
D: defender friendly units in the ring, not counting the unit attacked.
F: base flanking extra damage
IF A>D THEN: F = (A-D) * f
For example, if we face two enemy units that are adjacents, we have to place at least 2 units surrounding one of them and strike with a third unit to get the bonus, +15% in this case. If we manage to place three units before hitting, then the bonus will be +30%. Beware that one of those units may lose its movement because of ZoC.
Again, the important hexes are those that surround the unit being attacked.
Improved flanking
As a result of promoting, a unit may gain extra flanking damage. This bonus currently says '+25% for flanking'. A second and third rank gives another +25% each one, so the maximum is +75% for flanking with three ranks earned. This promotion flanking bonus (PF) adds to the basic flanking raw bonus. It is computed this way:
F = (A-D) * f * (1+0.PF)
Taking the example above when we were able to gain a bonus for flanking, the bonus will be increased for every promotion the unit that is going to hit has.
A-D / Rank 0 / Rank 1 / Rank 2 / Rank 3
1 / +15% / +18.75% / +22.75% / +26.25%
2 / +30% / +37.50% / +45.00% / +52.50%
3 / +45% / +56.25% / +67.50% / +78.75%
That means that every promotion will give an extra +3.75%CS in the most simple and common case, +7.5%CS and above if we are able to overwhelm the enemy.
Strategy
We don't want to miss the chance of using the promotion for every unit so, if you think you can get the bonus:
- Focus on the enemy we want to hit, see if your units can get into the ring and surpass the enemy's. Count the units that can hit and those that just can get into the ring.
- Try to surround it first with high mobility units, but don't hit yet.
- If you can place extra units, even if they are weak, even if they won't be able to attack this turn, surrounding the enemy, do it, but don't hit yet.
- Start hitting with the last unit you can place around the enemy, preferably a strong unit with good promotions.
- Continue hitting with the other units you placed before, the strongest first.
Also try to think in advance in what position you may leave those units, for they can be easy targets later. Beware that some of these units can lose their movement because of Zone of Control.
EDIT: Thanks to Strigvir, Gokudo and Funak for sharing their knowledge.