Kael said:My issue with this in general is that I agree with Firaxis's decision that Siege units aren't very useful against units. Given a high withdrawal chnace they would be. Catapults should be used against cities and SOD's.
With 1 combat strength (attacking), they would be rather gimpy against units. An attack would result in them doing next to no damage to the unit they attacked, and then their collateral damage round.
Collateral damage is determined by your barrage strength vs a random unit in the opposing stack's raw strength. You do
10 * (3*A+D)/(3*D+A)
damage to that unit.
Catapults as they stand are "throw away" units (when used against SOD). You attack with them and they die. They proceed to do barrage damage against the units in the stack (by the above formula).
I'm just proposing that you make catapults less throw away, and more "softening up".
Right now Im thinking about a 1 tile range attack with a significant miss chance against each unit in that tile. So for example a catapult could have a 10% chance of doing some damage to each unit in the tile. Upgrades would increase the hit chance or increase the damage.
What do you think?
That is pretty neat. =)
Barrage hits X units. This hits Z*K% units, where Z is the number of units in the stack. So your solution does more damage to larger stacks than to smaller stacks.