Redcoat vs. grenadier

Well the bonus would only be 25% because Redcoats have a 25% bonus vs Gunpowder units and Grenadiers have a 50% attacking bonus vs Rifles so (50%-25% = 25%)

Attacking Grenadier vs Redcoat

12 str vs 11.2 str (14/1.25)
 
@above: But since redcoats base strength is higher, wouldnt their +% work better, I mean, 14 + 25% = 17,5, 12 + 50% = 18... Still, the grenades would have the upper hand.

@Frob2900.
Nice Sig.
 
@above: But since redcoats base strength is higher, wouldnt their +% work better, I mean, 14 + 25% = 17,5, 12 + 50% = 18... Still, the grenades would have the upper hand.

No, disussed beforee but the bonuses (except combat promos) cancel each other before being applied
 
Do grenadiers get their bonus attacking redcoats?

A Redcoat will only get an advantage over the grenader if it has the pinch promotion (+25% versus gunpowder), which brings their total value to +50% versus grenaders, so redcoat +50% negates grenader +50%. You would normally need 2 promotions. Advantage Redcoat, assuming the grenader does not have it's own pinch promition.

Now, regarding Chruchhill (I feel I know way to much about him now) he starts with Drill I and CG I because of the protective trait, so he can build redcoats with pinch as the first promotion (say the city only has a barracks). Now you Churchhill Redcoat starts with pinch, had CG I and Drill so if he is in a city he will withstand the grenader (assuming no collateral damage or grenader city raider promotions from Maces) as opposed to the standard rifleman. On the field I would say they are more even except the Redcoat has the Drill promotion which works best when the Drill promoted unit has the advantage (Am I right on this guys?).
 
Does this apply to all kind of bonuses? A archer with shock would cancel a preas cover promo? How ridiculous.

As I understand, yes. Also city garrison archer +20% negates the swordsman city raider 20%. The you have a dug in archer at +50% versus swordsman +10% (natural for the unit) ofsetting to 40% city protection to archer which is 4.2 vs. 6, add a hill and walls, and it's 5.7 for the archer versus 6 for Swordmen. This is the biggest reason Swords make better city raiders, they can actually take a walled/hilled city given promotion equal while an Axe will fail.
 
The reason bonuses cancel eachother is that the combat mechanics come down to strength ratio, not strength difference. So effective strengths of 8 vs 6 is exactly the same chance as 4 vs 3.
 
The reason bonuses cancel eachother is that the combat mechanics come down to strength ratio, not strength difference. So effective strengths of 8 vs 6 is exactly the same chance as 4 vs 3.

No, it's because all bonuses except Combat and Drill apply to the defender.
 
Thanks guys. There is nothing Dave McWisdom doesn't know. I was hoping grenadiers didn't get the 50% bonus because I already love playing toothsome English leaders like Vicky, but redcoats are still awesome.
 
It is only on offence the grenadiers get the bonus. Drill is best when you have loads of +% promotions(like defending a city fortified with some cg promotions or attacking with loads of cr promotions.
 
Thanks guys. There is nothing Dave McWisdom doesn't know. I was hoping grenadiers didn't get the 50% bonus because I already love playing toothsome English leaders like Vicky, but redcoats are still awesome.

If Granadiers didnt get the bonus, then it would be ridiculously imbalanced, with Redcoats ruling unmatched through their era.
 
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