ModernKnight
Warlord
The Civilopedia says Flanking 1 gives +10% chance, and Flanking 2 gives +20% chance, of Withdrawing during combat. And of course certain units have built-in withdrawal percents, like the Submarine.
It seems to me that the usefulness of Withdrawal depends heavily on how combat works "internally". How the dice are rolled, if you will. Longtime D&D or RPGers can relate:
It seems almost like a calculus question. When does it kick in, versus your odds of attack, in the middle of an attack? How many "mini rolls" are involved in an attack?
I know there's a Combat Log, but I've never studied it in depth relative to this. Perhaps somebody else has already?
Thanks if you can help! - MK
It seems to me that the usefulness of Withdrawal depends heavily on how combat works "internally". How the dice are rolled, if you will. Longtime D&D or RPGers can relate:
- If only a few dice are cast, it's entirely possible to be killed in one particular dice roll, before your withdrawal capability can kick in.
- But at the other extreme, if there are very small dice cast, you will get e.g. exactly your rated 30% chance to withdraw - whenever the game decides is a decision point to withdraw.
It seems almost like a calculus question. When does it kick in, versus your odds of attack, in the middle of an attack? How many "mini rolls" are involved in an attack?
I know there's a Combat Log, but I've never studied it in depth relative to this. Perhaps somebody else has already?
Thanks if you can help! - MK