90% withdrawal looks good on paper but in practise for warlord units other than siege, it makes no real differance.
In order to keep your warlord alive and well you need to use very high odd's 99.9 is what i use as it is the only % that gets you through a bad round, i term the word bad round to describe the way (i dont use a random seed) you get a round were no matter what the odd's you loose, i did an experiment an lost a round at something like 98.5 if i remember correctly, it was the third battle that turn, i reloaded, an attacked in a differant order, first two units were differant, than what i used before, i still lost the third round, i tried again differant order, third round was always a looser, to get through that looser round you need very high odd's and only 99.9 gurantee's it, of course using 90% odd's means the withdrawal chance is like 1% only if you attack a target of strength so superior will you get 90% withdrawal, in which case after a dozen or so attacks you will die, withdrawal is a great promo but not on a warlord.
I'm working on expanding the warlord promo range, due to the games mechanics there's a limit to what i can change, my own knowledge is also a factor here, what i'm aiming to do is flesh out the current warlord only promo's a bit more, you can currently get
extra moves, via morale which is nice
extra strength nice via combat 6 giving your warlord a harder edge good too
medic promo, which is a nice one
An tactics whish is a bit erm useless
Leadership which adds XP and at the odd's you need for a long lived warlord, getting double XP is essential, to creating one thats viable
Theres a few gaps in there.
First Strikes, these are crucial for comming through combat with strong health, against tough units they make only a marginal differance, an the outcome or % will change only marginally, however when fighting lots of dross, its the differance between defending a few rounds successfully or defending many, many rounds successfully, i want to add a couple of extra FS, and one or two more promotions, not to make the warlord a uber unit, but to give it more of a edge over standard units,
so rather than just extra moves + extra str, they'l be some extra FS too, these FS combined with the standard drill promo's should give the warlord some extra edge particularly in effectivly taking on lots of inferior enemies (units from a lower teck era), successfully, so when you fight someone who's just throwing wave after wave of old dross at you, you can counter that with fewer troops if you use warlords
In order to keep your warlord alive and well you need to use very high odd's 99.9 is what i use as it is the only % that gets you through a bad round, i term the word bad round to describe the way (i dont use a random seed) you get a round were no matter what the odd's you loose, i did an experiment an lost a round at something like 98.5 if i remember correctly, it was the third battle that turn, i reloaded, an attacked in a differant order, first two units were differant, than what i used before, i still lost the third round, i tried again differant order, third round was always a looser, to get through that looser round you need very high odd's and only 99.9 gurantee's it, of course using 90% odd's means the withdrawal chance is like 1% only if you attack a target of strength so superior will you get 90% withdrawal, in which case after a dozen or so attacks you will die, withdrawal is a great promo but not on a warlord.
I'm working on expanding the warlord promo range, due to the games mechanics there's a limit to what i can change, my own knowledge is also a factor here, what i'm aiming to do is flesh out the current warlord only promo's a bit more, you can currently get
extra moves, via morale which is nice
extra strength nice via combat 6 giving your warlord a harder edge good too
medic promo, which is a nice one
An tactics whish is a bit erm useless
Leadership which adds XP and at the odd's you need for a long lived warlord, getting double XP is essential, to creating one thats viable
Theres a few gaps in there.
First Strikes, these are crucial for comming through combat with strong health, against tough units they make only a marginal differance, an the outcome or % will change only marginally, however when fighting lots of dross, its the differance between defending a few rounds successfully or defending many, many rounds successfully, i want to add a couple of extra FS, and one or two more promotions, not to make the warlord a uber unit, but to give it more of a edge over standard units,
so rather than just extra moves + extra str, they'l be some extra FS too, these FS combined with the standard drill promo's should give the warlord some extra edge particularly in effectivly taking on lots of inferior enemies (units from a lower teck era), successfully, so when you fight someone who's just throwing wave after wave of old dross at you, you can counter that with fewer troops if you use warlords