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 Post subject: Squad Composition II
PostPosted: Fri Nov 13, 2009 8:48 pm 
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I have asked this question before: what is the best squad composition? Here is my result:

9 armor, 21 ranged
5 armor, 10 ranged
3 armor, 7 ranged

This is, of course, the composition of 3 squads, Inf, LV, and HV respectively.

However, between that time and now, I learned two things:

1. Damage units may actually be useful. They have higher hp and cost less.
2. Infantry do 50% damage to tanks, and vehicles do 50% damage to infantry.

Now, here are my questions:

First of all, what IS the "best" squad composition?

Secondly, how does the chassis-damage bonus work? I always assumed that it was inf- 25% to veh, veh- 25% to tank, and tank- 25% to inf. However, what truly is the best matchup?

I'm confused.


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 Post subject: Re: Squad Composition II
PostPosted: Sat Nov 14, 2009 8:16 am 
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Bump?


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 Post subject: Re: Squad Composition II
PostPosted: Sat Nov 14, 2009 9:29 am 
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no damage stink compared to range
Quote:
Round---Range Damage---Damage Damage
1---------------12------------------0
2---------------24------------------18
3---------------36------------------36
4---------------48------------------54
Notice something here? Damage doesn't do any more than range until round FOUR! How many of your battles get to round four? If the answer is any, you have serious work to do with planning your battles before you even consider telling other people how to play.

Quote:
the thing is if you use the same amount of metal using damage will win becouse it gives you more units, but this mean you have to send at least 20-30% more units than the guy using 3/0/7



if there was a good use for them we would have found one trust me read this
viewtopic.php?f=171&t=1988&start=10

best squad combination is
8 armor infantry 22 range infantry
5 armor vehicles 10 range vehicels
3 armor tanks 7 range tanks
all units in a squad should have he same weapon type


as for the bonuses you are right except that tanks dont get 25% bonus to infantry

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 Post subject: Re: Squad Composition II
PostPosted: Sun Nov 15, 2009 10:10 am 
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bork9128 wrote:
no damage stink compared to range
Quote:
Round---Range Damage---Damage Damage
1---------------12------------------0
2---------------24------------------18
3---------------36------------------36
4---------------48------------------54
Notice something here? Damage doesn't do any more than range until round FOUR! How many of your battles get to round four? If the answer is any, you have serious work to do with planning your battles before you even consider telling other people how to play.

Quote:
the thing is if you use the same amount of metal using damage will win becouse it gives you more units, but this mean you have to send at least 20-30% more units than the guy using 3/0/7



if there was a good use for them we would have found one trust me read this
viewtopic.php?f=171&t=1988&start=10

best squad combination is
8 armor infantry 22 range infantry
5 armor vehicles 10 range vehicels
3 armor tanks 7 range tanks
all units in a squad should have he same weapon type


as for the bonuses you are right except that tanks dont get 25% bonus to infantry

I did read that thread. >.> And I prefer the extra inf armor.

As for bonuses, can you LIST the bonuses? And the only bonuses BD tells us is the 25% inf to veh and 25% veh to tank. So stupid.


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 Post subject: Re: Squad Composition II
PostPosted: Sun Nov 15, 2009 10:13 am 
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inf extra 25% vs veh
veh extra 25% vs tank
tank extra 0% against anything

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Code:
http://battledawn.com/forum/viewtopic.php?f=111&t=4690
Thank you Michael
http://www.battledawn.com/forum/viewtopic.php?f=111&t=15076
Thank you developers
(^-check out the topics)


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 Post subject: Re: Squad Composition II
PostPosted: Fri Sep 03, 2010 12:36 pm 
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I prefer to use these ratios:

Armor: Range:
Inf: 9 / 21
Veh: 5 / 10
Tank: 3 / 7

And to fully utilize the bonuses soldiers get against vehicles and vehicles get against tanks, I have all my infantry using beam weapons, and all my vehicles using rockets. That leaves tanks, which I just stick with concussive armaments.

Edit: Sorry my chart didn't line up, was hoping it would.


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 Post subject: Re: Squad Composition II
PostPosted: Fri Sep 03, 2010 3:53 pm 
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i've been using:
9/0/21
4/0/11
3/0/7

but that's just me

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 Post subject: Re: Squad Composition II
PostPosted: Fri Sep 03, 2010 4:12 pm 
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@Ponk,

Interesting, why do you do 4 armor vehicles and 11 range as opposed to 5 armor vehicles?

Minor thing, but I'm just curious.

Ponk wrote:
i've been using:
9/0/21
4/0/11
3/0/7

but that's just me


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 Post subject: Re: Squad Composition II
PostPosted: Fri Sep 03, 2010 4:32 pm 
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I believe you guys are wrong quite...
It is good to use damage.

I tested this on the battle simulator:
3/0/7 anti- tank tanks vs 3/1/6 anti- tank tanks
Yes, and it ends with a tie. But the guy with 3/1/6 has lost less money than the other one.

So it should be more advantageous to have damage. I didn't figure out for vehicles or infantry yet though. I believe you need a big amount of range, a big, but bit smaller amount of armour (to take the hits) and a very small amount of damage. I think for infantry it's something like... 9/3/18


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 Post subject: Re: Squad Composition II
PostPosted: Fri Sep 03, 2010 4:36 pm 
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but as you get farther away from even unit numbers range gets even better while damage gets worse

and most of the time one side has a much larger army so range is better

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