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回复:eb 近战武器初步分析

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还是在肉搏战中对
Sahiya Hadabara (Saka Late Cataphract)
10攻 0.165破甲锤
21甲12防技
从输出的角度
斧头实际输出=408*1.1^(10-21-12+2)=55.3
短矛实际输出=190*1.1^(10-21-12+3)=28.3
从自身损失考虑
使用长剑时对方输出=292.3*1.1^(10-14-4-11)=47.9
使用短矛时对方输出=292.3*1.1^(10-14-4-11-8)=24.4
交换比
斧=1.15
短矛=1.16
交换比很接近,用破甲斧有利于迅速解决对手


IP属地:北京36楼2013-05-31 21:16
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    古典方阵对古典方阵开保持阵型
    双方的实际输出=190.33/1.1^(10-11-4-8-4)=37.75
    按照实际经验古典方阵对戳很难分出胜负
    正规军承受37.75级别的输出可以坚持很久


    IP属地:北京37楼2013-05-31 21:28
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      如果受打击方的人数,士气等因素相同
      那么输出翻倍就意味着崩溃前能支持的时间减半


      IP属地:北京39楼2013-05-31 21:37
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        支持楼主原创!罗马的短剑真的被制作组黑成渣了…


        IP属地:加拿大40楼2013-05-31 23:03
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          存放数据
          Morale States:
          --------------
          Impetuous: 10 and above
          Steady: 2 to 14
          Uncertain: -5 to 5
          Wavering: -14 to -5
          Routing: Less than -6
          Rout point is -18 in MTW/VI for MP.
          Routed units will keep routing until their morale rises to -6 or above.
          Hitting the rally key pumps +8 morale into the unit.
          Impetuous units will pursue enemies for longer, and may disregard orders to hold position. #Some troop types may charge without orders.
          Uncertain or wavering units which are not fighting are less likely to charge, and those who are fighting are more likely to fall back.
          Negative Morale Effects:
          -----------------------
          Loose or disordered formation: -2
          Outnumbered 2 to 1: up to -4 (range = about 75 meters)
          Outnumbered 10 to 1: up to -12 (range = about 75 meters)
          Outclassed in quality and speed: modifies the outnumbered penalty.
          One flank threatened: -2 (range = about 60 meters)
          Two flanks threatened: -6 (range = about 60 meters
          Charged in flank: -4
          Infantry charged by cavalry in flank or while disordered: -6
          Charged in flank by unit hidden in forest: -8
          General's death (for first few seconds): -8 to all his units except highly disciplined units
          General's death (after first few seconds): -2 to all his units except highly disciplined units
          Routing Friends: up to -12 for seeing 2 equal or higher level friendly units routing. #Elite and disciplined units consider lesser types as 1/2 a unit for this calculation.
          10% of unit is dead: -2
          50% of unit is dead: -8
          80% of unit is dead: -12
          Taking casualties from enemy missle fire: -2 for a duration less than the reload of the firing unit (additional -4 for gunpowder weapons)
          Unit is very tired: -2
          Unit is exhausted: -6
          Unit is totally exhausted: -8
          Losing: Up to -8 (up to -14 if losing to cavalry)
          Skirmishing without ammo: -6
          Skirmisher pursued for a long distance by equal speed unit: -6
          Positive Morale Effects:
          ----------------------
          Two flanks protected: +4
          No retreat possible (usually castle sieges): +8
          No enemies around: +4
          Two enemies routing: up to +8
          Uphill Position: +2
          Winning: up to +6
          Unordered charge: +4 (such as when impetuous knights charge automatically)
          Outnumber Enemy 3 to 1: +4
          General's unit: +2
          Within 50 meters of general: +1 morale per command star
          Beyond 50 meters from general: +1 morale per 2 command stars


          IP属地:北京41楼2013-06-01 10:25
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            罗马的士气系统据我推测大致如下
            按照士气的高低
            10以上 eager/Impetuous 对应有纪律/无纪律部队
            6到10 steady
            -5到5 shaken
            -5到?wavering
            ?是部队溃退的判定点 应该是-14到-18
            部队一旦溃退,士气必须恢复到-6才能停止逃跑


            IP属地:北京42楼2013-06-02 19:32
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              二 战线相关
              松散/混乱阵型 -2
              两翼被保护 +4
              一侧受威胁 -2
              两侧受威胁 -6
              局部兵力对比 3:1(己方人多)+4
              局部兵力对比 1:2(敌方人多)-4
              1:3 -5
              .................
              1:10 -12
              侧翼被冲锋 -4 被骑兵冲锋额外 -2
              最大正面影响 8
              最大负面影响 -26
              兵力对比 16
              侧翼 14
              阵型 2
              骑兵相关 2


              IP属地:北京44楼2013-06-02 22:52
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                三 杀伤相关
                10%伤亡 -2
                50%伤亡 -8
                80%伤亡 -12
                一个周期内(10秒左右)交换比占优
                +1到+6(根据有利程度)
                交换比吃亏
                -2到-8 步兵对骑兵额外-6
                最大正面影响 +6
                最大负面影响 -26
                伤亡 12
                周期内交换比 20
                骑兵 6


                IP属地:北京46楼2013-06-02 23:36
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                  按照最大影响力来排列
                  通常压垮敌军士气的手段
                  1 杀死敌将 平均10+ 最大18+
                  2 大量杀伤某只部队并使其战况不利 20 (通常12以内)
                  3 打击敌侧翼 12
                  4 创造局部兵力优势 12 (通常-4到-8)
                  5 用骑兵打击士气 8
                  6 消耗其体力 8
                  7 远程打击及特殊能力 8
                  8 伏兵 8
                  只要成功击溃2只以上敌军,一般就连锁白了
                  最多 -12
                  然后触发 -8 的战役失败惩罚
                  到此敌军就不可能翻盘了


                  IP属地:北京48楼2013-06-03 00:12
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                    案例分析
                    普通难度 平原地形
                    防御方 4星将军 8古典方阵 4希腊标枪
                    进攻方 4星将军 6征召方阵 3波斯重弓 2 重装骑兵


                    IP属地:北京49楼2013-06-03 00:23
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                      防御方
                      标枪在前,随后是古典方阵,最后将卫压阵
                      进攻方
                      枪阵在前,随后波斯重弓,最后是骑兵和将卫
                      双方步兵线等宽


                      IP属地:北京50楼2013-06-03 00:25
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                        接站前防御方各部队士气
                        骑兵将卫 18+2+4+4=28 eager
                        古典枪(两翼) 12+4+2=18 eager
                        古典枪(中) 12+4+4++4=24 eager
                        标枪 8+4+4=16 eager


                        IP属地:北京51楼2013-06-03 00:30
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                          进攻方用波斯重弓打击防御方希腊标枪
                          防御方标枪受到一定伤亡(10%)
                          士气 8-2-2+4=8 stable
                          标枪向前突击,射击进攻方方阵
                          远离了己方主力和将军
                          士气 8-2-2+2-4=2 shaken
                          随着伤亡的增加(50%)
                          士气 8-2-8+2-6=-6 wavering
                          侧翼遭进攻方骑兵突击,肉搏战中失利
                          士气 8-2-8+2-6-6-14=-26 白旗


                          IP属地:北京52楼2013-06-03 00:38
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                            防御方古典枪和将卫遭到射击后被迫前进,标枪兵向后溃退
                            古典枪(两翼) 12-2+2—4=8 stable
                            古典枪(中央) 12-2+4+4-4=14 eager
                            随后双方步兵线开始接触,进攻方骑兵迂回
                            溃退的标枪兵远离战场
                            古典枪(两翼)12+2-4-2=8 stable
                            古典枪(中央 12+4+4-4-2=14 eager


                            IP属地:北京53楼2013-06-03 00:45
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                              进攻方骑兵开始追击防御方将卫,防御方将卫逃跑
                              这个过程中古典枪体力下降到疲惫
                              古典枪(两翼) 12-2-4-2-=6 stable
                              古典枪(中央) 12-2+4-4-2=8 stable
                              随后在远离步兵线的位置敌将被杀
                              古典枪(两翼) 12-2-4-2-4=2 shaken
                              古典枪(中央) 12-2+4-4-2-4=4 shaken
                              进攻方骑兵赶回步兵交战区,古典枪进一步疲劳,伤亡增加战况更加不利
                              古典枪(两翼) 12-2-6-4-1=-1 shaken
                              古典枪(中央) 12-2-6-4-1+4=3 shaken
                              3队骑兵集中突击左翼的古典方阵,该部队伤亡超过50%,侧翼被骑兵突击,局部人数不利.....
                              古典枪(左翼)12-8-6-4-4-1-14=-25 崩溃
                              古典枪(中央偏左)12-2-6-6-1-4=-7 wavering
                              古典枪(中央) 12-2-6-4-1+4=3 shaken
                              古典枪(右翼) 12-2-6-4-1=-1 shaken
                              进攻方扩大战果
                              古典枪(中央偏左)随后崩溃
                              在多队友军崩溃 -4 侧翼威胁 -6 骑兵冲击 -6 等多充实其打击下
                              防御方开始连锁白,进攻方取胜


                              IP属地:北京54楼2013-06-03 01:00
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