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Post by Tito on Oct 15, 2016 17:14:12 GMT
So when I played Battle Of Wargam ( because I was bored ) I have seen the Rocket Aryillery doing 54 and 47 dammage, 47 was a attack on Guard Cav and 54 was on a fort so how do they do a lot of famage I havr never noticed them doing big damage
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Post by Tito on Oct 15, 2016 22:07:24 GMT
I dont know how to do the math for damage,but in the deacription says "perfect for destroying Enemy Camps" so what is the definition of an enemy camp
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Post by mataramasuko on Oct 15, 2016 23:35:22 GMT
It has same logic as "Rocket Artillery" in wc3. If you put good general like moreau or isabella in it,your dmg will become huge like 60+ and 25-30 or more other units near your target. I tried it with Sophia with 2xform rocket and she hit over 130+ single dmg to fortress and 40+ to enemy troops near fortress. Just one handicap it has, it not has auto selfdefence which is making it hard to use without any units in front of it.
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Post by Quintus Fabius on Oct 15, 2016 23:36:54 GMT
I dont know how to do the math for damage,but in the deacription says "perfect for destroying Enemy Camps" so what is the definition of an enemy camp Fortresses are them, I believe.
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Post by Tito on Oct 16, 2016 8:02:40 GMT
It has same logic as "Rocket Artillery" in wc3. If you put good general like moreau or isabella in it,your dmg will become huge like 60+ and 25-30 or more other units near your target. I tried it with Sophia with 2xform rocket and she hit over 130+ single dmg to fortress and 40+ to enemy troops near fortress. Just one handicap it has, it not has auto selfdefence which is making it hard to use without any units in front of it. The Damage is huge even qithout a gen that is what I wondered it did 47 dmg on a guard cav unit and 54 on a fort
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Post by mataramasuko on Oct 16, 2016 13:50:15 GMT
It has same logic as "Rocket Artillery" in wc3. If you put good general like moreau or isabella in it,your dmg will become huge like 60+ and 25-30 or more other units near your target. I tried it with Sophia with 2xform rocket and she hit over 130+ single dmg to fortress and 40+ to enemy troops near fortress. Just one handicap it has, it not has auto selfdefence which is making it hard to use without any units in front of it. The Damage is huge even qithout a gen that is what I wondered it did 47 dmg on a guard cav unit and 54 on a fort Obviously op unit and bugged aswell lol.
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Post by pathdoc on Oct 16, 2016 15:11:45 GMT
It has same logic as "Rocket Artillery" in wc3. If you put good general like moreau or isabella in it,your dmg will become huge like 60+ and 25-30 or more other units near your target. I tried it with Sophia with 2xform rocket and she hit over 130+ single dmg to fortress and 40+ to enemy troops near fortress. Just one handicap it has, it not has auto selfdefence which is making it hard to use without any units in front of it. The other side of the coin to this is that it can be used against regular artillery without attracting counter-artillery fire, and because it cannot attack units in adjacent squares, they cannot fire back at it in the same turn. This can be valuable when your rocket artillery is low on health - the enemy does not get a chance to fire back, and if you can kill him in that turn your rocket launchers take no damage at all. Even if you can cut him down to nearly zero health and then finish him off with infantry/cavalry, they will take only minimal damage from an enemy unit which is near death.
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Post by mataramasuko on Oct 16, 2016 17:21:33 GMT
pathdoc, good perspective but every units have good and bad sides. Personally,i prefer heavy art. cause if you notice that cav gens from campaigns or conquest attack to art first. That can be handicaped against auto-att back. But your perspective is also good i dont say its bad at all. Thing is if you put some def items in that rocket art unit with high ranked gen,this unit cant be stopable.
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Post by pathdoc on Oct 17, 2016 14:54:22 GMT
Yes, you try to play to its strengths (or find weapons that play to yours).
I consider the advantages of rocket artillery (in no particular order):
1) Fast moving on flat ground. 2) Does not attract counter-battery fire from enemy artillery (useful last night when I was trying to wear Napoleon down). 3) Useful spread of damage when enemy units are dense on the ground (of course this is a DISadvantage when hitting cities with your men crowded around them; occasionally it's your unit that takes the harder hit, and if it's weak you killed it and transformed double morale drop into single, OOPS!). Occasionally (if you are firing east-west), you can use this to spread damage into a three-hex distance from where the launcher is. It also means you can kill annoying allied or neutral units with collateral damage if they are blocking access, and the AI does not seem to react to this with ending of alliances or threats.
I play to these strengths and move the rocket batteries around as needed to try to minimise the weaknesses.
Russia 1806 has an artillery general on a rocket battery as a starting unit, and this is EXTREMELY useful for wearing down the main strength of the Ottoman Empire between Bucharest/Sofia and Istanbul, then crossing the straits and softening up Eastern Turkey. Because he never deliberately comes into contact with enemy units, enemy units rarely come into contact with him, and he is constantly levelling up (and so self-healing) by making kills, he lives a long and useful life and becomes very powerful. And because the way I play him means he never meets really tough opposition (e.g. only fights Turks, Africans, Sardinia, Sicily and other minor players) until near the end of the game, he scores more kills more easily and takes less damage than he would in the Western European theatre.
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Post by pathdoc on Oct 23, 2016 12:54:06 GMT
One interesting thing I have noticed with regards to rocket artillery is that the collateral damage (whether to enemy forces or your own) tends to spread either left or right of the target point (west or east, with north at the top of the screen). I do not recall seeing it spread up-down, even when firing at targets to north or south of the launcher.
This may be of benefit when you are considering combining rocket launchers with infantry or cavalry that are low on health, and which you do not want to destroy accidentally - position them north or south of the target if you can.
The final thing is that I've noted an increased tendency (not absolute) for the collateral damage to spread into the hex opposite the target whenever you do fire east or west, so you can fire with the hope or intention of spill-over into a hex three away from the launcher position. This can be used to cause damage or death to enemy light, heavy or siege artillery beyond their ability to retaliate on their next shot, or to eliminate an "ally" who is behaving in an annoying way, without going through the whole neutrality/enemy thing.
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Post by Jean-Luc Picard on Oct 23, 2016 18:46:11 GMT
One interesting thing I have noticed with regards to rocket artillery is that the collateral damage (whether to enemy forces or your own) tends to spread either left or right of the target point (west or east, with north at the top of the screen). I do not recall seeing it spread up-down, even when firing at targets to north or south of the launcher. This may be of benefit when you are considering combining rocket launchers with infantry or cavalry that are low on health, and which you do not want to destroy accidentally - position them north or south of the target if you can. The final thing is that I've noted an increased tendency (not absolute) for the collateral damage to spread into the hex opposite the target whenever you do fire east or west, so you can fire with the hope or intention of spill-over into a hex three away from the launcher position. This can be used to cause damage or death to enemy light, heavy or siege artillery beyond their ability to retaliate on their next shot, or to eliminate an "ally" who is behaving in an annoying way, without going through the whole neutrality/enemy thing. This is true. It is programmed to assign the RA as being either "left" or "right" of the target and use that to figure out spillover
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