7.
Tactical techniques for small-scale battles:
Energizer's methodor
Bonus track from Qwerty.
Recently I came across an interesting video regarding Heroes II. It will be analyzed in more detail in this thread:
/topic/at/426965/And there is one interesting nuance: a Wizard hero (light wizard from the titanic castle) is purchased with 6 halflings and 2 pigs and goes somewhere.
We will focus in more detail on who and how this hero could break through with such an army.
I present
Energizer's Method!
So, the first point in the methodology proposed several years ago by the talented heroer Energizer states: who is your "strike stack"? That is: who will destroy the units you are attacking?
In this case, it is quite obvious that the strike stack consists of 6 halflings.
The second point in the methodology: how much can the "strike stack" kill? Energizer suggests the following calculation method and we will follow him: 6 (number of units in the strike stack) * average damage (in our case 2) * number of shots (in our case 12). Thus, we get a maximum damage of 144 against creatures with defense 2 (we remember that halflings have attack 1) provided that we can make all 12 shots without entering direct contact. Right here we can calculate the damage against creatures with defense 1 (144 + 10%=158), as well as against creatures with defense 3 (144 - 5%=136), 4 (144 - 10% = 129), 5 (144 - 15% = 122), 6 (144 - 20% =115), 7 (144 - 25% =108), 8 (144 - 30%=101), 9 (144 - 35%=94). The calculation can stop here.
Perhaps you do not remember the creature characteristics exactly; in that case, you should download the Heroes2info reference from Qwerty (it is located in thread
/topic/7058/.
It should be clearly understood here that we calculated the damage on the condition that we are allowed to make all 12 shots.
Now let's try to evaluate who we can break through with an army of 6 halflings and 2 pigs with a Wizard hero (0-1-2-2, mana 20, stone skin spell costing 3 mana increases the unit's defense by 3 units for 2 rounds).
Peasants. 50-99. Formation 0-0-1 pig - 1 pig - 6 halflings. Method: shoot the nearest unit. We don't expose ourselves to morale. If necessary to hold the defense, stone skin can be cast on the pigs.
Goblins. Here we must consider their speed (4). It is clear that we can attack 10-19 goblins. However, it's probably not worth attacking 20-49: we take out 4-5 goblins with one shot, but by the third turn they will already be attacking our pigs. That is, there will be 11-40 of them against 2 pigs. Yes, we will cast stone skin on both pig units, but even then a unit of 6 goblins will deal 7 damage to the pigs, and three such units will take down a pig, after which we have no chance left. (If the hero had been given more starting troops, for example 8 halflings and 3 pigs - one could discuss the specifics of this difficult battle).
Skeletons. Speed 4, we can only attack 10-19. Here one should consider the unusually high damage of skeletons (the highest among first-level troops): 2-3 with attack 4! Pigs must be handled carefully; it might even be necessary to protect them with stone skin (without stone skin, 6 skeletons can take down 1 pig).
Halflings. The hardest fight. Of course, the easiest thing to say is: don't attack them, in a few days Rocs will appear and the halflings will fall without losses (or maybe even join?). However, there are situations where you must break through. It should be understood that attacking 10-19 halflings (attacking more than this with this army is impossible, fewer can be broken) is a serious risk. 10-19 halflings are, for example, 3-3-3-3-3. Due to the large damage spread (1-3), finding the right formation is not so simple. 2 halflings almost certainly take out 1, and three halflings have a high probability of killing two (damage 3.3-9.9, average over 6). It is also extremely unpleasant that the first unit of halflings moves before ours. Just 3 birds would make this battle lossless, but we don't have them yet and we will try the following formation:
2 halflings - pig - 2 halflings - pig - 2 halflings.
Battle:
Stone skin on the bottom pig.
Pig forward. Pig forward.
3 halfs shoot, kill our top unit. 2 of our middle halfs shoot, kill 1 half in the second unit. The second unit shoots at our middle one, kills 1 half. Bottom halfs shoot at the third unit, kill one half. The third unit shoots at the bottom unit of halfs, kills one. The fourth unit shoots into the center, kills. The fifth unit shoots down, kills.
Results of the first round.
Us: two pigs (bottom one with stone skin) with full health.
Opponent: 3-2 (1 health)-2(1 health)-3-3.
Second round.
Stone skin on the top pig.
Kill the second half.
The other pig hits the bottom unit.
After this, a clash begins; by the end of the round it could look like this:
Us: top pig blocks the first and second units of halfs. He has 7 health. Bottom pig blocks the fourth and fifth units, he has 8 health.
Opponent:
2 halfs - 1 half - 2 halfs - 2 halfs - 2 halfs.
Third round.
Stone skin on the bottom pig.
Top pig kills the third stack. Bottom pig attacks the fifth stack.
After the round it could look like this:
Us: top pig blocks the second and third stacks, he has 1 health. Bottom pig blocks the fourth-fifth stacks, he has 4 health.
Opponent:
2 halfs - 0 - 1 half - 1 half - 1 half
Fourth round.
Top pig kills the middle half. Bottom pig kills the bottom half.
After the round the following picture may emerge:
We have 1 pig with 3 health. The opponent has 2 halfs.
Our turn. Pig attacks 2 halfs, kills one. The remaining half attacks the pig, and he wins with 1 health!!!
However, it must be admitted that any morale for the opponent's halflings, above-average damage, or the pig dealing only 2 damage to the halflings immediately turns victory into defeat.
Not to mention that there might be 16 (or 18) halflings instead of 15. In this regard, such an attack cannot be recommended except in case of extreme necessity.
Centaurs. We only beat 5-9 centaurs, and even then we have to try hard. The algorithm is roughly the same, only the top pig should not move maximum forward in the first round.
Thieves. Extremely inconvenient opponents. A surprise attack combined with 6 attack, high speed (5)... Contact between thieves and pigs will occur as early as the second round. And this is very bad, as 4 units of thieves with 3 each take down one pig with fairly high probability. 3 thieves in melee can slaughter 6 halflings. In this regard, we can only attack 5-9 thieves.
Fairies. Surprise attack combined with flight and speed 4 (against 3 for halfs) are decisive. If there were more pigs, one could struggle with a formation of 4 halfs - pig - pig - 1 half - 1 half with stone skin on the top pigs in the first round, but breaking through 10-19 fairies is still very problematic. In the first round, the top pig will be hit by 3 units of fairies; in the second round, another 3 units and he won't hold out. At the beginning of the third round, depending on the formation, we will have something like 4 halfs and 1 pig with partial health against 3*3 fairies. By the end of the round, this will turn into 1 half and a barely alive pig against 1-2-3 fairies, which is hopeless. Therefore, only 5-9 fairies can be broken.
Non-upgraded Zombies. A very convenient unit to break through; no morale, speed is very slow (2), low defense (2). Combined with relatively small damage (2-3) and our stone skin, we can break through quite large gatherings of these creatures for our army. 5-9 zombies are broken without any risk. But with 10-19 it's unlikely to work: the strike stack is too small...
Upgraded Zombies. We cast stone skin in time and break through with a standard formation of 5-9. Zombies enter the fight in the third round, but thanks to stone skin we will successfully hold out, and the halflings will do the rest.
Non-upgraded Dwarves. Very tough but slow fighters. Their defense is 5, which allows halflings to deal a total damage of 122. Maybe we'll be lucky and the damage will be slightly higher, but we can't kill more than 7 dwarves with arrows alone. Let's see in melee: our pigs, considering stone skin, will have 5 attack against 5 defense of dwarves, 7 defense against 6 attack of dwarves. But our damage is 2-3, theirs is 2-4; moreover, pigs have 15 health, and dwarves have 20... A pig will hold out against a dwarf for 5 rounds, but a dwarf against a pig - 8... Halflings in melee will deal extremely little damage... Conclusion: better not to attack; if you decide to - be prepared to lose your hero.
Pigs. Caution is needed here. If the opponent's first unit does not have morale on the first turn - we break through 5-9 pigs. Formation: 6 halfs-pig-pig-0-0. Battle. First round: stone skin on the bottom pig. Our pig blocks a half not from the front, but from the side. And after the move of the opponent's first pig, the bottom pig already takes a blocking position in front of the halfs. Pigs are two-cell units, meaning only 2 units can attack our pig simultaneously. With careful play, the battle can be conducted without losses.
Thus, with a starting hero from the titanic castle and an army of 6 halflings and 2 pigs, we can attack: up to 99 peasants, up to 19 goblins and skeletons, up to 9 halflings, thieves, centaurs, fairies, pigs, non-upgraded and upgraded zombies. A fight with 5-9 non-upgraded dwarves is quite risky.
It would be very interesting to consider what could be broken by the same army but with other starting heroes, but you can probably easily do that yourself.
Qwerty, 19.11.2010.