I didn't find informations on the real purpose of having a unit made out of several sub-units or individuals. However, there are much questions that arises from having, say, one Scorpion Man, instead of a nine-squad Desert Walkers (costs, abilities and attack types asides).
- 1, 3, 6, 9 individuals and attack (including trampling) animations
- one health bar, one health figure, one damage figure
- resilience to "snipe" attacks
- resilience to "splash" attacks
- resilience to, and dealing of, trampling special attack
- resilience to attrition
- healing through spells and natural regeneration
- focusing attacks on a single individual in a multi-individual enemy unit?
- spraying attacks on a multi-individuals enemy unit?
All of this must be coherent but how do this stuff really works? I think that it would be useful if someone could explain this.
All that I know is that indivuals are defined by a set distance to each other inside their unit, certainly linked to a resilience to splash attacks, and also by a set collision distance, perhaps allowing to prevent enemy units to trample through the unit? For instance, Vinci Riflemen have 2/2 when in skirmish/loose formation, 1/1 when in volley attack mode, and 1/2 while assaulting (moreover, the unit pattern changes between skirmish and the other two attack modes).
Also, as we are visually informed when a unit becomes poisonned or corrupted (etc), all of its indivuals seem to be affected at the same time (with only one attack or failed resistance check).
I don't know the RoN/RoL sub-units' system, only the Heroes of Might and Magic's, which looks (if I'm not wrong) like pure arithmetics, where a 20x(10HP/2damage-unit) stack:
- deals 20x2=40 damage to target stack;
- takes 20x10=200 damage to be annihilated;
- loses one individual (from 20) and associated base damage (2) for every 10 HP it looses, thus losing gradually offence power;
Thus, as compared to a 200HP/40damage single individual giant monster, the latter:
- deals same damage to target stack;
- takes same damage to be anihilated;
- BUT remains as powerful as when healthy until its very death (dealing 40 damage until annihilated).
Note: I won't answer until a few weeks, so feel free to elaborate and discuss without my participation.
- 1, 3, 6, 9 individuals and attack (including trampling) animations
- one health bar, one health figure, one damage figure
- resilience to "snipe" attacks
- resilience to "splash" attacks
- resilience to, and dealing of, trampling special attack
- resilience to attrition
- healing through spells and natural regeneration
- focusing attacks on a single individual in a multi-individual enemy unit?
- spraying attacks on a multi-individuals enemy unit?
All of this must be coherent but how do this stuff really works? I think that it would be useful if someone could explain this.
All that I know is that indivuals are defined by a set distance to each other inside their unit, certainly linked to a resilience to splash attacks, and also by a set collision distance, perhaps allowing to prevent enemy units to trample through the unit? For instance, Vinci Riflemen have 2/2 when in skirmish/loose formation, 1/1 when in volley attack mode, and 1/2 while assaulting (moreover, the unit pattern changes between skirmish and the other two attack modes).
Also, as we are visually informed when a unit becomes poisonned or corrupted (etc), all of its indivuals seem to be affected at the same time (with only one attack or failed resistance check).
I don't know the RoN/RoL sub-units' system, only the Heroes of Might and Magic's, which looks (if I'm not wrong) like pure arithmetics, where a 20x(10HP/2damage-unit) stack:
- deals 20x2=40 damage to target stack;
- takes 20x10=200 damage to be annihilated;
- loses one individual (from 20) and associated base damage (2) for every 10 HP it looses, thus losing gradually offence power;
Thus, as compared to a 200HP/40damage single individual giant monster, the latter:
- deals same damage to target stack;
- takes same damage to be anihilated;
- BUT remains as powerful as when healthy until its very death (dealing 40 damage until annihilated).