I think the tables would probably look best if each modifier and effect is separated by a linebreak, like has been done on the castles page for example. — Preceding unsigned comment added by Meneth (talk) 28 July 2012 (CEST)
Charging own skirmishers
Why it is bad tactic? it is neutral, you just change phase to melee, so if you have no skirmish units, this just make you charge into enemy - which is aspecialy beneficial if enemy is using mostly skirish units(may totaly destroy him) — Preceding unsigned comment added by 18.104.22.168 (talk) 00:56, 1 May 2013 (CEST)
- It is bad if you are skirmish-heavy (which is common for England and a few others, and some player prefer skirmish retinues for sieging purposes). It is good if you are melee and best if you have lots of knights/LC. So it can't really be classified, but as far as I know, it doesn't really fit anywhere, as bad and good tactics are currently the only ones where commander traits are considered. --22.214.171.124
Several of the tactics give bonuses to knights, but it's never explained exactly what a knight is. Is it talking about heavy cavalry, or something else? The question isn't answered anywhere else on the wiki I could find. — Preceding unsigned comment added by 126.96.36.199 (talk) 22:57, 25 June 2014 (CEST)
It would be very useful toward understanding how all this works for several scenarios to be math-ed out in detail. The descriptions of each of the tactical aspects are not inherently clear in how they all interact. — Preceding unsigned comment added by Endymon (talk) 10:47, 26 March 2017 (CEST)
Combat tactics simulator
Thanks to navelist for the hard work on putting together the linked simulator, it helps a lot to understand how the chances work. I've been testing it and I have a couple of things to point out.
1. Selecting altaic culture for the commander seems to bug out the simulator (stops responding to changes, can only refresh page).
2. Tactics that change combat phase (i.e. charge of opportunity changing skirmish to melee) change the phase immediately. Therefore, the damage output has to be calculated using the unit values of the new phase (in my example, melee instead of skirmish), but the simulator uses the values of old phase in which such tactic is elegible (which can produce huge differences and make some army compositions look more atracctive than they really are).
Can't add in 3.1.1 changes to tactics
Among the changes in 3.1.1 it's mentioned that the "New Skirmish and Melee Techniques decrease the probability of having generic bad tactics" which is done by adding a modifier to several tactics. Problem is when I try to edit in those modifiers the wikibot thinks it's spam due to the changes being suspiciously repetitive and refuses to add anything. If you happen to be a mod that can edit without the bot butting in please add the changes in so this article can be properly updated.
- I've added those point for you. I found them in 00_combat_tactics.txt by searching for TECH_SKIRMISH and TECH_MELEE. The only impact seems to be on generic skirmish tactics which can be 0.8 to 0.4096 time rarer with 2 to 8 levels of skirmish techniques. The other bad tactics are mainly because of bad composition (too much light cavalry for Disorganised harass for example), the technology won't really save it. Prepare and Wait are insignificant already. So in the end, the role of technology for tactics is really marginal at best. A carefully prepared light cavalry flank should have 75-90% of using the best harass tactic at baseline. --Gcvsnlr (talk) 22:24, 28 July 2019 (UTC)
Are the percentages minimums?
Are the percentages in the 'eligiblity' and 'modifiers' columns all minimums? That would seem sensible, but the text doesn't actually say so, and I don't want to edit from guesswork given the complexity of Paradox battle maths. SeekTruthFromFx (talk) 15:10, 1 October 2019 (UTC)