This might belong in the battle planning sub-forum. If a mod wants to move it there instead i have no complaints
It's a pretty long post explaining some MTW2 battle mechanics. None of this is direct "from the game files". It's just stuff I figured out from testing and experience, but it's quite accurate.
Warning: So this makes it a thread for people who are less aware of the game dynamics, rather than for the vets who understand the system very well.
Edit: my theory on defense might be wrong, and the FAUST might be right.
According to FAUST, defense = what direction you're attacked from.
Front attack: Defense = armour + def skill + shield
Right attack: Defense = armour + def skill
Left attack: Defense = armour + shield
Back attack: Defense = armour
I believe mine is more accurate because peasants always beat my unarmoured spear militia, and most end-game units carry no shields at all (yet they're harder to kill than earlier units with higher defense who carry shields). But either way, the conclusions you draw are practically the same.
Defense
Defense is actually split into 3 sections: armour, defense skill, shield.
- Armour protects vs melee and ranged attacks. As a result, it has a huge impact on unit survival.
- Defense skill has an effect on melee combat, but does nothing vs ranged attacks.
- Finally, the shield seems to be the opposite of defense skill, as it applies against ranged attacks only. It also seems to be the only armour that protects against cavalry charges (I found that shield carriers like spear militia and dismounted knights suffer fewer charge casualties than billmen, woodmens, halberds, etc.).
Defense seems to max out at 15. Oh the knight orders have 16-17 defense total, but that's because they have a shield. You'll note that all the later units no longer carry shields, and just have great armour and defense skill. For example, gothic knights with 10 armour, 5 defense skill are harder to kill than the knight orders who have 16 defense (7 armour, 5 defense skill, 4 shield).
Attack
- Very simple. Higher is better. Because of defense (and how it maxes out), it seems to be separated into damage ranges. 4-6 attack value is crap. 7-9 is average. 10-14 is good. 15-19 is great, and 20+ mean every hit is a kill.
- Spearmen and pikemen get a huge damage boost against cavalry. +8 attack value! So spear militia has 12 vs cavalry, and pikes, merc spears, and sergeants have 15-16.
- Good vs armour is incredible because it virtually eliminates the armour from the equation, making it attack vs shield or attack vs defense skill only. So instead of being vs 10-15 defense. It becomes vs 6-8 defense! This is especially the case against crazy armour units like gothic knights Only way to kill them is with armour penetrating attacks.
What this means:
Simplified, the formula for doing damage works this way:
Chance to wound = attack - defense.
The higher this number, the higher the chance for a kill (note: with the current formula, I think the range goes from around -8 to +23. Thus, 0 or negative numbers don't mean no chance of kills.)
For melee: defense = armour + defense skill
For ranged: defense = armour + shield.
For cavalry charges: defense = shield only (or so it seems in my experience).
Battle Examples:
Example 1: Peasant vs Spear militia.
Peasants win. By a base stat analysis, this is absurd! Peasants are 4/3, while spear militia are 5/7!!!! But look closer. Peasants with 4 attack, 3 defense skill. Spear militia are 5 attack, 1 defense skill, 6 shield (no effect on melee). So you have 4/3 units fighting 5/1 units.
Peasant attack: 4-1 = 3 chance to wound
Spearmen attack: 5-3 = 2 chance to wound.
So you'll see that the peasants will be winning the battle, which also means their morale stays high.
Example 2: Peasants vs Spear militia with 2 armour (blacksmith).
Spear militia beat the peasants easily with low casualties.
With 2 armour, the situation becomes 4/3 peasants fighting 5/3 spearmen.
Spearmen attack: 2 chance to wound (5-3).
Peasant attack: 1 chance of getting wounded (4-3).
Losing battle = lower morale for peasants, and combined with their poor morale of 1 (militia has 3, light cav has 5, and heavy cav tends to have 9 or 11), you'll see the peasants rout very fast.
Example 3 Mercenary spearmen (aka. armoured sergeants) vs 0 armour spear militia (the most common AI unit).
Mercenary spearmen beat spear militia easily.
Mercenary spearmen stats: 7 attack, 3 charge, 5 armour, 4 defense skill, 6 shield (all unit stats will now be listed as 7/3, 5/4/6).
Spearmen militia stats: 5/2, 0/1/6.
So... 7-1 = 6 to wound for mercenaries
And 5-(5+4) = -4 to wound for spearmen militia.
The mercenary spearmen will slaughter a spear militia (until they start getting tired). Use 1 mercenary spearmen to charge through the gate in early-game sieges. 1-2 merc spears will hold and beat the 2-4 spearmen militia (even after getting tired)! In fact, you'll notice most the merc spears do not die until the unit starts to get tired (and, defense dropping, so their chance of wounding increases from -4 to wound).
On a side note, 2 armour spear militia also slaughter 0 armour spear militia. Not as well as mercenary spearmen, but well enough.
Effect of Morale and Stamina
Battle effectiveness is primarily determined by effective combat time (aka. morale, stamina, and and survivability).
Having the unit traits of good stamina is incredibly important. Good stamina means they don't get tired, and will fight longer at full efficiency. Tired units have reduced defense making them easier to kill! Tired units also seem to suffer morale problems (making them easier to rout).
Good morale is great as it makes sure a unit stays in combat, but really secondary to stamina.
Example Swordsmen militia vs sword and buckler men.
Swordsmen militia stats: 100upkeep, 11/2, 5/7/6, 5 morale
S&B stats: 150 upkeep, 13/3, 5/8/6, 9 morale.
By stats, they're nearly equal. In fact, 100 upkeep swordsmen militia should be far superior! In practice, swordsmen militia are crap offensively or in open field battles. They run out of stamina very quickly, which leads to a major drop in survivability when tired. In addition, the 5 morale means when 1 of them rout, you'll see a lot of the others rout. In practice, they're only combat effective until 45/75 units, or 30 seconds of combat (estimation).
Sword and buckler men have good stamina and morale. They basically combat effective until they're down to 15/75 units, or 70-80 seconds of combat (estimation).
When defending a city, morale and stamina aren't big issues since they fight to the death in the center square, and both sides will be exhausted by the time they get to there anyways.
Additional unit analysis: Infantry
- Heavy infantry are just as good as spears vs cavalry. However, support costs for heavy inf is so expensive you're better off making 6 spear militia, and 2-3 heavy inf as 2nd-line infantry (to plug into the holes in the spear militia battleline). They're crucial for sieges (where high unit stats are very important for taking control of a location). At most though, you want 3 of them an army, with 2 being enough. Note: this doesn't apply to armoured swordsmen, whose upkeep is only 150. But dismounted knights are 225, which really hurts. 3 dismounted knights have more upkeep than 5 spear militia, and you can't stick them into a city for free upkeep! And an army with 5 spear militia, 3 dismounted knights, and 2 knights is more useful and powerful than an army with 6 dismounted knights and 2 knights.
- Italian spear militia are 7/3, 4/3/6, 5 morale. So they aren't as good as mercenary spearmen, but your whole army are these units with 4 armour, and their upkeep is 125 as opposed to 185 for merc spears. Huge advantage over the spear militia everyone else is using at this time (which also only have 3 morale too). And the free upkeep in cities is huge too.
- Sergeant spearmen are terrible. High upkeep, and 0 armour. If you want spearmen, use your spear militia and hire some mercenary spearmen (who have 5 armour!).
- Halberds (5-8 attack) really suck in practice. They have no survivability because of no armour and no shield. They don't seem to form a "halberd wall" properly (so no anti-cavalry or anti-infantry effect like pikes). Their only effective use is vs armoured/mercenary spearmen, and you don't really need an infantry unit for that. Honestly, halberds are never worth it.
- English billmen, Scottish highlanders, and eastern european woodsmen are absurdly deadly when they can do attacks without taking much damage. They have 15, 11, and 13 armour piercing attack respectively, which lets them kill anything with ease (including knights and generals!). The weakness of these units is morale, and survivability. So they suck at sieging (where survivability is everything to seize control of areas like the gate), and you'll always suffer heavy losses using them. Basically, great 2nd-line units, so you can conserve their stamina and charge them in where they're needed.
- Heavy billmen, on the other hand, are awesome! Great armour with that 15 attack! Incredible battleline units that rape everything, including knights! Pikes can give them trouble, but that's it. Slaughter heavy infantry, cavalry, and anything they can get their hands on.
- spanish/portugal almughavars are the ultimate unit. 13 melee attack (17 vs cavalry), 13 armour piercing javelins. 11 morale (same as generals and the knightly orders, so they will always fight to the death), and very good stamina. Their only weakness is 0 armour, but that can be upgraded twice (so they would have 2 armour with 5 defense skill). And honestly, they don't even really need that armour. 17 melee demolish knights. 13 melee outfights all infantry but dismounted knights. And against dismounted knights they would just skirmish and weaken them with javelins before closing into the melee to force the rout. Their only weakness is Archers and horse archers (who they can never get close enough to melee or throw javelins against), but that's why spain has jinetes.
So unbalanced. Their javelins should have 6 attack that's armour piercing, not 13.
Additional unit analysis: Cavalry
- Heavy cavalry are really hard to kill. Mailed knights are 10/6, 5/5/4. Feudal knights have 7 armour as opposed to 5. This means they got 10 (or 12) defense vs melee, and 9 vs ranged. Enough to survive anything but spearmen, especially with their charge killing soo many enemies at the start of combat.
- Light cavalry die in combat. Their defense is either 4/5/4, or 4/5/0. 9 melee defense and 4 or 8 ranged defense means they die easily to ranged attacks, and are easier to kill with melee. Exception: Jinetes, with 7 defense skill, so they have 11 melee armour.
Additional unit analysis: Archers
- Peasant archers (and archer militia) are vastly underrated. Because of rate of fire, they make more kills than crossbows against spear militia, and fire arrows causes the enemy to rout. The only disadvantage is that they don't have long ranged missiles. I had one battle with 5 archer militia as egypt, vs 5 spearmen (no cavalry). I won with no losses just leaving my units on skirmish, and shooting fire arrows and forcing the enemy spears to rout. Horse archers are incredible because you can't melee them. Well, the same with peasant archers against infantry (so if you can eliminate all enemy cavalry, you've won). The Egyptian and Moorish Desert archers are just peasant archers with long range missiles.
- Turkish Janissary Archers, Byzantium guard archers and Venetian archers, are incredible. High rate of fire lets them eliminate low armour/shield infantry, they can shoot fire arrows, and have 13 melee defense. In fact, they can beat heavy cavalry in the melee (as long as the enemy doesn't keep charging)! Sicily muslim archers and Scottish Noble Archers have 10 and 9 melee defense respectively, so take much heavier casualties, but they can melee decently too.
- Longbows are absolutely incredible. Armour piercing and high rate of fire slaughter everything at range! Only weakness? Longbows and yeomen longbows cannot melee because of no armour and barely any defense skill. Retinue longbows can, but they need citadels to make. But as long as you can keep the enemy away from your longbows, you will battles easily.
- Crossbows suck because of rate of fire. If you were fighting heavily armoured opponents, I'm sure they're brilliant (MP). But in the campaign, peasant archers and archer militia are way better than crossbows. Note: pavise or mercenary crossbows have 6 melee attack, 8 melee defense. They beat spear militia in the melee, and can give merc spears a good fight! On the other hand, they're useless vs cavalry. Still, I use merc crossbows in the melee when attacking a city just like mercenary spearmen. They're just dead if the enemy has any heavy cavalry to charge into them with (a problem merc spears do not suffer). On the other hand, what else are mercenaries for but as suicidal troops you hire right before a siege begins?