--------------------GEV List Thingy, April 2nd-------------------- The Formula. OK, now on to defence. I counted every hex on the GEV map and for each unit added up its defence in that hex and then divided by the total number of hexes on the map. You could shout: but this means that a unit's defence is penalized for not being able to enter various hexes! And I would reply: fine then stack all of your units in a single hex and see how well you defend. I also changed the way I count the CRT modifier: Now I take the 1-1 column and add the total "live counts" for this unit. So a Heavy Tank gets 2 "No effects", 2 "Disrupted" and 2 "Kill results", it's count is 2 for the "No effects" (it's still fully healthy), 1 for the two disrupteds (being half dead in each case) and 0 for the kills for a total of 3. (Note that terrain effects on units reduces their defense scores for getting disrupted there...) Unit terrian defense CRT defense Heavy 95% 3.0 Lt Tnk 97% 3.0 GEV 99% 3.0 Inf 125% 3.33 Ogres 114% 4.0 Note that Heavy's suffer from not being able to enter water and getting stuck in swamps. (At least Lt Tanks can pass through swamp in the fullness of time...) I count water as a double defense strength for Ogres, their inability to fire being canceled out by their relative immunity there. For a heavy the formula goes: 4 * (2 + 3 * .95) + 3 * 3 * .95 * (2 + 0<2nd move>) = 36.5 Doing this for some other units: Unit Cobbs Cobbs/6 Heavy tnk 36.5 6.08 Msl tnk 34.7 5.78 GEV 36.8 6.13 3xInf 28.7 4.78 MHWZ 80.2 13.4 HWTZ 76.1 12.7 Lt Tnk 20.8 3.47 The Infantry is low, but I've yet to factor in special abilities and the artillery is high, but the chalange in GEV has always been to keep the enemy at range. Henry J. Cobb hcobb@fly2.berkeley.edu, SFB Tyrant-for-life "yes, I also suspect that RMS is a MITI agent too." -- Piercarlo Grandi