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AI War / Re: Flanking: why?
« on: March 04, 2011, 06:51:39 AM »
Arguably there are (at least) four reasons I can think that one might want to flank someone; however, not all apply here:
1)To increase the number of troops you have fighting at one time, by enveloping, flanking or surrounding, you can have local firepower superiority and win battles with smaller losses--note this one really doesn't apply here since ships don't really collide with each other, it might worth worrying about this slightly if your blob is so large that ships on the far side can't fire, but just moving your blob over enemies can usually take care of this issue.
2) To attack the weak points of enemies(your example of hitting the sides or rear of tanks). --Again doesn't really apply here as you noted.
3) To hit specific troops with troops that they do poorly against. For example hitting archers with heavy cav, or say fighters with cruisers. -- This is one place where flanking actually can come into play here. Consider the case where the enemy is strung out, and its cruisers are behind the rest of its fleet. You could fly your entire fleet through the line of the enemy, and do ok, but you could instead arrange your fleet so that each unit meets its counter, say have the bombers fly around, or fly into range of the cruisers after you take out the fighters with your cruisers.
4) To prevent an enemy retreat or to force the enemy into battle. --Without unit collisions this is more difficult, but you can at least force the enemy to take significant damage if you can surround it enough to cut off all of the reasonable paths it might end up taking or to prevent it from kiting you (running away slowly enough to keep you inside its range of fire for an extended period of time but outside your own for as long as possible).
You also might want to split your fleet to hit more than one target at once, but that not really isn't flanking.
1)To increase the number of troops you have fighting at one time, by enveloping, flanking or surrounding, you can have local firepower superiority and win battles with smaller losses--note this one really doesn't apply here since ships don't really collide with each other, it might worth worrying about this slightly if your blob is so large that ships on the far side can't fire, but just moving your blob over enemies can usually take care of this issue.
2) To attack the weak points of enemies(your example of hitting the sides or rear of tanks). --Again doesn't really apply here as you noted.
3) To hit specific troops with troops that they do poorly against. For example hitting archers with heavy cav, or say fighters with cruisers. -- This is one place where flanking actually can come into play here. Consider the case where the enemy is strung out, and its cruisers are behind the rest of its fleet. You could fly your entire fleet through the line of the enemy, and do ok, but you could instead arrange your fleet so that each unit meets its counter, say have the bombers fly around, or fly into range of the cruisers after you take out the fighters with your cruisers.
4) To prevent an enemy retreat or to force the enemy into battle. --Without unit collisions this is more difficult, but you can at least force the enemy to take significant damage if you can surround it enough to cut off all of the reasonable paths it might end up taking or to prevent it from kiting you (running away slowly enough to keep you inside its range of fire for an extended period of time but outside your own for as long as possible).
You also might want to split your fleet to hit more than one target at once, but that not really isn't flanking.

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