I repeated Red Harvest's test on the flat map, large units with 3 standard archers in a line 3 deep vs an AI controlled sacred band infantry and got the same results. I did not put the archers in skirmish and fired until the sacred band touched my center archer. The had 74 and 75 men left at that point. I didn't count the number of volleys.
Something interesting happened in the 3rd run. The sacred band got stuck about 100 meters or so away from the archers and couldn't advance (raising and lowering their pikes) so the archers got to fire all 7200 arrows. They got 22 kills using all the arrows. That averages out to 0.24 kills per 80 arrow volley. If you shoot into the back of the sacred band with a single archer, you can kill essentially the whole unit with 30 volleys. That's about 2.5 kills per volley.
When the AI uses ranged units as melee, I think this is another consequence of the AI being designed to charge into melee with units that are slightly weaker than the target unit. In STW, the AI does not make direct frontal attacks unless it can beat the unit it is attacking. If its unit is weaker, it always attempts to make an indirect attack. The AI makes attacking decisions using the unit stats in effect at that moment, so there is no doubt about having a combat advantage unless the AI is being tricked into thinking it has a combat advantage by some weighting factor. I can see several tendencies of the AI in battle which suggest a weighting is occuring, and we know that CA used weighting in the auto-resolve so they aren't above designing it into the battle AI to make things more "exciting" I suppose.
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