bork9128 wrote:
what kind of test are you running if the enemy has numbers on his side and range and all you have is damage then the battle will be over first round so you cant attack
I don't think you read the whole post

It's a Damage/Armour combo (6/8) and costs the same amount of metal as the traditional Range/Armour Combo (7/3).
The damage/armour combo wins if the same amount of metal is used for each type of composition.
E.G if 6/8 Dmg/Arm. vs. 7/3 Rng/Arm. Each cost 5100 metal, but the Dmg/Arm wins quite considerably.
However if you spend 25% more metal on the Rng/Arm. Combo The Dmg/Arm will ONLY JUST WIN..
E.G - 35/15 Rng/Arm. (25500 Metal, 10500 Oil, 150 men)
VS 24/32 Dmg/Arm. (20400 Metal, 3600 Oil, 168 men)
If you use any more than 25% more metal on the range combo, it beats the damage combo.
THEREFORE the Damage combo is more efficient in even battles, however the range combo begins to dominate the more Unfair the battle is (In terms of resources spent to create the units).
And from this, Damage combo should be recommended for things such as defence or attacking players who have around the same amount of units as yourself. If you are planning on attacking someone much weaker than yourself, Range is DEFINITELY the way to go.
Also Bork, if you don't understand how it gets to the second/third rounds, its because the Armour provides enough defence to cover the damage units so they may attack the range in later rounds.
And another Edit... If anyone wants to be pedantic and talk about over '25%' using 35/*16* Rng/Arm. will still lose to the 24/32 Dmg/Arm. but 35/17 will win
