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== Lanchester's Square Law ==
 
== Lanchester's Square Law ==
It's no secret that a big army stands a good chance of beating a smaller army. However, the larger force's advantage can be a lot bigger than you think.
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It's no secret that a big battalion stands a good chance of beating a smaller army. However, the larger force's advantage can be a lot bigger than you think.
  
 
Suppose you have a certain amount of artillery, and your enemy has a different amount of identical artillery, and both are steadily shooting at each other and reducing each other's numbers. If everything else is equal, who's stronger? Obviously, whoever has more guns. How much stronger? Obviously, the proportion between the size of the first army and the size of the second, right? Blue has three times as many field guns as red, so blue is three times as strong.
 
Suppose you have a certain amount of artillery, and your enemy has a different amount of identical artillery, and both are steadily shooting at each other and reducing each other's numbers. If everything else is equal, who's stronger? Obviously, whoever has more guns. How much stronger? Obviously, the proportion between the size of the first army and the size of the second, right? Blue has three times as many field guns as red, so blue is three times as strong.
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* '''Limitations to simultaneous engagement.''' Due to constraints such as range, there is a limit to how many units in a force can engage the enemy at a given time. While both sides are at this limit, the battle will tend to follow the Linear Law; the attrition rate will be based on the linear ratio of combatants currently engaged (unity if the same number of units on both sides can fire at any given moment). Since more expensive units have longer range and higher density, they have a higher engagement limit (ie. more of your metal goes to shooting rather than sitting around) and can thus gain the upper hand over swarmers in choked conditions.
 
* '''Limitations to simultaneous engagement.''' Due to constraints such as range, there is a limit to how many units in a force can engage the enemy at a given time. While both sides are at this limit, the battle will tend to follow the Linear Law; the attrition rate will be based on the linear ratio of combatants currently engaged (unity if the same number of units on both sides can fire at any given moment). Since more expensive units have longer range and higher density, they have a higher engagement limit (ie. more of your metal goes to shooting rather than sitting around) and can thus gain the upper hand over swarmers in choked conditions.
 
* '''AoE weapons.''' While the Square Law assumes that any individual unit may only fire upon one target at a time, many riot units in ZK have AoE weapons that allow multiple units to be damaged at once. As a result, they tend to do several times more damage to large groups of small units than to smaller, more dispersed groups, or larger units (where usually only one unit at a time takes significant damage, as opposed to several for the swarm).
 
* '''AoE weapons.''' While the Square Law assumes that any individual unit may only fire upon one target at a time, many riot units in ZK have AoE weapons that allow multiple units to be damaged at once. As a result, they tend to do several times more damage to large groups of small units than to smaller, more dispersed groups, or larger units (where usually only one unit at a time takes significant damage, as opposed to several for the swarm).
* '''Weightclass and attrition.''' Because a ZK unit retains full firepower until the moment of death, a group of small units can lose strength over time due to attrition while a single large unit does not. However, as the number of combatants involved increases, the weightclass advantage diminishes as both sides suffer attrition at increasingly equal rates.
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* '''Weightclass and attrition.''' Because a ZK unit retainnn full firepower until the moment of death, a group of small units can lose strength over time due to attrition while a single large unit does not. However, as the number of combatants involved increases, the weightclass advantage diminishes as both sides suffer attrition at increasingly equal rates.
  
 
=== What does all this mean to me? ===
 
=== What does all this mean to me? ===
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Instead, mix it up! Riots and Skirmishers make a good mix, and Artillery can defeat defences that would annihilate other units. Better still, have all unit types represented in your assault force, so they can defeat anything the enemy can use against them.
 
Instead, mix it up! Riots and Skirmishers make a good mix, and Artillery can defeat defences that would annihilate other units. Better still, have all unit types represented in your assault force, so they can defeat anything the enemy can use against them.
  
== Maneuvers ==
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== Manoeuvers ==
 
=== Crossing the T / Enfilade ===
 
=== Crossing the T / Enfilade ===
 
Most players know that most units (skirmishers in particular) do best in a line or encirclement formation, which allows the maximum amount of forward firepower. The best way to counter this is to run up beside the line, and then down the line (parallel to it). This move, known as crossing the T or enfilade, exploits the weakness of the line formation as units on the far end of the line will often be out of range and/or obstructed by friendly units further up the line. Frontal attacks on a line should be avoided whenever possible.
 
Most players know that most units (skirmishers in particular) do best in a line or encirclement formation, which allows the maximum amount of forward firepower. The best way to counter this is to run up beside the line, and then down the line (parallel to it). This move, known as crossing the T or enfilade, exploits the weakness of the line formation as units on the far end of the line will often be out of range and/or obstructed by friendly units further up the line. Frontal attacks on a line should be avoided whenever possible.
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http://licho.eu/alba/caguide/misc_enfilade.jpg
 
http://licho.eu/alba/caguide/misc_enfilade.jpg
  
This maneuver also works on static defenses, although open ends in the line to flank are generally less frequent and it's usually better to ignore the rest of the line and proceed straight to the base once the perimeter is breached.
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This manoeuver also works on static defenses, although open ends in the line to flank are generally less frequent and it's usually better to ignore the rest of the line and proceed straight to the base once the perimeter is breached.
  
 
=== The Shield and the Rapier ===
 
=== The Shield and the Rapier ===

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