Damage Part 2 - ScalingSuppose 100 soldiers in a ten by ten phalanx fight against another such unit. They do a certain amount of damage during a minute (and in the last part we discussed factors that influence that amount). Now - how does this amount of damage change when we double the number of soldiers? This and similar problems are scaling questions.
Scaling for infantry battlesNaively one might argue that doubling the number of soldiers doubles the amount of damage they can do. However, if they're standing in formation, that simply isn't true. Out of a ten by ten square, only the first two ranks or so can actually attack each other, so of 100 or so jyst twenty actively engage in hand to hand combat. And that doesn't change if we double the ranks - a soldier in rank 15 is quite able to brace and push, but clearly he can't reach the enemy line with his weapon.Fundamentally, close combat is a line of contact phenomenon - because fighting occurs only along a line of contact, the damage done can only be proportional to that line of contact. Also doubling the number of files in a unit doesn't mean the damage doubles - if the enemy remains a ten by ten square, the rectangle of twenty by ten doesn't have a larger line of contact with the square, so either formation has to be broken so that the longer formation wraps around the shorter one or damage remains as it was. The only way to let more soldiers attack while keeping formation is to organize 200 soldiers in two units that can attack separately. Thus, the chief advantage of having more soldiers in a unit is not that it does more damage - it can absorb more damage because there are more soldiers to replenish losses, it can push harder if it is deep, it controls more area if it is wide - but damage is determined by the length of the line of contact, not by the number of soldiers available. That in turn means that relative damage (i.e. the percentage of soldiers wounded or killed) a unit receivesis cut in half when its number of soldiers is doubled - because absolute damage (the actual number wounded or killed) stays the same.
Scaling for ranged combatNow, all we have said before applies to hand to hand fighting - but ranged combat is different. When a company of archers fires, it's not only the first two ranks who use their bows - it's all of them (with the caveat that they need to be deployed in such a way that they can see the target or otherwise know where to shoot). So doubling the number of soldiers with ranged weapons actually doubles the damage that is inflicted. Also, at least at longer distances, missiles travel in high arches, so they can also reach all the ranks of the enemy formation.So, ranged combat can be argued to establish an area of contact between two units - the range of the projectiles typically allow the whole area of the attackers to fight the whole area of the defenders. Potentially, this makes ranged combat more lethal than close combat, because while typically only 20% of an infantry unit actually use weapons, it's usually all of the ranged combat unit.
Scaling for mounted unitsThe problem gets really interesting when we consider mounted units. Above we have argued that in close combat of two uneven-sized units, the relative damage received by the larger unit is reduced.Now, consider a war elephant against the ten by ten infantry formation. The elephant is one unit, the infantry has a hundred soldiers, so can we really conclude that the infantry takes one hundredth of the damage? The proposition is faintly absurd. Obviously the elephant is a match for a couple of soldiers and is able to attack a larger part of the line than just the one soldier before him. So one way to think about this is to see the war elephant (or any mounted unit) as equivalent to a number of soldiers in combat - so we could perhaps state that an elephant is worth 30 soldiers, and given the soldiers deployed on the elephant, a unit of two war elephants would be worth about 70 soldiers, be able to attack a line of ten meters worth of phalanx, and all that makes the scaling seem more reasonable. A similar issue comes up when a mounted unit is subject to a ranged attack. Consider a chariot - two horses, a driver and the warrior. To a degree, the horses can fight (they can be made to rear up and beat with their hooves for instance) and the chariot itself has nasty blades sticking out along the axle, so the unit is worth more than just a warrior in close combat. However, only the soldier shoots in ranged combat, so a chariot is really only worth a single archer when shooting. When being shot at however, it is much more substantial than a single soldier - the incoming projectile can hit the driver, the warrior, a horse or the chariot itself, and all of these may do different kind of damage (generally you need to inflict more damage on a horse and much more on an elephant than on a human to get the same effect). Naturally this is all a bit of guesswork, but the simulation by default assumes that each horse is worth two soldiers in close combat, each elephant 30 soldiers, and that damage received by a mounted unit is roughly distributed as mass, i.e. a 600 kg horse takes on average six times the damage a human does.
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