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Seeing "-30%" when hovering over enemy stats in combat where they were surrounded. Was there something else going on too?

(This would be a good place for a screenshot ... but I don't have one...)
I think you're confusing that with the malus associated to when a div is getting attacked from somewhere while at the same time attacking another province.
 
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I think you're confusing that with the malus associated to when a div is getting attacked from somewhere while at the same time attacking another province.
No, that would be 'multiple combats' penalty and is -50% in both combats.
Seeing "-30%" when hovering over enemy stats in combat where they were surrounded. Was there something else going on too?

(This would be a good place for a screenshot ... but I don't have one...)
The -30% 'encircled' penalty only applies when the enemy doesn't have a province to retreat to. It has nothing to do with how many flanks they get attacked from.

Edit. A correction, the encircled penalty only applies if the province you're in is surrounded by enemy territory.
 
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I think I was indirectly asking,

"Should I use 80w and hope they roll badly on reinforcement to auto-squish, or should I use 160+w to cause more damage to more units?"

...I think the answer is clear, now that I've been thinking of it. 80w depends highly on luck for it to work at all. 160+w is more likely to actually kill enemy units (even though they will shoot back too!) which reduces the stack's size and eventually will squish it.

And in the case they manage to break away, you will have killed more units with the wider combat width.
 
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Does combat width help in destroying a pocket?

I mean, if you have a one-tile pocket that you need to destroy as fast as possible, and it has a load of enemies (enough to fill any combat width), is it better to attack from one side for 80w, or should I try to widen the combat to 120/160/200w? Assuming that I can only fill that extra width with subpar attacking units such as infantry.

(Assume pre-NSB combat widths for simplicity.)
This depends on whether or not you can win the smaller combat without attacking from extra flanks. If you can do that, you can destroy all of the enemy formations while only fighting a small portion of them. If you can't do that, attacking, failing, and attacking again with fresh units allows the defender to put their own 'fresh' units at the top of the defense stack as well.

If you have a much better reinforce rate than the enemy (or larger formations), you can start the combat by attacking from 1 province, and then add the other provinces to expand the width afterwards of the initial combat starting, which will force all additional units to join through reinforcements. Through the combination of higher chances or needing less successful rolls to bring in more width than the enemy, you can enjoy a temporary advantage which hopefully tips the balance and allows you to win.

In more general terms, I'd say that more width is generally worse for time in combat than less width. My reasons for saying this has to do with the way that targeting works. More width generally means more formations on one side or the other. More formations on either side (or worse, both sides) means that attacks are going to be split a lot more evenly between all available targets. This has the effect of maximizing the amount of defense/breakthrough that gets activated, which is going to minimize your chances of overwhelming their defenses and dealing amplified damage. This means that even though our attacks are going up, less of them are being amplified which means our overall damage ratio is going down, while the enemy total org pool has increased in size.

If the duration of the combat is going to be particularly long either way, or the enemy has a very good reinforce rate such that reinforcements are going to be a concern, going up in width is a better idea. This is because the rate at which the enemy can bring org into the combat through reinforcements is more or less a fixed rate, while opening more width will generally always mean that more damage is being thrown back and forth. This means you have a better chance of dealing more damage than what they 'heal' over time, and you'll slowly drain their org pool and win the fight.
 
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I'd say it depends on available air: no point in increasing frontage if you won't have enough spare CAS for it. Otherwise, you'll always have X divisions to their Y, so targeting shouldn't matter too much, while having more divisions fighting it out at the same time should speed up the process.
 
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If hub supply emanates only from the capital, is it better to leave the capital surrounded than taking it?

(Presuming the war will go on for a while either way.)
 
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If hub supply emanates only from the capital, is it better to leave the capital surrounded than taking it?

(Presuming the war will go on for a while either way.)
Surrounding the capital with e.g. paratroopers, without taking it, will prevent supply to any connected hubs, as the railroads will be effectively cut. Allies to the surrounded capital may be able to provide alternative supply if they have a route so keep that in mind if you attempt it.
 
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Pretty sure they just relocate to the closest friendly airbase. Never noticed any losses associated with this.
I've observed this as well. It's probably just as well, as the alternative would probably be a micromanagement hell.
 
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Thanks. Just wasn't seeing any generated from 5 units.
Yeah, I think the devs said that was to kill the "1 brigade divisions training exploit".
 
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