Another longer one so tl;dr - you’re absolutely right. I calculated from first principles, and it does work out that no matter how they form up, a company in a battalion scale fight will have 3uhp, because 1uhp represents twice as much actual health at battalion scale. In essence, using a unit in a higher scale battle should divide its uhp by the scale factor.
Yeah, I get you - my calculations deliberately didn’t include morale, partly for simplicity of the base maths, and partly because these companies will likely die or shock roll on the first turn anyway when they take the double damage that battalions deal.
But I went back and had a look at the UHP calculations to see if I could find them, and I think I was looking at this old playtesting comment. And now that I’ve run the numbers on it again, I think I see my issue that leads to our ‘3uhp vs 6uhp’ conundrum - and resolves it, best I can tell, in your favour. You’re absolutely right.
Going back to first principles, our standard company (at company scale) has a frontage of 20, depth 6, has 1d8-1 health per guy, and deals 1d8 damage per guy. Our base case is that 1uhp is both the amount of health one row of these standard guys has, and how much damage one row of these standard guys deals. Shakes out as:
(0.75 x 20 x 6 x 4.5) / (20 x 4.5) = 4.5, where the numerator is the total health of the troops, and the denominator the damage dealt by a one full front line of single standard attacks from an opposing unit. Multiply the denominator by the 0.75 scaling factor calculated in play from some attacks not killing a troop, gives our 6uhp.
And then as autarch says, this simplifies to
(0.75 x 120) / (15) = 6uhp
But something interesting happens when you scale this, which I think might have resulted in me not seeing this quirk when scaling in the final rules. First our full battalion is now:
(0.75 x 480) / (30) = 12uhp
Or written out in full:
(0.75 x 40 x 12 x 4.5) / (40 x 4.5 x 0.75) = 12uhp
Which shows that health has quadrupled, but damage taken from equally sized units has doubled, so overall UHP has only doubled but each represents twice as much health. Call it battalion-UHP, or BUHP. This reflects what you said about UHP being related to scaling. Although, this should also mean that battalions deal 1 of our BUHP of damage, and thus battalions should still be twice as tanky… It isn’t discussed in that thread but I believe the disparity is resolved by the doubling of time as well at battalion scale, from 10 to 20 seconds? A battalion does deal 1 BUHP per attack per unit time, but doubling time means this shakes out to 2 BUHP per attack.
And this taken together is my critical missing link. Because in a battalion scale fight, our little company now has:
(0.75 x 120) / 30 = 3BUHP where it would’ve had 6UHP. No matter how you do it, it’ll shake out this way.
Your full width partial strength battalion way:
(0.75 x 40 x 3 x 4.5) / (40 x 4.5 x 0.75) = 3BUHP
The otherwise unchanged standard company:
(0.75 x 20 x 6 x 4.5) / (40 x 4.5 x 0.75) = 3BUHP
Put simply, their original UHP has been divided by the scaling factor, just like hero damage is.
And for damage, partial strength battalions deal 1BUHP, multiplied by 2 for time, so it’s 2BUHP per attack, same as battalions. Standard companies deal 1 company UHP, which doubled by time means 1BUHP, representing its damage capability being halved by it’s narrowed width. The same scaling factor of course applies to brigades as well, with the same maths.
So in the end, yes, you’re absolutely right. If I use independent companies in a battalion scale fight (because say, they’re ridiculously powerful to the degree you’d never get 480 in one place), they should have their total UHP divided by the battalion scale factor of 2, and their damage and morale shocks will depend on their internal formation; standard formation turns 6UHP into 3/3UHP but half damage, and partial battalion gives 3/12UHP but full damage. (Interesting quirk that doubling frontage like that makes the denominator 4 times larger but, that’s just how it is!)
Thank you again for your patience and responses - I really have reached a conclusion this time!
PS: Just don’t think too hard about how ranged units also have their damage calculated as if only the front rank can deal damage. I have some thoughts on resolving that, but it’s mostly handwaving - saying all archers can fire, but the increase in range drops accuracy to cancel out the quadrupling of the number of troops who can fire, and companies at arranged as partial battalions can spread out and aim better, improving their hit rate back up to match the battalion damage.