Paisley wrote:Making the maps bigger is a poor solution for a problem that is inherently one of too much manoueverability.
Mind you, it is perfectly possible for two armies to set up in such a way that they're not opposite each other, more so at smaller points (which is very unhistorical, I think). Then there's no recourse but to manoeuvre like a panzer division on speed to try and contact the enemy. Making maps bigger will make this problem even worse - and give lights and bow armed cavalry even more room to evade.
I kinda of agree and disagree. You feel it is too easy to outflank, I feel it is too easy to counter a flank attack. My gut feeling is heavies are too maneuverable and can easlily fan out from a deep formation to counter any kind of attack that threatens them. Imho I think all heavy units should be treated as undrilled for movement purposes(not coheion anrchy tests) which would reduce overall Mobility. Historicaly if you look at Alexender phalanx, for all intents and purposes it was a single unit.. Could move fowrad or maybe obliquely fwrd but that was it, i doudt segment of it (ie BG's) could peel off and counter any and all threats, they were not small Swiss pike blocks but part of a linear formation.... of course this really couldnt be well simulated in a turn based game.
The issue w large maps and horse archers is of cousre a concern, but after all that was their historic strength....
I doudt the game will ever feature ammo depletion which might offset the problem
Maybe something simple as in JT games ie everytime a unit fires, it rolls to see if "low" on ammo, if so it fire w a reduction, and has to roll w worse odds to see if "out of ammo" units low could have a small % chance to regain full ammo status but once reach out of, they are out f for the game... I dont think having ammo carriers in a game of this era would "feel right" although there are historic situations where its was so (carrhea)
I do agree that w really large maps both players could completely "miss eachother" at deployment....The only way around that would be to have a smalled deoplyment eare in terms of width but w greater depth and have both deploy areas not be too offest, this would however decrease the flexibility...
I guess there is no easy solution, I do like large maps though!