

PD: less army packs and more fix the game

Moderators: Slitherine Core, FoG PC Moderator, NewRoSoft
You don't have to accept that. A roman impact foot unit as long as its drilled already has an advantage over undrilled gallic warriors - they don't have the same possibility to anarchy at all.GaiusMarius wrote:I have some difficulty to accept the fact that a Roman impact foot unit, considered as a unit, has and will have the same possibility to anarchy charge of a German impact foot unit (think of what has happened at Aquae Sextiae to have an historical example: an entire Ambrones army has charged uphill against prepared Roman positions...).
Cheers
IMHO, the little difference between drilled and undrilled is one of the problems. Drilled units have a +1 bonus to not going anarchy, but the difference is not so big... drilled BG still go rampaging too much frequently!RyanDG wrote:You don't have to accept that. A roman impact foot unit as long as its drilled already has an advantage over undrilled gallic warriors - they don't have the same possibility to anarchy at all.GaiusMarius wrote:I have some difficulty to accept the fact that a Roman impact foot unit, considered as a unit, has and will have the same possibility to anarchy charge of a German impact foot unit (think of what has happened at Aquae Sextiae to have an historical example: an entire Ambrones army has charged uphill against prepared Roman positions...).
Cheers
The apparently small difference between passing a CMT on an adjusted 8 vs 7 on 2D6 is more significant than it appears. For a steady BG out of command, it means a drilled BG has a 5/12 (15/36) chance of failing while an undrilled BG has a 7/12 (21/36) chance or more than a third higher. For a BG in command (FC or TC), the drilled BG has a 10/36 chance of failing while the undrilled has a 15/36 or 50% higher. With an IC within range or a TC or FC adjacent to the BG testing, this goes down to 1/6 (6/36) for the drilled and to 10/36 for the undrilled so 2/3 higher chance. So drilled troops under command are substantially more reliable than undrilled.arsan wrote:IMHO, the little difference between drilled and undrilled is one of the problems.RyanDG wrote:You don't have to accept that. A roman impact foot unit as long as its drilled already has an advantage over undrilled gallic warriors - they don't have the same possibility to anarchy at all.GaiusMarius wrote:I have some difficulty to accept the fact that a Roman impact foot unit, considered as a unit, has and will have the same possibility to anarchy charge of a German impact foot unit (think of what has happened at Aquae Sextiae to have an historical example: an entire Ambrones army has charged uphill against prepared Roman positions...).
Cheers
I also have some doubts about how only shock troops can go anarchy.
It does not make sense than legionaries or pikes, trained and disciplined can go anarchy on regular basis as they are "shock", but barbarian spear armed cavalry or Thracians will never lose control because they are not "shock" troops.
All i've read about ancient history says it was the other way around
Anarchy should be more tied to being drilled or undrilled and less to weapon type.
Its one of the things i've never understood form the FoG TT&PD design philosophy
Cheers
I think it would make more sense to give it to all troops rather than just drilled foot if you want to go that route. Drilled foot are still much better than the equivalent undrilled so do not deserve to be singled out for special treatment this way. After all, you wouldn't want to be accused of discriminating against Illyriansiainmcneil wrote:We're thinking of giving drilled foot a +1 when testing anarchy on the tabletop due to the increased number of battleg roups and hence more likely chance of a failure.
If you think knights are unusable with the old anarchy charge rules, try running undrilled lancer cavalry which has an even better sphere of brownian motion charging than knights do!iainmcneil wrote:It does not work at the beginning of the turn - it is much better like this. You take away all player control if it is at the beginning and this is not going to change back. Knights become unusable.
The reason you think you prefer it is because there used to be a bug stopping heavy foot from anarchy charging so it did not happen at all.
Not if they are flagged anarchic and must be moved first and into contact.You take away all player control if it is at the beginning
Interesting idea!Paisley wrote:Not if they are flagged anarchic and must be moved first and into contact.You take away all player control if it is at the beginning