Freaking Anarchy

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batesmotel
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Post by batesmotel »

TheGrayMouser wrote: ...


Anyways I do tend to agree that there should be some game mechanic to enable defending a river line or hill more viable , just not in the manner you suggest.
You should be able to safely defend a stream (river hex sides are impassible in FoG PC) with HF since shock troops will not charge into disordering terrain. (Faster moving troops disordered by a stream but with enough move to clear it may not work as well since the anarchy charge rules might let them charge through the disordering terrain if they wouldn't end it in.)

Doesn't address the problem of defending hills, though.

Chris
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batesmotel
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Post by batesmotel »

76mm wrote:
deeter wrote:One way to defend a hill or river is to present your rear to the enemy -- they can't charge something they're facing. I've seen players do this and it just looks goofy, but it works. I'm sure this was common practice in the ancient world. 8)

On a more serious note, one could hang back (reverse slope ?) til you need to occupy the terrain and then move into it.
Both of these might work, but are the kind of gamey mechanisms I would not expect a wargame to force one to use...can't troops just sit tight on a hill every now and then?
While I agree that the mooning the enemy tactic is definitely gamey, I don't see that the hanging back and moving up into position when the enemy are close tactic is necessarily. When playing with fog of War it could even be doubly effective if you truly can use a reverse slope to hide your defenders ;-).

Chris
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omarquatar
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Post by omarquatar »

batesmotel wrote:
You should be able to safely defend a stream (river hex sides are impassible in FoG PC) with HF since shock troops will not charge into disordering terrain.

Chris
but they advance after combat into the river hexes and are eventually cut to pieces :(
TheGrayMouser
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Post by TheGrayMouser »

batesmotel wrote:
TheGrayMouser wrote: ...


Anyways I do tend to agree that there should be some game mechanic to enable defending a river line or hill more viable , just not in the manner you suggest.
You should be able to safely defend a stream (river hex sides are impassible in FoG PC) with HF since shock troops will not charge into disordering terrain. (Faster moving troops disordered by a stream but with enough move to clear it may not work as well since the anarchy charge rules might let them charge through the disordering terrain if they wouldn't end it in.)

Doesn't address the problem of defending hills, though.

Chris

Hey Chris, shock troops might not anarchy INTO disordering terraign, but they will anarchy THRU disordering terraign (I think)
So I have a hoplite behind a river, next hex away is clear and enemy BG is in the next hex (so 3 hexes away and thus in range of the hoplite(ooh at least i think, would a heavy infantry have enough movement to move thru a stream and then clear hex??) So methinks a hoplite could anarchy across the river into a clear hex and thus make defending a river line untenable.... Hmm will need to check w the scenario editor later.....
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Post by batesmotel »

omarquatar wrote:
batesmotel wrote:
You should be able to safely defend a stream (river hex sides are impassible in FoG PC) with HF since shock troops will not charge into disordering terrain.

Chris
but they advance after combat into the river hexes and are eventually cut to pieces :(
But that's not an anarchy charge problem which is what this thread has been discussing. And to do that the opposing side has to commit real troops and lose them first rather than just having LF stand within charge range and pulling your shock troop out of position like they can against shock troops defending a hill.

Chris
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batesmotel
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Post by batesmotel »

TheGrayMouser wrote:
batesmotel wrote:
TheGrayMouser wrote: ...


Anyways I do tend to agree that there should be some game mechanic to enable defending a river line or hill more viable , just not in the manner you suggest.
You should be able to safely defend a stream (river hex sides are impassible in FoG PC) with HF since shock troops will not charge into disordering terrain. (Faster moving troops disordered by a stream but with enough move to clear it may not work as well since the anarchy charge rules might let them charge through the disordering terrain if they wouldn't end it in.)

Doesn't address the problem of defending hills, though.

Chris

Hey Chris, shock troops might not anarchy INTO disordering terraign, but they will anarchy THRU disordering terraign (I think)
So I have a hoplite behind a river, next hex away is clear and enemy BG is in the next hex (so 3 hexes away and thus in range of the hoplite(ooh at least i think, would a heavy infantry have enough movement to move thru a stream and then clear hex??) So methinks a hoplite could anarchy across the river into a clear hex and thus make defending a river line untenable.... Hmm will need to check w the scenario editor later.....
Hoplites move 2 and I believe the stream costs 1.5 except where a road crosses it. To defend at the road you'd want to face any HF adjacent to it so they can't charge along the road across the stream.

Chris
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TheGrayMouser
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Post by TheGrayMouser »

Hmm interesting, I find that i am rarely in a position in my games to ever attempt to defend a river, usually i am trying to figure out how to assault longbowmen parked on the other side :evil:

So, it sound like really the only unresolved issue is how to defend a hilltop :D
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Post by omarquatar »

TheGrayMouser wrote:
So, it sound like really the only unresolved issue is how to defend a hilltop :D
i can't agree with you...it's difficult to hold a defensive line whatsoever, because victorious troops are forced to advance after combat even when defending and doing so they lose the terrain advantage
magobarca
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Post by magobarca »

If a unit(s) were ordered to defend & not attack then it shouldn't matter what type of terrain they were on, although there still should be a chance but a lessened chance of anarchy charges occurring, but pursuits should also be lessened as OP's imply. Simply make the %ages much less for troops ordered to defend, & of course a defend order button must be added to the game for the units you wish to order to defend. If something like this were done then it won't matter what type of terrain is involved, or if the ordered defending unit(s) are on the crest, front or reverse slopes of a hill.
76mm
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Post by 76mm »

TheGrayMouser wrote:Anyways I do tend to agree that there should be some game mechanic to enable defending a river line or hill more viable , just not in the manner you suggest.
I certainly didn't mean to imply that what I was suggesting was the best way to do it, I would be more than happy if some better mechanism could be introduced.

On the issue of defending a stream--I agree that this is not really an anarchy problem, but rather a problem of advancing after combat AND the fact that medium troops suffer no penalty for attacking into/from a stream hex, which for me is a real head-scratcher...
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Post by TheGrayMouser »

76mm wrote:
TheGrayMouser wrote:Anyways I do tend to agree that there should be some game mechanic to enable defending a river line or hill more viable , just not in the manner you suggest.
I certainly didn't mean to imply that what I was suggesting was the best way to do it, I would be more than happy if some better mechanism could be introduced.

On the issue of defending a stream--I agree that this is not really an anarchy problem, but rather a problem of advancing after combat AND the fact that medium troops suffer no penalty for attacking into/from a stream hex, which for me is a real head-scratcher...
Medium troops are light so they float better :D Actually I guess the premise is that river cause disorder and mediums are less dependant on a tight formation than heavies and thus suffer less...

I didnt think you were implying it is the best or only way to improve the game, sorry for harpy on why I think it wouldnt work, easy to get caught up in semantics and not see the forrest thru the trees. I tend to think this is an area Slitherine isnt going to change/modify though....
76mm
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Post by 76mm »

TheGrayMouser wrote: Actually I guess the premise is that river cause disorder and mediums are less dependant on a tight formation than heavies and thus suffer less...
So you think that medium troops attacking heavy troops (or really any troops) from a stream should not suffer any disadvantage? Doesn't seem right at all to me unless you assume that all streams are ankle deep and with no banks.
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Post by TheGrayMouser »

76mm wrote:
TheGrayMouser wrote: Actually I guess the premise is that river cause disorder and mediums are less dependant on a tight formation than heavies and thus suffer less...
So you think that medium troops attacking heavy troops (or really any troops) from a stream should not suffer any disadvantage? Doesn't seem right at all to me unless you assume that all streams are ankle deep and with no banks.
I am not saying that, i was just guessing on the design decision ( I was also wrong since a quick look at the terraign charts indicates mediums dont suffer at all in a stream, I had assumed they would have "d" but not "vd")
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Post by magobarca »

It seems that there is a chance element/variable introduced into the math for determining losses, how a troop type performs in different terrains, and of course how anarchy is determined to occur or not occur. I had an unsupported Of. Spear unit on clear terrain beat off 2 assaults w/o taking heavy casualties but then it suffered badly on the 3rd attack, & I believe the attackers were all Lt. Spear - Sword units. Reading this thread & the losses thread seems to indicate that erratic results occur, & it seems that way during gameplay. For TT & PC games, percentage dice are easier to use for the math, percentage of chance for this or that to occur, determining losses & morale & reactions & performance, etc. Any who, I hope some refinements are made.
mceochaidh
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Post by mceochaidh »

Regarding phalanx and anarchy, I would like to put into perspective what this means. If we assume that a BG is equal to 300 men, then a phalanx BG is probably a syntagma of 16 ranks by 16 files. A rank of 16 men in close order, assuming about 30" per man, takes up 14 or 15 feet. It is difficult to imagine a single syntagma in a long line suddenly bolting out and charging skirmishers that they cannot possibly catch. Depending on the source and timeframe, there would be 4 to 6 such units in a larger unit. Asklepiodotos uses a chiliarchia of 1024 or equal to 4 syntagmas of 256 men each.

I would venture to say that a commander of a syntagma allowing his entire unit to create a 15 foot gap in a line would be skinned. The commander of the chiliarchia would probably be only yards away as the whole frontage of a 4 syntagma unit is only 60 feet! It would not happen very often. The TT version, as I understand it, does not require individual bases to leave the formation to charge after skirmishers due to anarchy, so why should the PC version allow this? The TT version targets a base size of 250, very close to the 300 for the PC BG size. In the TT, multiple bases form a "Battle Group." I do believe that a larger formation could anarchy charge. Hastings is used as an example, but even in this battle, the shield wall broke to charge what they thought were large forces of routing enemy heavy cavalry and infantry, not skirmishers.

At the very least, I think that, barring an enhancement which would allow multiple BGs to form a "unit" in the PC version, the Complex Move Test should be changed only as regards testing for anarchy charges. I would add an additional +1 for heavy or medium foot shock troops who are not fragmented or disordered and whose nearest enemy battle group is foot skirmishers. I would also add an additional +1 for heavy or medium shock troops who are not fragmented or disordered and whose nearest battle group is foot skirmishers, if they are supported, simulating to some extent the idea of the individual BG being part of a larger formation.

These changes would still allow anarchy but would mitigate the frequency of it regarding heavy and medium foot. If adopted, the changes would probably reduce the "gamey" tactics of turning sideways or backwards to avoid anarchy. I do not think the change should be applied to cavalry as , typically, shock cavalry were more difficult to control than especially, close order foot.
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Post by gudin »

mceochaidh wrote:Regarding phalanx and anarchy, I would like to put into perspective what this means. If we assume that a BG is equal to 300 men, then a phalanx BG is probably a syntagma of 16 ranks by 16 files. A rank of 16 men in close order, assuming about 30" per man, takes up 14 or 15 feet. It is difficult to imagine a single syntagma in a long line suddenly bolting out and charging skirmishers that they cannot possibly catch. Depending on the source and timeframe, there would be 4 to 6 such units in a larger unit. Asklepiodotos uses a chiliarchia of 1024 or equal to 4 syntagmas of 256 men each.

I would venture to say that a commander of a syntagma allowing his entire unit to create a 15 foot gap in a line would be skinned. The commander of the chiliarchia would probably be only yards away as the whole frontage of a 4 syntagma unit is only 60 feet! It would not happen very often. The TT version, as I understand it, does not require individual bases to leave the formation to charge after skirmishers due to anarchy, so why should the PC version allow this? The TT version targets a base size of 250, very close to the 300 for the PC BG size. In the TT, multiple bases form a "Battle Group." I do believe that a larger formation could anarchy charge. Hastings is used as an example, but even in this battle, the shield wall broke to charge what they thought were large forces of routing enemy heavy cavalry and infantry, not skirmishers.

At the very least, I think that, barring an enhancement which would allow multiple BGs to form a "unit" in the PC version, the Complex Move Test should be changed only as regards testing for anarchy charges. I would add an additional +1 for heavy or medium foot shock troops who are not fragmented or disordered and whose nearest enemy battle group is foot skirmishers. I would also add an additional +1 for heavy or medium shock troops who are not fragmented or disordered and whose nearest battle group is foot skirmishers, if they are supported, simulating to some extent the idea of the individual BG being part of a larger formation.

These changes would still allow anarchy but would mitigate the frequency of it regarding heavy and medium foot. If adopted, the changes would probably reduce the "gamey" tactics of turning sideways or backwards to avoid anarchy. I do not think the change should be applied to cavalry as , typically, shock cavalry were more difficult to control than especially, close order foot.
The tabletop game does not do anything at all with individual bases except when they die. They are merely strength indicators. The units in the digital game are self-contained battlegroups, not individual bases from the tabletop game. They may approximate it in number of troops they represent, but not in the function for the game.

I like this game, but the level of control the player has over every sub-unit is ludicrous. And that's in the table top game, the digital game is even sillier. I suppose it's what makes the game fun, but very few commanders of even the most disciplined armies could hope for this much control of any unit, much less every single unit in the army. That said, I do think a self contained unit could be lured into charging out of bad terrain, but it would take a fairly substantial amount of encouragement. . . casualties, disordering effects, or whatever, shock or no shock. The Romans did it many times, and obviously the anglo-saxons did it at hastings, but this wasn't because of a few light troops lobbing a few projectiles at them, this was following up after they had beaten off an attack, were exhausted, etc. Seems to me it should be pretty rare. The idea of a sub-portion of a phalanx doing it while the remaining men in the phalanx stay stationary, and solely based on a few light foot at the bottom of the hill is over the top.
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Post by magobarca »

You all have made some good points concerning the sarissa armed phalanx not ever (that I know of anyway) making an anarchy attack in the RW. Points concerning the Romans & then the saxon-Danes/English at Hastings making anrachy type attacks are great examples of disciplined & semi-disciplined troops doing such things.

BTW, a 16-man syntagma would occupy ~24ft. of frontage at ~1.5ft. of frontage per man, not a mere 15ft. which would equal less than 1ft. of frontage per man. Like Sardines in a can. :shock:

PS: BTW, what you say about a 256-man speria/syntagma is right, it is too small to use as a unit/BG in FoG & I use 2 syntagmas for a 500-man BG or 1/2 of a chiliarchy. Works OK & is near the proportions of HI to MI to LI to Cav that FoG is based on. A pike BG of 500 = a Roman principes & triarii BG of 600, & hastati BGs of 300 or 400 (depending on the scenario). LI BGs of 200 - 250 also work fine for historical representation. All Cav. BGs are *usually* 300.

I enjoy making scenarios (Punic Wars) & reading OPs opinions & their knowledge along with all my books & brainstorming helps immnesely in helping to remember without digging something out a the books due to memory failure etc., & OPs bring new ideas to light concerning much including how to make the scenarios historically accurate concerning BG sizes per troop type etc. Thanx all you OPs. Great discussion. :D
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Post by mceochaidh »

To magobarca's point, I meant to say 15 yards, not 15 feet (30" per man x 16 men = 480"; 480" divided by 12 = 40 feet or 13.3 yards. I was allowing for a little extra room. I don't think it changes the argument.

I agree with Gudin's point that there is too much control generally due to the ability and need to micro-manage each BG's movement. I suggested a way some time ago to partially remedy this by creating a new class of commander and requiring non-skirmish foot BGs to be in command range to move, except when in charge distance of enemy. This would bring the PC game closer to the TT, in my humble opinion.

Call the new commander "Foot Commander". Whenever a certain number of foot BGs are chosen, a foot commander is added. Say you choose 4 pike units. You automatically get a foot commander assigned to one of the pike BGs. Similar to ally generals, the pike units are under his control for movement and support. His control range can be 3 hexes. A BG can only move normally if in command range. Otherwise, the BG must move to get back into command range or is limited to changing direction/facing or perhaps moving just one hex. When in charge range of enemy, (either being charged or charging), the BG could act normally. If the commander's BG is routed, he could move to the nearest un-routed BG of his command. Anarchy tests could take place only for the foot commander. If he fails, then his entire command would anarchy move, rather than the situation now where only one BG breaks out of a long line to anarchy move. I think this is closer to the TT rules.

An 800 point TT game typically has 10 to 15 "BattleGroups" composed of an average of about 6 bases per BG. A 500 point PC game has 40 to 60 BG's that can move in almost any direction at anytime. While the PC game does encourage BGs to stay together for mutual support, too often I see heavy foot BGs acting independly far from any commander.

I am not suggesting that this is the only way to address this issue, but it would still allow the movement of individual BGs while limiting the common occurrence of seeing pike BGs moving off into the sunset all by themselves.
TheGrayMouser
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Post by TheGrayMouser »

Gudin wrote:


"I like this game, but the level of control the player has over every sub-unit is ludicrous. And that's in the table top game, the digital game is even sillier. I suppose it's what makes the game fun, but very few commanders of even the most disciplined armies could hope for this much control of any unit, much less every single unit in the army."

Please direct me to a turnbased TACTICAL wargame that simulates actual command and control, i would love to play it! :D

Actually, maybe i wouldnt want to play it, if you really want accuracy in command and control, guess how many "units" you would get to control(meaning move on the game board) say as a Hoplite CnC or Harolds army at Hasting? ONE!!!!.........

I think most games try to simulate command by having leaders with radii of influence that generally gives combat bonus or malus (for being out of command) harder to recover from morale losses etc, but no true command and control, ie you can still move each and every unit as you see fit...
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Post by Skanvak »

Well there are some wargame tactical combat module that does that :D like dominion 3.

But in antique games, command and control is generally represnt by the concept of group to prevent unit to disperse in unhistorical way. here, the unit are really independant. On the other hand, being able to control unit precisely allow us to mimics romans tactics more exactly (an echelon attacks, hastati first, then princeps). I tend to think that for drilled troops that have a good planning that's not so much absurd, but for more anarchic amry well it is less but who want to play an uncontrollable army?

One solution would be to implement an order system that could be only change with either having leader near, special condition, or by sending a messenger to change the order (ie takes times).

I ti is easy to implement that on tabletop but hard to change rule for computer games.
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