Most of us like to build our armies with an Inspired CinC that has the 8 hex range but most armies of these periods had average commanders. And even more so the ability of a commander to exert his ability to get the unit to do a "double move" was restricted.
The game does not allow for "line moves" which I found to be a slight disappointment. Hopefully something to consider for an update ...
Suggestion: when buying your leaders - if you like to play with Double Moves ON for your games (like most of us do) just choose a CinC that is a Field Commander and then buy two Troop subs. You will have less movement on the map and more realistic battles. Rarely could entire armies continue mass movement once the battle had reached the point of contact. Only those formations not committed could do what we consider a "double move."
More Realistic Battle - Commanders
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Old_Warrior
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Re: More Realistic Battle - Commanders
In the TT rules, line moves are allowed. The over abundance of IC is a feature of the DAG which is probably way too liberal in most respects.
Deeter
Deeter
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batesmotel
- Field of Glory Moderator

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Re: More Realistic Battle - Commanders
Post by batesmotel »
Line moves in FoG TT make sense because a general actually has to be with/touchng a BG or with a line of BGs to make an extended move. Given the larger numbers of BGs in the PC version and the distortions of the hex grid, the current system where being in range of a commander probably makes more sense and is more playable. One possible change would be to prevent a commander from moving once any troops have made a double move using his command radius that turn. IT would make it a bit harder to move a commander around to extend his influence for extended moves but would also make the game more complicated for a limited improvement in representing command and control.deeter wrote:In the TT rules, line moves are allowed. The over abundance of IC is a feature of the DAG which is probably way too liberal in most respects.
Deeter
The TT lists allow most armies to have ICs so that isn't much different than the DAG for PC. More often than not I find that an IC is not worth the cost in either FoG TT or PC. For 400-500 point DAG armies I normally go with either 2 FCs or 3 TCs for DAG games. When going to 600 points I'm more likely to consider an IC but still more often will go with a mix of FCs and TCs. Armies where I consider an IC most strongly are ones where terrain is especially important (either to get lots or little), where keeping control of troops subject to anarchy is particularly high priority, or where I know that enemy shooting is especially likely to be an issue.
Chris
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