couple of thoughts from a game tonight:

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jlopez
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Post by jlopez »

rbodleyscott wrote:
jlopez wrote:Individual units did not break without serious consequences to neighbouring units and the evidence I have to hand suggests that "serious consequences" was the swift collapse of at least a flank if not the whole army. The breaking and pursuing of individual units whilst the rest of the battle line carried on fighting, as far as I know, just did not happen.
This may be true, or it may in fact be an artifact of the simplification of historical battle accounts by retellers attempting to give a coherent account of the battle. Few battle accounts are in sufficient detail to relate what happened to each individual "unit" in the battle line.

Clearly it must be possible for adjacent units to survive friends breaking - otherwise in cases where a wing broke long before the centre, why didn't the centre break when the adjacent wing units broke? What would be the point in having a (partial) second line, as the Byzantines did, if the entire front line must collapse all at once? Why would it be necessary (cf Maurice) to keep that second line far enough back to avoid getting mixed up with routers and pursuers if the enemy would not pursue until the entire front line had routed?

When a historical battle account records a wing (say) breaking, this does not necessarily mean that it all broke at once - it may instead represent the point at which resistance finally collapsed on that wing.

I think you may be drawing conclusions from simplified and sanitized accounts of battles as if they were blow-by-blow accounts - which, in the main, they aren't.


I agree that neighbouring units should be able to survive friends breaking but they should also be at a severe disadvantage in the subsequent rounds of combat. Combining the test for routers with the extra overlaps will do that, the rules as they stand don't. My preferred solution would be to look at overall battle line results to decide the "winner" of that melee (as described in a previous post) but I understand it's a bit late to test that thoroughly before publication. The proposed alternative is a simple and esthetic way of achieving the additional pressure on the edges of a gap.

No idea why centre commands carried on fighting when wings collapsed. Maybe because they were not in actual physical contact with those troops (ie. shoulder to shoulder) or because they couldn't see exactly what was going on through the dust or they expected that kind of behaviour of cavalrymen...etc I just know they did, as reported in the sources. You may be right that they didn't bother going into the minutiae of which unit ran and when but I get the impression that most collapses were swift, in game terms one or two turns at most.

Interesting what you have to say about the Byzantines , a period I know little about. However, I would like to know whether these second lines were expected to fight or whether it was somewhere to put unreliable or raw troops (as Caesar did with his newly raised legions) and are there any accounts of real battles where these second lines actually behaved as they were supposed to do according to the manual?

Regards,

Julian
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Post by rbodleyscott »

jlopez wrote:Interesting what you have to say about the Byzantines , a period I know little about. However, I would like to know whether these second lines were expected to fight or whether it was somewhere to put unreliable or raw troops (as Caesar did with his newly raised legions) and are there any accounts of real battles where these second lines actually behaved as they were supposed to do according to the manual?
They were not a place to put raw troops as far as the Byzantine manuals are concerned.

You illustrate my point - battle accounts seldom go into enough detail to describe what the second line did. This does not imply that they did not do anything! Byzantine tactics were developed over centuries - it is highly unlikely that they were based on a misconception of the real mechanics of warfare!

We do know that the 2nd line failed to support the front line at Manzikert, and this was partly blamed for the disaster - and blamed on the malice of the 2nd line commander against the emperor.

Interestingly we are refighting Manzikert on a grand scale (about 1650 points per side IIRC) at the forthcoming Society of Ancients games day on 23rd September.
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Post by shall »

I think all of this is good stuff but we will need to gather thoughts and test such things out a fari biut to get comfortable with them. It is so easy to make a change and badly alter the balance of the game overall - we have nearly done that a few times and pulled back once we had time to test it properly.

As far as I read real history there is some truth in all the points made but the case is - as Richard says - not so proven as one may imagine. I would suggest that we as authors try some of these things out first rather than doing new things at any upcoming competitios for now. For my part I plan to play around with them at the weekend when I have some time and see what I think thereafter.

Certainly Roger, I have tried big warbands a lot - my Britons being favourite army of mine (not that they are a big match winner but they play well). They tend to stick as you say as they fight two or three BGs at a time being in 12s.

Marc's point about more decisions is one I am sympethetic to. To a large degree one of our philosophies has been to pack the games with lots of decisions to make - expecially about generals. This would give 2 new decisions in fact - 1) do i want to try to stay rather than prusue, and a bound before that 2) do I want to have a general with these winning troops ready to try to stop them doing so. Certainly from a game point of view that has some interesting nuances. It also provides the nuance between drilled and undrilled.

The challenge is to ensure the balancing effect overall is good and that will take a bit of time to figure out. But certainly I can say that for me these are ideas worth us playing around with.

Si
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Post by madaxeman »

I think there is a lot of confusion here over "units", "elements", "BG's", "wings" etc etc etc

To my mind the proper heirarchy is

Element = "unit"
BG = "erm, several units under one leader"
BL = "almost a wing"
A Big BL or 2 BL's = "right wing/center/left wing" of the army

I reckon the latter two should be front of mind for the tabletop general - but in my current perception of FoG, "units" dont exist at all, BG's (which are reallya halfway house and I can only abstractly relate to) are at the heart of the rules and function far too independantly (effectively like Units in 6th & 7th) and what should be the key conceptual groupings of "almost a wing" and "a wing" don't exist at all except as a totally abstract rules concept to allow you to move twice.

A BG losing doesnt currently contribute in a meaningful way to the rest of its wing losing. Fix this and you go a long way to making "a wing" a key part of the way teh game is percieved and played
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Post by sgtsteiner »

Hi

Yeah what he said :-)

As I have said before for me its this unit/BG concept and its relationship (or lack thereof) to an overall army structure that I find the most (only ?) off-putting factor in FOG certainly in comparison to DBx games.
The 'fixes' being discussed certainly seem positive in this regard

Cheers
Gary
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Post by hammy »

sgtsteiner wrote:Hi

Yeah what he said :-)

As I have said before for me its this unit/BG concept and its relationship (or lack thereof) to an overall army structure that I find the most (only ?) off-putting factor in FOG certainly in comparison to DBx games.
The 'fixes' being discussed certainly seem positive in this regard

Cheers
Gary
Interesting, one of the things that I now really dislike about DBx despite having lived with it for 10 years is the dissintegration of battle lines you get over time. The number of DBx games I have seen this year with troops almost randomly scattered over the table is now a big turn off for me.

FWIW I am playing in the GB team this weekend in Ghent and I fully expect odd elements everywhere. This is just going to grate and I hope it doesn't make the weekend fall flat for me.

Hammy (now really not interested in DBx at all)
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Post by sgtsteiner »

Hi Hammy

>The number of DBx games I have seen this year with troops almost randomly scattered over the table is now a big turn >off for me.
I guess you could say I dislike the random scattering of BGs in FOG :-)

I think if current proposals make there way into FOG this will be at least lessened although I would still like to see more emphasis (or at least a more compelling reason than intial march movement) to stay in BLs.

> Hammy (now really not interested in DBx at all)
Probably just as well you left the Dbmm list then as some stuff to make your head explode ref single element moves this week :-)

Good luck in Ghent and may your elements not be scattered.........

Cheers
Gary
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Post by neilhammond »

madaxeman wrote:Element = "unit"
BG = "erm, several units under one leader"
BL = "almost a wing"
A Big BL or 2 BL's = "right wing/center/left wing" of the army

I reckon the latter two should be front of mind for the tabletop general - but in my current perception of FoG, "units" dont exist at all, BG's (which are reallya halfway house and I can only abstractly relate to) are at the heart of the rules and function far too independantly (effectively like Units in 6th & 7th) and what should be the key conceptual groupings of "almost a wing" and "a wing" don't exist at all except as a totally abstract rules concept to allow you to move twice.

A BG losing doesnt currently contribute in a meaningful way to the rest of its wing losing. Fix this and you go a long way to making "a wing" a key part of the way teh game is percieved and played
I agree that BG doesn't still quite work for me as a term, even after about 20 games.

However I'm not sure I agree that you should tighten up the concept of a wing/battle. I've found that it is generally better to operate BG's as part of a coherent BL - especially if undrilled foot. I'm now starting to resist the temptation to move the BGs out of BL at the first opportunity just because I can.

The difficulty I find with enforcing the BL/wing concept is becasue fast horse archer armies didn't always adopt this neat concept. One of the complaints of late Roman military authors was how the Huns used to whizz around everywhere, refusing to adopt the neat roman convention of BLs.

So while the terminology could be, perhaps, improved I'm not sure the BL concept is broken.


I accept, however, that a single BG being forced to purse out of a BL can be a problem - a CMT not to pursue seems a reasonable solution.

Neil
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Post by madaxeman »

neilhammond wrote: The difficulty I find with enforcing the BL/wing concept is becasue fast horse archer armies didn't always adopt this neat concept. One of the complaints of late Roman military authors was how the Huns used to whizz around everywhere, refusing to adopt the neat roman convention of BLs.
No problem with that for_these_specific_armies - I can see how these rules therefore work for them. My issue is with other armies that normally fought in "BL's".
neilhammond wrote: So while the terminology could be, perhaps, improved I'm not sure the BL concept is broken.

I accept, however, that a single BG being forced to purse out of a BL can be a problem - a CMT not to pursue seems a reasonable solution.
Neil
When a hole appears in my BL, I don't think "oh drat, the coherent formation on which my entire flank depends is starting to unravel, what can I do to plug the hole before it gets really bad" - I think "oh well, I've lost one of the X units I need for demoralization, lets hope my other units hurry up and win their one-on-one combats before that unit which has just burst through my lines manages to sort itself out and turn around and come back - and if I do win my combats pretty sharpish, I know that my units will pursue and end up even further away from that pesky unit roaming around in my rear!"

Anyone else think this?
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Post by shall »

Speaking to TIM's posting.....

My mind used to work that way too but I now know that it is plain wrong. I spent much of my life simulating reality in various types of models - be it economies, stock markets or refineries. When I read a lot of battle reports I started to see the world very differently and discovered much of my past belief was myths from my wargaming or assumptions that were not valid.

"unit" = agreed roughly an element. Units did not operate at all indepedently and were under junior leader far too distant from the C-in-C and his issues to be any real interest to our simulation. In that sense DBM has always felt like a big skirmish to me and my reading gradually told me why - no major battle was run at this level.
BG = buggered if I can the right name but Eureka, this was in fact the key organisational grouping in real battles. These were almost always large blocks of identical "units" under a genuine GENERAL, but a junior one. One finds things like all the thracians were amassed under XXXX etc. You find the same from ancient greek battles through to samurai ones and medieval ones. They stayed together, fought together, broke together in the main. They had "independent command" so had some material local intiative being led by one of the top 20 in the command structure - someone near enough to the boss to matter. If a very senior general joined them he could take over and apply lots of ifluence. Alas we have always struggled for a term - in essence it a MEGA UNIT. When you think about it - just like any organisation its the level of people below whereyou are that you are really managing - this is the 10-20 top leaders and their troops. Another way to imagine it is picture the scene of attendess at the battle planning session - it will be these 10-20 and the 3 or 4 big guns and thats it. Only these guys knew the plan.
BL = large groups of BGs oeprating together for a bigger purpose. Also a true thing in history. Several BGs of pikemnen together with 3 or 4 named generals is quite common. Soemtimes a wing or a centre, sometimes half thereof.
Wing/Centre/Reserve = the block usually given at the outset to a very senior commander comprising several BGs, or Bls, something they stuck to 90% of the time - but interestingly not always if the need arose. Also interesting that generally (unless allied) the plan and BG deployments came first and the allcoation of top "directors" second.
I reckon the latter two should be front of mind for the tabletop general - but in my current perception of FoG, "units" dont exist at all, BG's (which are reallya halfway house and I can only abstractly relate to) are at the heart of the rules and function far too independantly (effectively like Units in 6th & 7th) and what should be the key conceptual groupings of "almost a wing" and "a wing" don't exist at all except as a totally abstract rules concept to allow you to move twice.
This is where I would say you are just plain wrong Tim and your mind is just stuck where I was before I did the research. THE KEY BATTLEFIELD UNIT WAS THE BG but there is no easy name for it. It was something of a Eureka moment for me I must admit and I don't deny it takes some getting the hang of. To take a more recent analogy a Napoleonic battle is really fought at Division level not battaltion level, unless its a small one then the BGs are regiments - but a wing is several Divisions in a big battle, and BLS were the lines formed by adjacent Divisions. I now believe the shape of such command in the Ancient world is no different to that seen through the better recorded periods of history and the BG focus point I can see in other areas I know well - ECW, Napoleonics, & Yrs War, WW2 - if you are palying at major battle level. The technology of command has change but the shape has not.

So as far as I can tell the real world functioned as follows in general (of course we will find variants but this feel like the norm):

Units = irrelevant and too small - we shouldn't be playing a battle game at this level of micro-control really.
Plan your battle by allocating BGs to your top 10-20 commanders other than your right hand men and give them rolls and deployments.
Having done so allocate your 3 or 4 right hand men to oversee the relevant wings, reserves, centres
Run the battle that way and if it works great
In a crisis change your mind and move yourself or send one of your right hand men off somehwere else - e.g. Genghis Khan at Indus on DBM terms was with the centre command. He left if to itself and went and took over the left wing half way through the battle.

So to me real battles were planned, manouvred and fought out at what we call BG level. Now if you can find a better name I would be delighted......

Hope that helps

Si
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Post by shall »

And on the rest....

Did troops break as wings or as BGs?

Probably more as BGs as far as I can tell. Again you hear of the Thracians breaking, or the so and so clan breaking and going home, or of so and so and his knights getting routed. Also the Huns won battles by breaking one small 200m frontage piece of Visigoths - which was definitely a BG not a centre. Of course it can quickly spread to more..... So I think at best the jury is out on that one. Obviously its not easy to interpret history but my sense on balance, having read more inthe last 2 years than ever before, is that BGs are fine for this.

Did troops get back into battle quickly?

Again not sure there is much evidence they did, so that's a bit questionable too. Certainly there are lots of reports of centres slogging it out for a long time while the critical wing victors came back to sort out the scrum. That is not to say we might not make things more fun if we speeded it up artiificially.

Did troops run off 2-300m into the distance leaving behind other troops they could support ina fight?

In my opinion this one is much the best question within this discussion. We don't really have enough detail to say, but logically I am pretty sympathetic to the idea that the overall line should remain in tact either side of ongoing scraps. But logically I am also of the view that a fair bit of pursuit and slaughter would occur in the main.

Hence it is this part of Tims postings that I intend to have a play with in the coming weeks. It will take a little time to decide what to do with it as it changes balances in a few areas so I would rather not rush an answer other than to say yup that bit might be a + to the games feel. My personal isntinct is tot ry to make a "lock the overlaps and press forward in pursuit" idea work - with or without CMTs. This does - from a gam desing point of view - have an avantage in making pursuits more similar for 12 bas BGs and 4 bse BGs as well.

With such a change a wing would break gardually by BG, but the mass prusuit would happen more after 2 or 3 such BGs have broken. Interesting.

HOWEVER THIS DOES ADD A FAIR DOSE OF COMPLEXITY SO NOT TO BE DONE LIGHTLY. WE HAVE NOW HAD PERHAPS 1000+ TEST GAMES REPORTED. IF THIS HAD BEEN A MAJOR ISSUE FOR MANY PLAYERS IT WOULD HAVE COME UP LONG AGO. WE HAVE ALREADY FIXED THE MAIN ONE THAT CAUSED ISSUES IN YOUR GAMES TIM. SO LET US NOT DIVE IN TOO QUICKLY ON ONE THAT HAS MUCH WIDER RAMIFICATIONS. COULD WE GET THOUGHTS FROM MORE THAN 2 or 3 PEOPLE PLEASE.

AS THE POLICE MIGHT SAY ... WE HAVE A NEW AND POTENTIALLY INTERESTING AVENUE OF ENQUIRY TO FOLLOW.

Cheers

Si
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Post by durrati »

I think my main worry of the pursuit has already been touched on. If a big BG of barbarians - 12 bases, beats an enemy BG it will likely not pursue as it will be fightng more than one enemy BG. If a small BG of high quality drilled troops - 4 bases, as in the sample Roman army in the rules, it will probably pursue out of the fight as it was only fighting one enemy BG. Seems the wrong to me really.
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Post by madaxeman »

shall wrote:And on the rest....

Did troops break as wings or as BGs?
Probably more as BGs as far as I can tell. Si
Not disputing this, just the best way to simulate the negative effect of a BG breaking on the larger formation it forms part of...
shall wrote: Did troops get back into battle quickly?
Again not sure there is much evidence they did, so that's a bit questionable too. Certainly there are lots of reports of centres slogging it out for a long time while the critical wing victors came back to sort out the scrum. That is not to say we might not make things more fun if we speeded it up artiificially.
Si
This isn't a wing/center thing.
shall wrote: Did troops run off 2-300m into the distance leaving behind other troops they could support ina fight?
In my opinion this one is much the best question within this discussion. We don't really have enough detail to say, but logically I am pretty sympathetic to the idea that the overall line should remain in tact either side of ongoing scraps. But logically I am also of the view that a fair bit of pursuit and slaughter would occur in the main. Si
Cool 8)
shall wrote: With such a change a wing would break gardually by BG, but the mass prusuit would happen more after 2 or 3 such BGs have broken. Interesting.Si
cool again.

How about another question: "do people who have stopped playing generally say that "its because it feels too much like a skirmish?"

Lots of research is all well and good, but if it leads you to a game design based on a very different way of analysing battles, thats different to the way a lot of potential buyers see things, its not necessarily going to be a good news for those nice commercially-minded folks at Osprey paying for the nice pictures - even if it is right!

Anyways, got to go and organise my own war for a week or so :twisted:
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Post by shall »

cool again.

How about another question: "do people who have stopped playing generally say that "its because it feels too much like a skirmish?"

Lots of research is all well and good, but if it leads you to a game design based on a very different way of analysing battles, thats different to the way a lot of potential buyers see things, its not necessarily going to be a good news for those nice commercially-minded folks at Osprey paying for the nice pictures - even if it is right!

Anyways, got to go and organise my own war for a week or so
Hi Tim

I am always keen to keep learning and perfecting. Rest assured the commercial and fun balance has been the primary thrust all along. Our target has been always good historical feel with pace and fun. From a game design point of view we have aimed to load the game with lots fo decisions - different and interesting ones to other sets that feel like real calls you might have to make. All games are abstractions but we have aimed to make the abstractions as real and fun as we can given the foggyness of history to calibrate too - alas we cannot go back in time and watch the movie, just the hollywood distortions thereof!

Overall there aren't many who have stopped playing at all as far as I can tell - we have quite the opposite happening in the main. Beta comps in Spain and France next week with very good turnouts expected and lots of keeness to get the rules out and in play fully.

I hear your issues but we need to stand back a bit ... we started with a blank sheet of paper together some time ago ..... now overall we have perhaps 100 testers and perhaps 90 likers of the game. This is a good ratio by any standards and rather better than any set of rules I have previsouly seen launched in fact, including DBx which lost a lot of players from the hobby as well as gaining many. We seem to be getting a good "pull" from DBM players, WAB players, club players and non-ancient players. So overall I am pretty happy.

That is not say I don't see some coolness potentially in the areas you mark as such above, nor that your caution isn't appreciated or that 95% isn't better than 90% :wink:

We just need to keep all such things in perspective overall and need you all to give us time to absorb the ideas we do pck out now as worthy of our investigation into the overall thinking CAREFULLY and midful off all the side effects. It would be all too easy to damage the core by fiddling with the surface.

More in a week or so when I have had a chance to have a fiddle therefore. I am sure Richard and Terry will add their views, all the above personal views. ANy views from the wider testing community on the issue I have picked out as the nub would be most welcome.

Is Tim Spartacus or do we have lots of Spartacuses out there? :)

Tx

Si
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Post by sgtsteiner »

Hi

>Is Tim Spartacus or do we have lots of Spartacuses out there?

I'M Spartacus !! unless there is hammer and nails involved :-)

Gary
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Post by rogerg »

I'm with Tim. But given your recent posts, we are all thinking along similar lines. I am pleased to hear your continued stress on the overall effect. I have had enough of rules where attempts have been made to fix small areas without any apparent awareness of the effect on the game as a whole. We think about these things too, hopefully before posting suggested changes.

There are other factors than the rules to be taken into account when considering feedback. We played this week and the game became very fragmented. I do not think it showed any problem with the rules. My conclusion was that I need to play better. I have memories of this happening when I started playing DBM. It can take a lot of games to develop the foresight to see how a battle is likely to develop and have the forces in the correct place. This is a sure sign of a good game, you have to learn to play well.
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Post by neilhammond »

madaxeman wrote: When a hole appears in my BL, I don't think "oh drat, the coherent formation on which my entire flank depends is starting to unravel, what can I do to plug the hole before it gets really bad" - I think "oh well, I've lost one of the X units I need for demoralization, lets hope my other units hurry up and win their one-on-one combats before that unit which has just burst through my lines manages to sort itself out and turn around and come back - and if I do win my combats pretty sharpish, I know that my units will pursue and end up even further away from that pesky unit roaming around in my rear!"
Oh dear. I think "oh drat, the coherent formation on which my entire flank depends is starting to unravel, what can I do to plug the hole before it gets really bad". It's then I realise that I've failed to position my reserve in the right place and so get to watch my line collapse.

Neil
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