Outnumbering the enemy: how to make the number count?

General discussion forum for anything related to Field of Glory Ancients & Medieval.

Moderators: hammy, philqw78, terrys, Slitherine Core, Field of Glory Design, Field of Glory Moderators

Post Reply
Gunrunner
Lance Corporal - Panzer IA
Lance Corporal - Panzer IA
Posts: 13
Joined: Thu Jul 05, 2007 7:25 pm

Outnumbering the enemy: how to make the number count?

Post by Gunrunner »

Had a situation where a battle-line with 3 battle-groups of 24 bases in two ranks continued to melee a battle-line of 2 battle-groups of 12 bases in 2 ranks. Apart from the overlap of one base at each end I didn't know how to make the best of having 2:1 odds.

I think I'm right that:
1) bases must conform to the frontage of the base there are fighting - not battle-group to battle-group frontage. For example the smaller battle groups don't have to use their 2nd rank to expand one base per turn to conform to the frontage of the larger group, (assuming the 2nd rank base gives POA etc).
2) There is no wrapping round the flanks with the extra bases.
3) Hits are disregarded after a successful Death Roll and don't accumulate each turn.

Seemed that it it was just 14 bases v 12 and a lot of extra guys in the flanks marking time until the fight was over, (many turns if the losers frustratingly keep passing Cohesion tests!).

So, how best to make use of the extra numbers for a quicker win?
miffedofreading
Staff Sergeant - Kavallerie
Staff Sergeant - Kavallerie
Posts: 317
Joined: Wed Jan 09, 2008 4:00 pm
Location: Reading, England

Post by miffedofreading »

I don't know the rules yet, but this is a very good question. I would be very interested to hear what tactics / options etc are available in these rules

Andy
babyshark
Field of Glory Moderator
Field of Glory Moderator
Posts: 1336
Joined: Fri Feb 02, 2007 6:59 pm
Location: Government; and I'm here to help.

Post by babyshark »

Two possibilities spring to mind.

1) only fight his two BGs with two of your own BGs. Use your third BG to set up a flank or rear attack;

2) run one or more of your BGs three deep instead of two deep. This will allow you to get all three of them fighting his two BGs (which will divide up the hits he causes). It will also make your BGs more resilient if/when you lose a death roll, as the third rank can easily fill in, whereas the opponent's BG loses a dice whenever he fails a death roll.

Marc
rogerg
Captain - Bf 110D
Captain - Bf 110D
Posts: 855
Joined: Fri Sep 01, 2006 1:02 pm
Location: Halifax, Yorkshire

Post by rogerg »

The third group of the three could provide rear support. It would give a +1 on cohesion tests for both the two in front if correctly placed.

However, having three BG's in three ranks fighting two BG's in two ranks should be the best option. The attrition effect on this frontage will be large. The two rank BG's are 50% more likely lose a base and they are going to roll one dice fewer in melee each time they do so.
hazelbark
General - Carrier
General - Carrier
Posts: 4957
Joined: Tue Feb 13, 2007 9:53 pm
Location: Capital of the World !!

Re: Outnumbering the enemy: how to make the number count?

Post by hazelbark »

Gunrunner wrote: 1) bases must conform to the frontage of the base there are fighting - not battle-group to battle-group frontage. For example the smaller battle groups don't have to use their 2nd rank to expand one base per turn to conform to the
frontage of the larger group, (assuming the 2nd rank base gives POA etc).

2) There is no wrapping round the flanks with the extra bases.

3) Hits are disregarded after a successful Death Roll and don't accumulate each turn.
All Correct
Gunrunner wrote: Seemed that it it was just 14 bases v 12 and a lot of extra guys in the flanks marking time until the fight was over, (many turns if the losers frustratingly keep passing Cohesion tests!).
So, how best to make use of the extra numbers for a quicker win?
Well I think you would overlap on each end so more likely 16 to 12. 2 being on each end.

Sometimes guys are just tough. But in the grand scheme, it is often better to take the 3rd BG and swing around to change in on the flank. That starts the deterioration that shoudl start allowing you to win more and bigger.
neilhammond
Master Sergeant - Bf 109E
Master Sergeant - Bf 109E
Posts: 465
Joined: Sun Jan 07, 2007 7:51 pm
Location: Peterborough, UK

Post by neilhammond »

So in summary you have 3 options:

1) Use 2 units to pin/engage and the 3rd unit to move around and position a flank attack
2) Use 2 up and 1 in reserve to boost the morale (i.e. +1 on cohesion tests)
3) Use 3 up in 3 ranks to "grind" through the opponent + go for overlaps if you can get them.

The flank attack will be pretty effective, but will take 1-2 turns to set up (i.e. 2-4 rounds of melee).

Option 3 should work, but there is always a chance that your opponent gets luck and hangs on for much of the game. The point of option 3 is that you lose bases off your 3rd rank and so don't lose combat dice whilst any base loses for your opponent will result in reduced combat dice for them.

Option 2 is probably the least effective, although it does give you an uncommited unit in hand. It's probably more useful where the reserve unit is cavalry and so can move reasonably quickly to a key point later in the game.
Gunrunner
Lance Corporal - Panzer IA
Lance Corporal - Panzer IA
Posts: 13
Joined: Thu Jul 05, 2007 7:25 pm

Post by Gunrunner »

Thanks all, I'll try those as appropriate during the next game.

The lesson for the outnumbered side is also seems clear: charge first to fix the enemy and reduce his option. Also impact combat is always on even numbers so it's looks like it's worth being aggressive even when outnumbered. Of course there are so many situations where that may not be true. But for enemies with equal numbers of impact foot it seems a viable gamble to get a real advantage: charge with two thirds to fix his three and use the unengaged third to outflank.
miffedofreading
Staff Sergeant - Kavallerie
Staff Sergeant - Kavallerie
Posts: 317
Joined: Wed Jan 09, 2008 4:00 pm
Location: Reading, England

Post by miffedofreading »

Interesting tips, sounds like option 1 or 3 are best depending on whether you have the time and space to flank them or not
hazelbark
General - Carrier
General - Carrier
Posts: 4957
Joined: Tue Feb 13, 2007 9:53 pm
Location: Capital of the World !!

Post by hazelbark »

Gunrunner wrote:Thanks all, I'll try those as appropriate during the next game.

The lesson for the outnumbered side is also seems clear: charge first to fix the enemy and reduce his option. Also impact combat is always on even numbers so it's looks like it's worth being aggressive even when outnumbered. Of course there are so many situations where that may not be true. But for enemies with equal numbers of impact foot it seems a viable gamble to get a real advantage: charge with two thirds to fix his three and use the unengaged third to outflank.
Well like a lot of situations do you want it to develop slowly or quickly when you are on the losing side slower is often the answer.

But as always "it depends"
Gunrunner
Lance Corporal - Panzer IA
Lance Corporal - Panzer IA
Posts: 13
Joined: Thu Jul 05, 2007 7:25 pm

Post by Gunrunner »

Ah but being outnumbered doesn't mean they are on the losing side, well not with my lucky dice anyway!

This is also my 10th post which I think means am no longer a peasant :)

Cheers
neilhammond
Master Sergeant - Bf 109E
Master Sergeant - Bf 109E
Posts: 465
Joined: Sun Jan 07, 2007 7:51 pm
Location: Peterborough, UK

Post by neilhammond »

Gunrunner wrote:This is also my 10th post which I think means am no longer a peasant
Yes, but as a militia you still have to reroll all your 6's :shock:
Post Reply

Return to “Field of Glory : Ancient & Medieval Era 3000 BC-1500 AD : General Discussion”