Battle groups
Moderators: philqw78, terrys, hammy, Slitherine Core, Field of Glory Moderators, Field of Glory Design
Battle groups
I've already ordered the rules and was looking forward to them,but now it seems that I must have battle groups in groups of four or six. So what's wrong with a group three? Or five? Or even two?
Because of the way that some of the mechanisms work if battlegroups with odd numbers of elements are allowed they gain some significant benefits over even numbered ones so the design decision to limit sizes to even numbers (and 9 in special cases) was made.
BG's can be 2,4,6,8,9*,10 or 12 bases strong at the start of a game but may reduce in size during a game.
* 9 is only allowed when you have a BG which is made up of 2/3rds one type 1/3rd another (normally light archers).
Some of the rules where odd numbered sizes make a difference are things like:
-1 for 25% losses where a 4 base BG has reached 25% after 1 base but a 5 base BG need 2 losses to reach 25%.
1 hit per 3 bases, a 7 base BG is obviously harder to inflict 1 hit for every 3 bases than a 6 base one.
Essentially if odd sized BGs were allowed everyone would use them because they would nearly always be better than even numbers. Even sized ones seem to work far better from a rules POV.
BG's can be 2,4,6,8,9*,10 or 12 bases strong at the start of a game but may reduce in size during a game.
* 9 is only allowed when you have a BG which is made up of 2/3rds one type 1/3rd another (normally light archers).
Some of the rules where odd numbered sizes make a difference are things like:
-1 for 25% losses where a 4 base BG has reached 25% after 1 base but a 5 base BG need 2 losses to reach 25%.
1 hit per 3 bases, a 7 base BG is obviously harder to inflict 1 hit for every 3 bases than a 6 base one.
Essentially if odd sized BGs were allowed everyone would use them because they would nearly always be better than even numbers. Even sized ones seem to work far better from a rules POV.
While it may not be obvious without playing, its actually the odd numbers that create gamey solutions so sticking with evens makes it all much cleaner and keeps the feel more realistic.
On reality troops in the main deployed with even ranks in a battle group and even numbers starts the battles off this way in the main. This then gives a clean feel to the battle that gradually deteriorates with time and attrition which is the right overall feel.
Si
On reality troops in the main deployed with even ranks in a battle group and even numbers starts the battles off this way in the main. This then gives a clean feel to the battle that gradually deteriorates with time and attrition which is the right overall feel.
Si
While it may not be obvious without playing, its actually the odd numbers that create gamey solutions so sticking with evens makes it all much cleaner and keeps the feel more realistic.
In reality troops in the main deployed with even ranks in a battle group and even numbers starts the battles off this way in the main. This then gives a clean feel to the battle that gradually deteriorates with time and attrition which is the right overall feel.
Si
In reality troops in the main deployed with even ranks in a battle group and even numbers starts the battles off this way in the main. This then gives a clean feel to the battle that gradually deteriorates with time and attrition which is the right overall feel.
Si


