PELAGIUS wrote:*Did not say they were. The balance of intent needs consideration?
In the past 30 years I have seen countless discussions about whether X rule set is a "historical simulation" or "just fun," as if the two were mutually exclusive. My apologies for assuming that you were making a similar assumption. However, your previous post suggested that FoG is weighted more toward "fun" than historical accuracy, and I respectfully disagree. I think it is very good at both.
PELAGIUS wrote:*Sorry I do not understand this; the "historical to encourage players" players part... do you mean generals not players? Apologies if I am missing something obvious. "Historical" in a wargames sense maybe?
Sorry for being unclear. I believe that it is historically accurate for a rule set to be designed in such a way that players are free to deploy their troops as they wish, but also designed so as to reward and encourage deployments that were historically successful on ancient battlefields.
PELAGIUS wrote:*Even if they never happened? What if I think my army should dig field fortifications to thwart the enemy, seems sensible and I would probably have less troops and be immobile but might be worth it...
I don't think that a set of miniatures rules should simply force players to refight historical deployments and battles. I DO think that an historically accurate wargame is one that models troop movements and behaviors in a way that matches well with the historical record, so that the formations and tactics that are most likely to succeed on the tabletop are the same as those that were successful in historical battles.
Over the years, I have found that a rule set that includes elaborate set-up and deployment restrictions usually does so because the rules mechanics in some way reward unhistorical deployments. In other words, the author needs to "force" players to use historical deployments, because the rules would otherwise encourage them to use unhistorical ones! IMHO, it is much more elegant and effective for a rule set to be designed in such a way that players will WANT to use historical deployments, because those are the ones that are most likely to succeed on the tabletop, for the same reasons that they were successful in historical battles. FoG does this exceptionally well, IMHO.
PELAGIUS wrote:*So we allow players unhistorical deployment rules to allow them to learn not to deploy unhistorically. Is this the only part of the rules that is a learning process?
If a player is "forced" to deploy a certain way, IMHO they learn nothing about why historical deployments did or did not work on ancient battlefields. In discussions of wargaming tactics, especially in relation to tournament competitions, I often hear folks talk about the difference between "playing history" and "playing the rules." IMHO, one of the key distinctions between a rule set that is designed well and one that is designed poorly, is that with a well-designed rule set there is very little difference between "playing the rules" and "playing history," whereas in a poorly designed rule set there is a large difference between the two. In other words, in a well designed rule set, learning to "play the rules" will be, as nearly as possible, the same thing as learning historically sound battlefield tactics. IMHO Fog does this better than any other ancients set I have ever seen, so does not need special deployment restrictions.
PELAGIUS wrote:*So to understand why Hannibal was such a great general I should play FoG? I think this is possibly a step too far.
I am not claiming that playing FoG is a substitute for studying history, so here I think you are reading into my statement something that I did not in fact say. I AM saying that there should be a close match between tabletop tactics and historical ones, so that players naturally learn good historical tactics while playing the game. Conversely, I think that a rule set that rewards unhistorical "gamey" tactics indicates a poor design, which then sometimes needs to be corrected by elaborate deployment restrictions.
PELAGIUS wrote:*So the answer to my question of "why can allies deploy their troops in a fashion never recorded in history?" is; it is fun, players learn it is a bad thing to do and it teaches them about great generals.
No, my answer to your question is, "because a deployment that was physically possible on a real ancient battlefield ought to also be possible in a set of wargaming rules, however tactically risky it might be, provided that it is equally risky on the tabletop; and because a rule set that has elaborate deployment restrictions usually does so because it has serious flaws in other aspects of the system, while a well-designed rule set doesn't need them, because it is written so as to reward sound deployments and punish foolish ones.
Cheers,
Scott