Morale Checks

Byzantine Productions Pike and Shot is a deep strategy game set during the bloody conflict of the Thirty Years War.

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Old_Warrior
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Morale Checks

Post by Old_Warrior »

I know this is probably too late to ask for but ... it would be nice if fire on a unit would not take effect until the end of the Movement phase but prior to Impact. Impact should be done after all movement is over.

The turns should be looked at more realistically - simultaneous fire effect - rather than "chip away" - where you fire - wait and see what happened - then move an entire army based on that result.

That said I am seeing some atrocious fire effects on units at distance. Both enemy and friendly units Fragment all to easily it seems. In my Nordlingen game I Fragmented a Swedish cavalry unit in woods at range with artillery.

Suggestion: the only morale loss that artillery can achieve is Disordered. After that its just losses. The only exception would be for Poor morale rated troops.

The cavalry follow up seems a bit too much as well. Frankly no Impact combat should be allowed on a follow up after the enemy routs away. The primary target of the cavalry was the unit they were chasing - not new targets of opportunity. If a routed unit swerves away to avoid a friendly or enemy unit then the pursuing cavalry should do the same.
KiwiWarlord
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Re: Morale Checks

Post by KiwiWarlord »

Some good points there, I look forward to RBS's reply.
rbodleyscott
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Re: Morale Checks

Post by rbodleyscott »

Old_Warrior wrote:I know this is probably too late to ask for but ... it would be nice if fire on a unit would not take effect until the end of the Movement phase but prior to Impact. Impact should be done after all movement is over.
This is how it works in tabletop FOGR, but does not really fit the computer game format. Having it work the way it does is a design decision, to improve playability.
That said I am seeing some atrocious fire effects on units at distance. Both enemy and friendly units Fragment all to easily it seems. In my Nordlingen game I Fragmented a Swedish cavalry unit in woods at range with artillery.
All events in the game are somewhat accelerated, once more in the interest of playability. Watching two units potting away at each other for a couple of hours to not much effect would not be much fun.

As you say the effect of artillery fire is somewhat accelerated, but once again who wants to spend a couple of hours watching an exchange of artillery fire before either army advances - which is what often happened historically. In the game, the effect of artillery has to be sufficient to provoke an advance without a long tedious wait for the player(s).
The cavalry follow up seems a bit too much as well. Frankly no Impact combat should be allowed on a follow up after the enemy routs away. The primary target of the cavalry was the unit they were chasing - not new targets of opportunity. If a routed unit swerves away to avoid a friendly or enemy unit then the pursuing cavalry should do the same.
The follow on charges allow the game to represent the numerous historical occasions when multiple units were swept away after the rout of an initial unit.
Richard Bodley Scott

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