Optimal ways to use light troops

Field of Glory II is a turn-based tactical game set during the Rise of Rome from 280 BC to 25 BC.
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Alsagoz
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Optimal ways to use light troops

Post by Alsagoz »

Assuming that the majority of your army is not light troops.
- How many light troops do you need? Is taking maximum number of them a good idea?
- How feasible can light troops inflict enough casualty (< 16%) to non-light troops to get a bonus modifier on cohesion test?
- According to the manual "the random cohesion test score for each of shooting and close combat is retained for the whole turn.", if enemy unit succeed the cohesion test, it's better to continue shooting in the next turn, is it?
rbodleyscott
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Re: Optimal ways to use light troops

Post by rbodleyscott »

Alsagoz wrote:Assuming that the majority of your army is not light troops.
- How many light troops do you need? Is taking maximum number of them a good idea?
It depends on the enemy army. It is nice to have slightly more than the enemy but that isn't always possible, depending on the matchup.
- How feasible can light troops inflict enough casualty (< 16%) to non-light troops to get a bonus modifier on cohesion test?
The total casualties in a turn so far need to be about 10% to cause a cohesion test, and 16% to cause a -1 modifier on the test.
- According to the manual "the random cohesion test score for each of shooting and close combat is retained for the whole turn.", if enemy unit succeed the cohesion test, it's better to continue shooting in the next turn, is it?
If they succeed in the cohesion test, there is only any point in carrying on shooting at them if you think you can get the total shooting casualties this turn up to 16%.

If they fail a cohesion test, there isn't a great deal of point of continuing to shoot at them this turn (unless you are trying to cause enough casualties to autobreak them - around total 50% losses for an Average quality unit). This is because a unit cannot drop cohesion more than one level from shooting in a turn.
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SnuggleBunnies
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Re: Optimal ways to use light troops

Post by SnuggleBunnies »

Is it 10% of full strength or current strength?
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rbodleyscott
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Re: Optimal ways to use light troops

Post by rbodleyscott »

SnuggleBunnies wrote:Is it 10% of full strength or current strength?
Full strength at start of battle. But treating units of more than 720 men as 720 men. (On the grounds that beyond 12 ranks, extra rear ranks do not significantly offset the morale effect casualties on the front ranks). (This mainly affects pikes, Mob are slightly different).
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Strategiusz
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Re: Optimal ways to use light troops

Post by Strategiusz »

If I understand the game correctly, it is always good to shoot infantry below 480 men and cavalry below 240 men. Every man below those numbers can count as a strength negative bonus in melee and less damage delivered in impact and ranged combat.

Shooting at 700 men pikes is let's say a long term strategy.
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Re: Optimal ways to use light troops

Post by rbodleyscott »

Strategiusz wrote:If I understand the game correctly, it is always good to shoot infantry below 480 men and cavalry below 240 men. Every man below those numbers can count as a strength negative bonus in melee and less damage delivered in impact and ranged combat.

Shooting at 700 men pikes is let's say a long term strategy.
True but the real purpose of shooting is to drop enemy cohesion, not to cause drip-feed attrition.
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MaxDamage
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Re: Optimal ways to use light troops

Post by MaxDamage »

You should only aim to use your light troops at full power ie when you shoot, you do so without movement, at short range and full arc. Position your units before the opponent's army so that when it is your turn you can shoot at full power without any movement. If you can focus your fire with full powered shots, then there will be some random cohesion tests for the opponent. Best used with artillery of your own. Light cav could SOMETIMES disrupt an opponent unit with flank attack.

If you cant inflict cohesion tests on the opponent, then still you must make sure to shoot with full power in your turn to inflict maximum damage and reduce opponent numbers for advantage in melee combat. Opponent units will receive close combat strength penalties and also drop to 75% strength earlier.

I have to say light troops and generally shooting is quite weak in FOG2 compared to the previous titles. Your main army is much more important these days. But also keep in mind light vs light warfare can give you bonus % points which aslo count towards victory conditions.
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Re: Optimal ways to use light troops

Post by MaxDamage »

rbodleyscott wrote:
SnuggleBunnies wrote:Is it 10% of full strength or current strength?
Full strength at start of battle. But treating units of more than 720 men as 720 men. (On the grounds that beyond 12 ranks, extra rear ranks do not significantly offset the morale effect casualties on the front ranks). (This mainly affects pikes, Mob are slightly different).
I ve always wanted to ask. the 75% and 50% strength cohesion penalties. If i have a mob of 1000 men then that means 75/50% out of 1000 or 720?
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Re: Optimal ways to use light troops

Post by rbodleyscott »

MaxDamage wrote:
rbodleyscott wrote:
SnuggleBunnies wrote:Is it 10% of full strength or current strength?
Full strength at start of battle. But treating units of more than 720 men as 720 men. (On the grounds that beyond 12 ranks, extra rear ranks do not significantly offset the morale effect casualties on the front ranks). (This mainly affects pikes, Mob are slightly different).
I ve always wanted to ask. the 75% and 50% strength cohesion penalties. If i have a mob of 1000 men then that means 75/50% out of 1000 or 720?
1000
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Cheimison
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Re: Optimal ways to use light troops

Post by Cheimison »

Over on Reddit someone told me that light troops (skirmishers) aren't worth it. If you just tank them with heavier troops until they run out of ammo you can waste the light troops and still have better units for holding your line.
Not saying I know one way or another, but that's what I heard.
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Re: Optimal ways to use light troops

Post by jomni »

Cheimison wrote:Over on Reddit someone told me that light troops (skirmishers) aren't worth it. If you just tank them with heavier troops until they run out of ammo you can waste the light troops and still have better units for holding your line.
Not saying I know one way or another, but that's what I heard.
Read my AAR in the Manual. Even if they don’t cause damage or cohesion tests, their presence itself breaks up the enemy battle line (slow some units down) which leads to flanking opportunities. Also they’re best at defeating elephants.
the_iron_duke
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Re: Optimal ways to use light troops

Post by the_iron_duke »

It's better to have an enemy wasting his arrows shooting your cheap slingers than your pikemen. Plus, skirmishers aren't worth so many victory points and so are fairly expendable.
Alsagoz
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Re: Optimal ways to use light troops

Post by Alsagoz »

Thanks for the tips! It seems like light troops are more delicate than they appear.
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