Two-step cohesion loss - too common?

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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keyth
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Two-step cohesion loss - too common?

Post by keyth »

I've not played FoGI for a number of years but I don't seem to recall two-step cohesion loss as a regular 'thing'; in FoGII it seems to happen (relatively) a lot, perhaps too much for my liking. Especially on the receiving end, obviously! :) I have had wins and losses where an interesting, stable battle has dissolved in a turn or two not with chain-routing (a feature that I really like) but a number of unrelated double-drops in different areas of the battlefield.

Thoughts/opinions welcome!
Last edited by keyth on Thu Nov 02, 2017 10:02 am, edited 1 time in total.
Keyth

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Cumandante
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Re: Two-step cohesion loss - too common?

Post by Cumandante »

I agree. Double-drops appear to be happening too often.

Impact foot's design seems problematic to me.
It makes sense for a lancer or ferocious warband charge to leave your unit a wreck if you don't hold properly, but this doesn't fit Roman cohorts in my opinion. Pila could be disruptive, but the following approach was quite mild.

Troops with heavy javelins, but without a fierce charge should either have a lower POA or not give -1 to cohesion checks. You could call it Heavy Javelin or something like that. Perhaps this Heavy Javelin could get a special bonus against Impact Foot to represent the javelin's ability to soften the charge.
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