Automatic pursuit is not accurate

Field of Glory II is a turn-based tactical game set during the Rise of Rome from 280 BC to 25 BC.
MikeC_81
Captain - Heavy Cruiser
Captain - Heavy Cruiser
Posts: 937
Joined: Wed Aug 16, 2017 2:28 am

Re: Automatic pursuit is not accurate

Post by MikeC_81 »

Archaeologist1970 wrote:But wait, there is no exhaustion in fog2. Units can just stand there and pound away at each other for hours and hours. You can attempt to charge round after round at units with no cohesion problems or fatigue. Yet another unrealistic aspect that ultimately turned me off from this game.
Do you consider a bird's eye view of the battlefield coupled with what are essentially radios to all unit commanders an issue as well? If not, why?

Not trying to poke fun at you but I am always interested in what kind of "unrealistic" things they are and are not willing to tolerate and why.
Stratford Scramble Tournament

http://www.slitherine.com/forum/viewtopic.php?f=494&t=99766&p=861093#p861093

FoG 2 Post Game Analysis Series on Youtube:

https://www.youtube.com/channel/UCKmEROEwX2fgjoQLlQULhPg/
Archaeologist1970
Corporal - Strongpoint
Corporal - Strongpoint
Posts: 52
Joined: Thu Nov 16, 2017 2:45 pm

Re: Automatic pursuit is not accurate

Post by Archaeologist1970 »

I've endured your snarkiness before so I am not surprised by this comment. Considering you are a proponent of having this game play like chess, isn't that like throwing rocks in a glass house? I didn't make the movement system. To be honest units should be moving in small cohort of troops not individual blocks.
cromlechi
Sergeant Major - Armoured Train
Sergeant Major - Armoured Train
Posts: 570
Joined: Thu Oct 13, 2011 2:29 pm

Re: Automatic pursuit is not accurate

Post by cromlechi »

I don't think he was being snarky. I think there's always a balance between realism and play-ability that needs to be reached. I personally accept it's a game and that there is a limit to what can be factored in. At the same it's nice to feel it has some resemblance to reality even if this is abstracted. Hats off to RBS for designing such a fun and interesting game.
MikeC_81
Captain - Heavy Cruiser
Captain - Heavy Cruiser
Posts: 937
Joined: Wed Aug 16, 2017 2:28 am

Re: Automatic pursuit is not accurate

Post by MikeC_81 »

Archaeologist1970 wrote:I've endured your snarkiness before so I am not surprised by this comment. Considering you are a proponent of having this game play like chess, isn't that like throwing rocks in a glass house? I didn't make the movement system. To be honest units should be moving in small cohort of troops not individual blocks.
I am not the one who tried to wave a degree around in place of citing sources when pressed to back up claims.

But to answer the question, I like a certain degree of control. Your reference is to my objection of random charges by undisciplined units. That is something other than making an action to which you know the consequences to.
Stratford Scramble Tournament

http://www.slitherine.com/forum/viewtopic.php?f=494&t=99766&p=861093#p861093

FoG 2 Post Game Analysis Series on Youtube:

https://www.youtube.com/channel/UCKmEROEwX2fgjoQLlQULhPg/
keyth
Major - Jagdpanther
Major - Jagdpanther
Posts: 1055
Joined: Tue Jan 05, 2010 2:03 pm
Location: Martock, UK

Re: Automatic pursuit is not accurate

Post by keyth »

MikeC_81 wrote:
Archaeologist1970 wrote:I've endured your snarkiness before so I am not surprised by this comment. Considering you are a proponent of having this game play like chess, isn't that like throwing rocks in a glass house? I didn't make the movement system. To be honest units should be moving in small cohort of troops not individual blocks.
I am not the one who tried to wave a degree around in place of citing sources when pressed to back up claims.

But to answer the question, I like a certain degree of control. Your reference is to my objection of random charges by undisciplined units. That is something other than making an action to which you know the consequences to.
“... of which you know the consequences.”

Will no-one think of the grammar?

;)
Keyth

ubi solitudinem faciunt, pacem appellant.
MikeC_81
Captain - Heavy Cruiser
Captain - Heavy Cruiser
Posts: 937
Joined: Wed Aug 16, 2017 2:28 am

Re: Automatic pursuit is not accurate

Post by MikeC_81 »

Us dirty colonials have difficulty with the Queen's English. My apologies :lol:
Stratford Scramble Tournament

http://www.slitherine.com/forum/viewtopic.php?f=494&t=99766&p=861093#p861093

FoG 2 Post Game Analysis Series on Youtube:

https://www.youtube.com/channel/UCKmEROEwX2fgjoQLlQULhPg/
RJMI
Lance Corporal - Panzer IA
Lance Corporal - Panzer IA
Posts: 10
Joined: Sun May 08, 2016 11:34 pm
Location: New Mexico, USA
Contact:

Re: Automatic pursuit is not accurate

Post by RJMI »

Regarding non-raw and non-warband infantry, I was wrong. They only automatically pursue when attacking fragmented troops that break before contact. But they still pursue. Also there may be circumstances in which these infantry troops may want to pursue non-fragmented troops and thus they should be given the option of pursing them. As it is now, non-raw and non-warband infantry troops can never pursue non-fragmented troops, unless there is a rule I do not know about.

The thing I confused with pursuing was push backs and follow ups. But there is a problem with this also. When on offence all (at least I think all) infantry troops push back and follow up. The problem with this is that sometimes (such as when ZOC does not block them) they follow up to far, more the one space. And this places them behind the enemy line and susceptible to flank or rear attacks. In my opinion, they should only follow up one space and only more than that upon special command. I also believe they should be given the option of not following up at all and thus remain in the space they were when combat was initiated. In this case they would actually be retreating from the space where the combat took place. They may want to do this to not break the formation line. For example, if my defensive line gets attacked in one place, my troops flanking my attacked troop my want to go on offence to help repel that attack but not follow up if victorious and thus remain where they were when combat was initiated so there is no gap in the defensive line caused by the follow up.

I have a question, Do all infantry troops automatically follow after evading troops? It seems they do. If so, then this is as bad as the automatic pursuit. I believe I had a superior infantry troop attack a week slinger and when the slinger evaded he followed him. Instead of my infantry troop merely causing the slinger to retreat from near my line, it followed him deep into the enemy line.

My comments on the troops that can pursue remain the same. All troops should be given the option to pursue or not pursue or to break off a current pursuit. And there should be a percentage chance that they will disobey their orders, with the better chance of disobeying as troop quality decreases.

I also believe pursuers should never pursue the enemy off the battlefield. Hence they should stop at the edge of the map and be able to immediately return to the battle. Why should they be penalized for a battle they won!

One last thing, in combat during these times orders were given by horns or trumpets or some other loud sounding instrument and thus even troops far from their commanders could hear the orders represented by the sound of the horn or trumpet.

PS: The reason you may not get many who hold that my opinion on pursuit is valid is because they no longer play the game and thus no longer read this forum. And I would estimate there are good amount of them, as I myself have stopped playing many war games which no longer listen to good opinions, let alone make important corrections. It does no game designer any good to surround himself with those who feel they must parrot his beliefs or flatter him.
The only war that matters if you win is for the salvation of your immortal soul. Visit my website at www.JohnTheBaptist.us to learn of the only hope for salvation.
Gnaeus
Corporal - 5 cm Pak 38
Corporal - 5 cm Pak 38
Posts: 37
Joined: Fri Dec 17, 2010 7:20 pm

Re: Automatic pursuit is not accurate

Post by Gnaeus »

RJMI wrote: PS: The reason you may not get many who hold that my opinion on pursuit is valid is because they no longer play the game and thus no longer read this forum. And I would estimate there are good amount of them, as I myself have stopped playing many war games which no longer listen to good opinions, let alone make important corrections. It does no game designer any good to surround himself with those who feel they must parrot his beliefs or flatter him.
I'm not sure how much time you've spent here, but we have a very knowledgeable designer who seems willing to engage in a reasonable discussion of the historical evidence in order to modify the game to make it more realistic (or maybe more accurately, believable) within the constraints of the engine. A little less dogmatic approach might result in a more enlightening conversation.
Gnaeus
Corporal - 5 cm Pak 38
Corporal - 5 cm Pak 38
Posts: 37
Joined: Fri Dec 17, 2010 7:20 pm

Re: Automatic pursuit is not accurate

Post by Gnaeus »

keyth wrote:
MikeC_81 wrote:
Archaeologist1970 wrote:
But to answer the question, I like a certain degree of control. Your reference is to my objection of random charges by undisciplined units. That is something other than making an action to which you know the consequences to.
“... of which you know the consequences.”

Will no-one think of the grammar?

;)

Take it up with this guy: "We are such stuff as dreams are made on, and our little life
is rounded with a sleep." The Tempest, 4.1.156-157. :wink:
jomni
Sengoku Jidai
Sengoku Jidai
Posts: 1394
Joined: Thu Dec 03, 2009 1:20 am

Re: Automatic pursuit is not accurate

Post by jomni »

RJMI wrote:Regarding non-raw and non-warband infantry, I was wrong. They only automatically pursue when attacking fragmented troops that break before contact. But they still pursue. Also there may be circumstances in which these infantry troops may want to pursue non-fragmented troops and thus they should be given the option of pursing them. As it is now, non-raw and non-warband infantry troops can never pursue non-fragmented troops, unless there is a rule I do not know about.
This is called push back and not pursuit. Please read up on this rule. It's is to simulate the momentum of battle. Bodies of heavy foot (shock troops) pushing each other with their shields while poking with their pointy weapons. Both sides are pretty much engaged and no one has given up the fight. It is not because losing side is giving ground by choice and the winner has an option to chase or stop. The defenders are pretty much willing to defend the ground (not routed) but the sheer 'weight' of the assault was too much. The unit that initiates the combat has the ability to push back the defender due to the weight of their assault. Best way to avoid this is to not initiate combat with your shock troops so that the attackers will 'bounce off' your troops when they are beaten badly.
Last edited by jomni on Thu Apr 12, 2018 10:38 pm, edited 1 time in total.
RJMI
Lance Corporal - Panzer IA
Lance Corporal - Panzer IA
Posts: 10
Joined: Sun May 08, 2016 11:34 pm
Location: New Mexico, USA
Contact:

Re: Automatic pursuit is not accurate

Post by RJMI »

What follows is from the rule book that says the pursue not push back:

“Other foot never pursue after close combat. However, foot units that
charge fragmented enemy who break before contact will pursue the
routed enemy on that turn only.”

PS: I am not attacking the designers of this game but only mention things that happened with other designers that anyone who played wargames for a length of time would know.
The only war that matters if you win is for the salvation of your immortal soul. Visit my website at www.JohnTheBaptist.us to learn of the only hope for salvation.
jomni
Sengoku Jidai
Sengoku Jidai
Posts: 1394
Joined: Thu Dec 03, 2009 1:20 am

Re: Automatic pursuit is not accurate

Post by jomni »

RJMI wrote:What follows is from the rule book that says the pursue not push back:

“Other foot never pursue after close combat. However, foot units that
charge fragmented enemy who break before contact will pursue the
routed enemy on that turn only.”

PS: I am not attacking the designers of this game but only mention things that happened with other designers that anyone who played wargames for a length of time would know.
I now know what you're saying now. It the auto-break of fragmented troops mechanics.
SnuggleBunnies
Major-General - Jagdtiger
Major-General - Jagdtiger
Posts: 2891
Joined: Tue Apr 07, 2015 2:09 am

Re: Automatic pursuit is not accurate

Post by SnuggleBunnies »

Doesn't that pursuit of frag to broken units by line infantry no longer happen in the latest patch though?
MP Replays:
https://www.youtube.com/channel/UCjUQy6dEqR53NwoGgjxixLg

Pike and Shot-Sengoku Jidai Crossover Mod:
https://www.slitherine.com/forum/viewtopic.php?t=116259

Middle Earth mod:
https://www.slitherine.com/forum/viewtopic.php?p=1029243#p1029243
MikeC_81
Captain - Heavy Cruiser
Captain - Heavy Cruiser
Posts: 937
Joined: Wed Aug 16, 2017 2:28 am

Re: Automatic pursuit is not accurate

Post by MikeC_81 »

RJMI wrote:Regarding non-raw and non-warband infantry, I was wrong. They only automatically pursue when attacking fragmented troops that break before contact. But they still pursue. Also there may be circumstances in which these infantry troops may want to pursue non-fragmented troops and thus they should be given the option of pursing them. As it is now, non-raw and non-warband infantry troops can never pursue non-fragmented troops, unless there is a rule I do not know about.

...

I have a question, Do all infantry troops automatically follow after evading troops? It seems they do. If so, then this is as bad as the automatic pursuit. I believe I had a superior infantry troop attack a week slinger and when the slinger evaded he followed him. Instead of my infantry troop merely causing the slinger to retreat from near my line, it followed him deep into the enemy line.
The answer is yes, Infantry will automatically chase evading troops. Whether this is an issue or not is up for debate. We can examine this from two aspects: historical accuracy and playability.

The first is to examine whether this behaviour is "historically accurate" or not. The correct answer here for everyone is to respond with *I don't know*. Until the ability to read or write was commonplace among the rank and file troops, we have very few primary sources to draw on in terms of how battles were actually conducted and how soldiers and units behaved. Everyone can argue until they are blue in the face about what it was like but no one actually knows. Most of the written material we do have on this subject doesn't go down to this granular level of how individual maniples or companies would behave. The reason for this almost certainly because even the Generals in charge did not have enough visibility over the battlefield to determine what happened.

Was it possible that troops would not chase very far and some would not? Absolutely, but that is already modelled in. When a pursuit happens, a random number is rolled by the pursuing unit and that determines how far they chase based on AP. I have had troops not chase at all past the initial square to units that run headlong into the enemy line. I don't think you as a person today can sit here and say *for certain* that troops, well trained or not would *never* chase unless given orders to do so. Unless we are allowed to run our own Hunger Games with prisoners and dress them up in ancient weapons and told to fight melees en masse, no one will ever know for sure how these formations really interacted with each other with any great detail.

There is the other matter of whether this mechanic ruins playability in some way. For myself, I am not so concerned with historical accuracy down to this minute level vs whether the game gets the overall flavour right. In that respect it actually does. We all want a game where our decisions matter, I get that. We all want a good degree of control as well outside what was historically possible. Otherwise, it would be absurd to be view battles with a bird's eye view and be able to give orders to troops on opposite ends of the line simultaneously. But we also all want a game where the rules offer room for random chance to occur to simulate the "feel" of chaos. We all draw that line at different places. For example, many in the forum actually want spontaneous unordered advances and charges by Warband and other "rabble" type troops. I will tell you right now that is a bridge way too far for me. But I can also appreciate where they are coming from. If this game current draws the line too far for you and it is bothering you this much then you really have two choices. Either learn to adapt to the rules or play a different game like that archaeologist fellow.

I will say that the current rules are skill-intensive ones that reward players who can create plans that are sturdy and flexible enough to encompass a multitude of random chance outcomes. This particular rule rewards the proper use of skirmishers since they can be used to break up an orderly enemy advance in the game much like you described. At the end of the day isn't that what skirmisher and other screening type forces are designed to do up to modern times? Armoured Cavalry Regiments in today's modern day armies do the exact same thing that ancient skirmishers do. The only difference is they do it in tanks and infantry fighting vehicles and induce disorder on the enemy as they advance on main force.

It somewhat reminds me of the old DBA PiP mechanic where every turn you roll a die to determine how many units you can move that turn. Any monkey can play the game well rolling 6 every turn but their game always fell apart when they got a string of bad pip rolls. True masters of the game learned to create plans and formations that could withstand bad pip and combat rolls. Will there be times when excessive bad luck in this game means you lose through only minor faults on your part? Sure, but you can look at the tournaments that have been played so far. The best players keep doing well over and over and over again. So if you are upset about this mechanic from a gameplay point of view thinking that this ruins your ability to execute plans, I think you should look in the mirror a bit as well.
The thing I confused with pursuing was push backs and follow-ups. But there is a problem with this also. When on offence all (at least I think all) infantry troops push back and follow up. The problem with this is that sometimes (such as when ZOC does not block them) they follow up to far, more the one space. And this places them behind the enemy line and susceptible to flank or rear attacks. In my opinion, they should only follow up one space and only more than that upon special command. I also believe they should be given the option of not following up at all and thus remain in the space they were when combat was initiated. In this case, they would actually be retreating from the space where the combat took place. They may want to do this to not break the formation line. For example, if my defensive line gets attacked in one place, my troops flanking my attacked troop my want to go on offence to help repel that attack but not follow up if victorious and thus remain where they were when combat was initiated so there is no gap in the defensive line caused by the follow up.
You are not alone here, there have been several topics that have been brought up from time to time about excessive pushbacks. I belong to the camp that it is both historically reasonable and that it is good for the game. Indeed there are secondary sources at Pynda that specifically cite the fact that the solid Phalanx wall broke up as some advanced while others were repulsed and that the Romans got in those gaps and routed the Macedonians in that fashion. So it is not implausible that this could occur.

This mechanic is also a good skill testing mechanic because, once again, it forces good players to think before they act and make them attempt to forecast what they will do if certain circumstances like this occur. Simultaneously, it punishing bad players who don't take the time to think through the possible outcomes of their attack. I have personally played against people who willingly shove units forward into areas where I have clearly have numerous reserves ready to flank and crush any breakthroughs. But they attack into it anyways. To top it off, they don't even bother supporting the attack with follow-on forces to protect the lead unit! Game mechanics like this are great as skill differentiators and should be kept as much as possible.
PS: The reason you may not get many who hold that my opinion on pursuit is valid is that they no longer play the game and thus no longer read this forum. And I would estimate there are good amount of them, as I myself have stopped playing many war games which no longer listen to good opinions, let alone make important corrections. It does no game designer any good to surround himself with those who feel they must parrot his beliefs or flatter him.
Would it be fairer to say that you stopped playing many war games that don't follow *your* opinions (which may or may not be good)? You can ask anyone on this forum; I have been among one of the harshest critics over certain design mechanics including what I term 'black box' mechanics which are random chance events but the game doesn't show you what the odds. Examples include not knowing the odds of an enemy unit attempting to evade prior to charging it. Still seems nonsensical to me but it still persists. I am also on record as heavily criticising the costing of certain units including Irregular Foot. If RBS wanted to surround himself with those who parrot his beliefs, I wouldn't be in the latest beta where I also have scorched him on several topics in the beta forum.

You can review the patch history for this game. The majority of changes were all rooted in player concerns and complaints. So there isn't the need for this particular Ad Hom attack.
Stratford Scramble Tournament

http://www.slitherine.com/forum/viewtopic.php?f=494&t=99766&p=861093#p861093

FoG 2 Post Game Analysis Series on Youtube:

https://www.youtube.com/channel/UCKmEROEwX2fgjoQLlQULhPg/
rbodleyscott
Field of Glory 2
Field of Glory 2
Posts: 28274
Joined: Sun Dec 04, 2005 6:25 pm

Re: Automatic pursuit is not accurate

Post by rbodleyscott »

SnuggleBunnies wrote:Doesn't that pursuit of frag to broken units by line infantry no longer happen in the latest patch though?
That is correct, it was removed in v1.2.5
Richard Bodley Scott

Image
Patrick Ward
Slitherine
Slitherine
Posts: 1211
Joined: Thu Sep 04, 2014 2:49 pm
Location: A small island in the Outer Hebrides.

Re: Automatic pursuit is not accurate

Post by Patrick Ward »

I would suggest to the OP that he should look in the modding folder as there is already a request for a mod that changes the pushbacks. Perhaps you could cooperate with others to get the effect you want. We and many of our friends provide a lot of supporting and training material for those wishing to mod.

http://www.slitherine.com/forum/viewtop ... 92&t=81194

Failing that, become an active and contributing member of the beta team, as many of those replying so respectfully, eloquently, thoughtfully, and succinctly already are. I'm sure you'd then understand and appreciate just how much thought, effort, experience and hard work for month after month of testing goes into changing even small, seemingly insignificant mechanics.

We will never design a game to please everyone. That would be impossible.
But we are, have been and will continue to be receptive to properly considered suggestions that benefit the game as a whole, and still leave it open for individuals to tailor it to suit their own particular and individual desires.
............................

Pat a Pixel Pusher

............................
julianbarker
Sergeant - Panzer IIC
Sergeant - Panzer IIC
Posts: 185
Joined: Sun Apr 13, 2014 8:10 am

Re: Automatic pursuit is not accurate

Post by julianbarker »

RJMI wrote:
I also believe pursuers should never pursue the enemy off the battlefield. Hence they should stop at the edge of the map and be able to immediately return to the battle. Why should they be penalized for a battle they won!
I am sure many generals throughout history agree with you. For example, Demetrius at Ipsus, Antiochus at Raphia, etc etc. Victorious cavalry leaving the battlefield in pursuit is not something this game invented, and is something that has always frustrated their commanders and often led to victorious cavalry ending up on the losing side.
MasterChief81
Corporal - 5 cm Pak 38
Corporal - 5 cm Pak 38
Posts: 31
Joined: Sat Dec 19, 2009 3:59 pm

Re: Automatic pursuit is not accurate

Post by MasterChief81 »

I disagree with the OP. Unauthorized pursuits were a constant of ancient and medieval warfare! Yes commanders went to great lengths to prevent it, but it still occurred ... and often much to their frustration. Especially since it usually occurred with cavalry units. So, the owning commander of the cavalry units was now minus his eyes and ears, screening, rapid response and exploitation capability. Even as late as the American Civil war, incidents of unauthorized pursuits were a problem. There is still an ongoing debate, that if JEB Stuart's cavalry would have been available to Robert E Lee at Gettysburg, instead of chasing after glory, the outcome of that climatic battle would have been much different.

It is realistic and supported by historical accounts. Because of this, I actually miss the anarchy rule of FoG. Although I felt it was too prevalent in FoG, anarchy (chasing after retreating units or unauthorized charging of units) was an issue in ancient to civil war era battles. The battle of Hastings is a classic example of it not only happening, but possibly being exploited by William.
RJMI
Lance Corporal - Panzer IA
Lance Corporal - Panzer IA
Posts: 10
Joined: Sun May 08, 2016 11:34 pm
Location: New Mexico, USA
Contact:

Re: Automatic pursuit is not accurate

Post by RJMI »

I did not yet read the new posts. When I do, I will respond. Here is one I prepared a few days ago.

Another point to make is that when Calvary attempt to outflank a line they must first defeat and rout the troops that are opposing them so that they can turn the line in against itself. But if the Calvary pursues (or at least pursues too far) after the routed units, they would not be able to attack the flank of the line and turn it in against itself. And if one Calvary troop pursues an enemy here and another there, then the Calvary group would be dispersed. I am not saying there are no circumstances when Calvary troops should pursue, there are many. I am only saying that there are other circumstances when they should not pursue.
The only war that matters if you win is for the salvation of your immortal soul. Visit my website at www.JohnTheBaptist.us to learn of the only hope for salvation.
RJMI
Lance Corporal - Panzer IA
Lance Corporal - Panzer IA
Posts: 10
Joined: Sun May 08, 2016 11:34 pm
Location: New Mexico, USA
Contact:

Re: Automatic pursuit is not accurate

Post by RJMI »

Patrick Ward wrote:I would suggest to the OP that he should look in the modding folder as there is already a request for a mod that changes the pushbacks. Perhaps you could cooperate with others to get the effect you want. We and many of our friends provide a lot of supporting and training material for those wishing to mod.

http://www.slitherine.com/forum/viewtop ... 92&t=81194

Failing that, become an active and contributing member of the beta team, as many of those replying so respectfully, eloquently, thoughtfully, and succinctly already are. I'm sure you'd then understand and appreciate just how much thought, effort, experience and hard work for month after month of testing goes into changing even small, seemingly insignificant mechanics.

We will never design a game to please everyone. That would be impossible.
But we are, have been and will continue to be receptive to properly considered suggestions that benefit the game as a whole, and still leave it open for individuals to tailor it to suit their own particular and individual desires.
Thanks for the link
RJMI
The only war that matters if you win is for the salvation of your immortal soul. Visit my website at www.JohnTheBaptist.us to learn of the only hope for salvation.
Post Reply

Return to “Field of Glory II”