I especially would like to come up w/ a house rule for push backs/ fall backs in close combat. This would extend the length of battles slightly and give the game a more realistic flavor I feel.
Thanks for any input.
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There were rules for push backs in the early beta phase of the game but they are far from simple to implement. I am not sure why you think that push backs would increase the length of battles though.Huaxtec15mm wrote:If anyone has any creative house rules please post them here.
I especially would like to come up w/ a house rule for push backs/ fall backs in close combat. This would extend the length of battles slightly and give the game a more realistic flavor I feel.
Thanks for any input.





IMO this is not historical. Units broke due to morale, and then in most cases got the greatest amount of casualties (I mean they got a lot of casualties during rout). Again IMO there is not needing to lengthen foot combat, but just in case to shorten cavalry combat.madaxeman wrote:How to increase the length of infantry slog-type combats was an issue that came up (for me) playing the Chalons refight at the BHGS Challenge.

I agree/understand that most casulaties are caused in rout and pursuit, however I'm sure that none got decided because of dice, or adding coloured markers next to the men, or by taking away big groups of men all with their feet tied to rectangular bits of cardboardmarioslaz wrote:IMO this is not historical. Units broke due to morale, and then in most cases got the greatest amount of casualties (I mean they got a lot of casualties during rout). Again IMO there is not needing to lengthen foot combat, but just in case to shorten cavalry combat.

Another option is to get to close combat with cavalry before than that of infantry. This also is enough historical. Fight on wings ended earlier because it also started earlier, and this in particular by those armies who relied on good cavalry. I think to Alexander's armies, to Carthaginian's armies, and so on. You can delay foot advance to give your cavalry some turns of fight before foot enter in melee. Remember also in FOG pursuit is usually not very long and when your units end pursuit are immediately ready to engage enemy without needing of reforming.madaxeman wrote:One answer is to speed up cavalry combat, but if you speed up some of the existing mechanisms in cavalry combats my guess would be that it might turn them into a bit of a lottery, as they already pretty quick - therefore I made suggestions on how to lengthen infantry combats, and also how to squeeze a push-back mechanism into the existing rules.