Re: Enjoying the game but...
Posted: Wed Oct 22, 2014 4:21 pm
So basically the evolutions of the thirty years war and ECW were retrograde steps, they should have stayed 15th century and kept the pike universal according to the rules
Indeed, the later infantry sacrificed impetus, resilience and all round defensibility in favour of efficiency and greater firepower.panzeh wrote:Units with a Keil bonus that have enough men to keep it after getting shot are expensive in the TYW era.
Yeah, it's in the manual. Keil refers in game terms to a unit with around 350 pikemen which gives a POA bonus in melee equivalent to the ratio of pikes to musketeers in a unit. There are a couple of other bonuses added including the ability to charge cavalry as well as being immune to flank charges. The latter is mostly relevant to Italian Wars pike units.SteveD64 wrote:I'm unfamiliar with the work "Keil", is it explained in the manual somewhere? Is it just a pike wall?
Its sounds like now you are denigrating the game simply because you dont agree with one aspect of it... In your last post you argue that sure, you wont find any historical accounts of infantry charging cavalry(but want it in the game anyway) but "it doesnt matter" because the cavaly would have been destroyed/routed anyway. Perhaps you should be arguing then that cavalry doesnt suffer enough when in melee with Pike and shot units(which to me would be more valid) rather than infantry should charge cavalry?Smirfy wrote:So basically the evolutions of the thirty years war and ECW were retrograde steps, they should have stayed 15th century and kept the pike universal according to the rules
In this game "charge" is highly abstract, off course it would make no sense for infantry to charge uncommitted cavalry because they have more mobility and could avoid it, We are specifically talking about cavalry locked in combat with infantry on their flanks, on their rear or both. cavalry heavily outnumbered overwhelming units in succession because units can't join the melee because of. "Charge Rules". Ajacent Hexes need "melee rules" and a criteria for joining that meleeTheGrayMouser wrote:Its sounds like now you are denigrating the game simply because you dont agree with one aspect of it... In your last post you argue that sure, you wont find any historical accounts of infantry charging cavalry(but want it in the game anyway) but "it doesnt matter" because the cavaly would have been destroyed/routed anyway. Perhaps you should be arguing then that cavalry doesnt suffer enough when in melee with Pike and shot units(which to me would be more valid) rather than infantry should charge cavalry?Smirfy wrote:So basically the evolutions of the thirty years war and ECW were retrograde steps, they should have stayed 15th century and kept the pike universal according to the rules
It would likley be a lot easier to mod the game to your satisfaction by increasing the POA's vs cavalry charging infantry than say to try to mod the circumstances of whom can charge cavalry...
As for the evolution of tactics/equipment hmm thats tricky, not everything is linear or "better".
The skirmsih game doesnt allow Italien wars armies to fight TYW armies, but try taking an Early TYW army with Kuirssaiers and big tercios vs a late army like the Weimarines or later Swedes. They will get torn apart with the musketry by the much more numerious P&S battalions while your Kurissaiers will be outflanked and attrited by more numerious determined horse types
Cheers!
I think the main problem here is that the cavalry are unrealistically prone to getting stuck into attritional "slogs" that go nowhere for several turns... maybe the "fall back" outcome should occur more often than it does.Smirfy wrote: In this game "charge" is highly abstract, off course it would make no sense for infantry to charge uncommitted cavalry because they have more mobility and could avoid it, We are specifically talking about cavalry locked in combat with infantry on their flanks, on their rear or both. cavalry heavily outnumbered overwhelming units in succession because units can't join the melee because of. "Charge Rules". Ajacent Hexes need "melee rules" and a criteria for joining that melee
I think increasing break-offs is probably the ideal solution, though I think the Ottomans might be hurt a little bit by it because they rely on swordsmen cavalry who have a significant advantage in prolonged fights against enemy light cav and disrupted horse/kuiraissers.Jhykronos wrote:I think the main problem here is that the cavalry are unrealistically prone to getting stuck into attritional "slogs" that go nowhere for several turns... maybe the "fall back" outcome should occur more often than it does.Smirfy wrote: In this game "charge" is highly abstract, off course it would make no sense for infantry to charge uncommitted cavalry because they have more mobility and could avoid it, We are specifically talking about cavalry locked in combat with infantry on their flanks, on their rear or both. cavalry heavily outnumbered overwhelming units in succession because units can't join the melee because of. "Charge Rules". Ajacent Hexes need "melee rules" and a criteria for joining that melee
Smirfy wrote:Yup that's a major problem cavalry seem to be an attritional weapon instead of a the traditional shock one.
The problem with increasing break offs is that overall it tends to favour "shooty" cavalry over shock cavalry, as they get more opportunities to shoot. (This is what happened when we tested increased break offs).panzeh wrote:I think increasing break-offs is probably the ideal solution, though I think the Ottomans might be hurt a little bit by it because they rely on swordsmen cavalry who have a significant advantage in prolonged fights against enemy light cav and disrupted horse/kuiraissers.