Re: Building historically "authentic" armies
Posted: Mon Aug 06, 2012 11:35 am
I am just flagging up an older discussion from last year that I feel is still very relevant to this question of "historical accuracy". Below are some excerpts from a very fine FOG player called mceochaidh who initiated the thread . . .
i) "Issue number 2 for me is the lack of a unit command structure in the PC. In the TT version, the concept of a "battle Line" is used to combine BGs for movement. I have suggested different solutions to this issue, but lately have been playtesting in DAG games a very simple change. If a BG is not in command range, I reduce its movement allowance by 1. For example, if I am moving a medium foot BG with a movement allowance of 3, I click on the unit to show me the possible moves which are highlighted and then check to see if in command range. If not, I reduce the move by 1 hex. This is not hard to do and produces a very interesting change in the game. Pike units no longer take walks in the country by themselves; they tend to stay with they fellow pikes. I have to plan ahead for wide sweeping moves by medium foot or cavalry. I use all of the generals available. It makes games against the AI a little more interesting. This change would impact heavy foot more so than other troops, but all are affected. The biggest benefit to me is that it provides more realistic, historically accurate behavior (as well as moving more towards the TT rules.)"
ii) "One thing I forgot to mention on command idea is that all compulsory moves would remain the same as well as the ability to charge any enemy within normal movement range; MF could charge 3 hexes whether or not in command radius."
iii) "I like zumHeuriger's idea about adjacent BGs to a BG in command radius also counting as in command. If I am understanding correctly, a HF BG next to another HF BG would count as being in command, but a MF BG out of command next to a HF in command would not. This would promote the "battle line" concept. The programming logic would be "check if in command, if not, check if adjacent to same troop type in command" or something like that. I am not sure how complicated it would be to program."
iv) "1) FOG 500 point armies usually have 40 to 60 BGs that now can all act as individual units, moving as they please based on the player's bird's eye view. This is not an historical way to allow movement. To quote Xenophon's account of Leuktra, the "the Spartan King led out his attack before his own army even perceived that he was advancing. His allies on the other end of the battle, if not many of his own Spartans nearby, were not even aware their commander had signaled the charge."
Thucidides describes the Argives at Miletos in 413 suddenly rushing their Milesian enemies across the battlefield, leaving the phalanx of the Athenians in the center of their allied battle line far behind. Victor Hansen speaks at length about the din of battle, the noise and the dust kicked up by the armies marching, thus inhibiting communication. Even later, after probable improvements in command by the Successors and Romans, Polybius' description of Kynoskephelai states the shouts and war cry of both Macedonians and Romans, as well as the general cheering of the noncombatants, created a sense of rampant disorder throughout the battlefield.
I firmly believe some change is needed. My revised thought is to create a variable movement test (call it a VMT) for all BGs not in command range. The closer a BG is to command range, the higher the probability the BG will move its normal move. The BG will always be able to turn or move 1 hex. I think this may be where Igor was going with his post.
2) FOG does not have a true command structure. The CIC usually ends up being an IC, but other than that he is no different than a sub commander. I would make sub commanders like ally commanders and designate which BGs were part of the sub's command. Like an ally commander, the sub could only command his BGs. To move in the direction of the TT game, where all commanders move at the speed of LH, I would give the CiC an option to be a light horse BG. Now some armies have this option and many don't. The CiC would be able to command any BGs in his own army, but not ally BGs.
3) To encourage BGs to move and act together I would make two changes. First, I would conform rear support as closely as possible to the TT rules, as TGM suggested. Supporting BGs should at a minimum be facing in the same direction and be of similar quality (HF must support HF.) Second, I would allow a +1 on cohesion tests if the testing BG has non-fragmented adjacent (non-skirmish) friends of similar quality on BOTH sides, whether they are in combat or not. The first change on rear support will probably result in fewer positives for cohesion tests, the second new plus 1 for adjacent friends will probably result in more positives, but will encourage the movement of BGs together."
viewtopic.php?f=84&t=23454
i) "Issue number 2 for me is the lack of a unit command structure in the PC. In the TT version, the concept of a "battle Line" is used to combine BGs for movement. I have suggested different solutions to this issue, but lately have been playtesting in DAG games a very simple change. If a BG is not in command range, I reduce its movement allowance by 1. For example, if I am moving a medium foot BG with a movement allowance of 3, I click on the unit to show me the possible moves which are highlighted and then check to see if in command range. If not, I reduce the move by 1 hex. This is not hard to do and produces a very interesting change in the game. Pike units no longer take walks in the country by themselves; they tend to stay with they fellow pikes. I have to plan ahead for wide sweeping moves by medium foot or cavalry. I use all of the generals available. It makes games against the AI a little more interesting. This change would impact heavy foot more so than other troops, but all are affected. The biggest benefit to me is that it provides more realistic, historically accurate behavior (as well as moving more towards the TT rules.)"
ii) "One thing I forgot to mention on command idea is that all compulsory moves would remain the same as well as the ability to charge any enemy within normal movement range; MF could charge 3 hexes whether or not in command radius."
iii) "I like zumHeuriger's idea about adjacent BGs to a BG in command radius also counting as in command. If I am understanding correctly, a HF BG next to another HF BG would count as being in command, but a MF BG out of command next to a HF in command would not. This would promote the "battle line" concept. The programming logic would be "check if in command, if not, check if adjacent to same troop type in command" or something like that. I am not sure how complicated it would be to program."
iv) "1) FOG 500 point armies usually have 40 to 60 BGs that now can all act as individual units, moving as they please based on the player's bird's eye view. This is not an historical way to allow movement. To quote Xenophon's account of Leuktra, the "the Spartan King led out his attack before his own army even perceived that he was advancing. His allies on the other end of the battle, if not many of his own Spartans nearby, were not even aware their commander had signaled the charge."
Thucidides describes the Argives at Miletos in 413 suddenly rushing their Milesian enemies across the battlefield, leaving the phalanx of the Athenians in the center of their allied battle line far behind. Victor Hansen speaks at length about the din of battle, the noise and the dust kicked up by the armies marching, thus inhibiting communication. Even later, after probable improvements in command by the Successors and Romans, Polybius' description of Kynoskephelai states the shouts and war cry of both Macedonians and Romans, as well as the general cheering of the noncombatants, created a sense of rampant disorder throughout the battlefield.
I firmly believe some change is needed. My revised thought is to create a variable movement test (call it a VMT) for all BGs not in command range. The closer a BG is to command range, the higher the probability the BG will move its normal move. The BG will always be able to turn or move 1 hex. I think this may be where Igor was going with his post.
2) FOG does not have a true command structure. The CIC usually ends up being an IC, but other than that he is no different than a sub commander. I would make sub commanders like ally commanders and designate which BGs were part of the sub's command. Like an ally commander, the sub could only command his BGs. To move in the direction of the TT game, where all commanders move at the speed of LH, I would give the CiC an option to be a light horse BG. Now some armies have this option and many don't. The CiC would be able to command any BGs in his own army, but not ally BGs.
3) To encourage BGs to move and act together I would make two changes. First, I would conform rear support as closely as possible to the TT rules, as TGM suggested. Supporting BGs should at a minimum be facing in the same direction and be of similar quality (HF must support HF.) Second, I would allow a +1 on cohesion tests if the testing BG has non-fragmented adjacent (non-skirmish) friends of similar quality on BOTH sides, whether they are in combat or not. The first change on rear support will probably result in fewer positives for cohesion tests, the second new plus 1 for adjacent friends will probably result in more positives, but will encourage the movement of BGs together."
viewtopic.php?f=84&t=23454