BRITCON FEEDBACK - RULE SUGGESTIONS

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rbodleyscott
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Post by rbodleyscott »

AlanCutner wrote:I may be completely wrong on this, but going with deeper formations against shooting just strikes me as basically unlikely historically. Deeper formations give shooters a far better target. I would have thought the natural thing to do is spread out a bit, ie. go wider and thinner - and there are a number of examples of this.

I think the methods being suggested of reducing the effects of shooting are simple games mechanisms. That may be perfectly justifiable if it gives a good game. But it isn't necessarily historical.
This deep formations thing is something of a red herring. HF do not have to be in deep formations to survive shooting in FoG. If HF are in a solid (historically realistic) battle line, they are extremely unlikely to be broken by enemy shooting unless all their commanders are down the pub.

Moreover if a BG forms up more than 3 ranks deep it is actually at increased risk from shooting.
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Post by bddbrown »

This is just a general reply to the thread.

I think shooting in FoG is relatively well balanced. I have no idea if the tactics outlined as a counters to shooting in FoG are historical or not. I don't really mind. They work as checks and balances to the overall game.

I love playing shooty cavalry armies, but I always have done. At least with FoG they get to shoot. Over the course of BritCon I only broke 1 BG from shooting (due to an elephant autobreak). Getting consistent hits to force a test and then failing it is just too difficult to rely on as a method. Shooting otherwise only weakened BGs to disrupted and in a few cases (4 or 5 I think) to fragmented. I broke most if not all of the BGs with knight charges. Once or twice with a cavalry charge.

I've played non-shooty armies in more than half of my games (Alexandrian Macedonian being my favourite so far) and only lost once to a shooty cavalry army. Of course this was the same game where my Elite Companions lost to Dailami in the open...

I think FoG (as a game) is relatively well balanced overall.
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Post by shall »

On the deeper formations...

As richard says it is only up to 3 deep.

The best defence against shooting is open order. However if you can't do that the next best is solid blocks as it bolsters morale against such attacks and avoids taking direct fire from an entire line, while keeping the rest occupied with skimrish troops. It also makes best use of shileds - of which the testudo was I suppose the ultimate develop in sieges. Finally it allows replacement of losses easily so that the front is maintained. The worst formation is to stand opposite each other man for man and take a shot each - the ultimate 7 years war line againt line decimation which became too destructive in the Napoleonic era and led to people attacking firepower in deeper attack columns.

This pattern seems true throughout history until firepower dominated so much that open order wasn't enough and the tank developed. It seems to be a de-facto piece of physical logic. So as a game mechanic I am pretty comfortable with it. Whether one can find specific evidence in the ancient world for it with such limited documentation is hard to say.

As for Niks scots he is thinking about "units" not the mega-units that a BG represents. Whether the units deployed 8 deep only once they had pikes is not really the question that matters. It is what was happening behind the front rank troops prior to that heppening would be interesting if anything - i.e. the difference between deploying and fighting in deeper formations. Any evidence either way useful ... but keep in the context of the game mechanic which as RBS says benefits you to 3 deep (so a modest amount of extra morale support immediately behind those being shot at)

I am not an expert ont hs scots, how deep wer the scots when spear equipped - do we actually know?
and didn't the scots lose vs the bowfire? They won at Bannokcburn due to terrain and fightingt he knights IIRC.

Si
Last edited by shall on Thu Aug 16, 2007 9:01 am, edited 1 time in total.
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Post by rogerg »

I do not have a lot of time to reply until this evening however there are some things that come to mind immediately:

An example, my armoured Dailami, BG's of 6 three deep, four BG's side by side:
A large number of points in a small space. This was faced off by three Ottoman LF and a LH working their flank.
1) My line was outflanked, a simple count of relative points means I could never get as long a line as the skirmishers

2) There is no withdrawing from the line to bolster. Breaking the line means concentrated shooting on those that remain.

3) Charging the skirnishers to relieve the shooting breaks up the line due to VMD and the BG moving the furthest is the victim of concentrated shooting by the returning skirmishers next move.

4) a little angling by the skirmishers is easily achieved and concentrates fire on one BG despite them Dailami being shoulder to shoulder.

5) The speed of play in FoG is great - more bounds of shooting, more likelihood of a good dice result.

6) A general is needed to do the bolstering, he is not avaliable elsewhere (keep on adding the points cost expended to counter these skirmisher)

7) Once disrupted by shooting the additional -1 means it is harder to bolster and easier to drop to fragmented.

8) Remember this is not 1 BG on one BG. A single skirmisher or even two can be dealt with, but add a third or fourth and one general cannot get around and bolster fast enough.

9) Give it a try Simon, you have my list. Set up the four Dailami with a TC, two wide, against three sixes of LF and a four of LH. Allow one flank to be open for manouvre. This was the real scenario on one part of the battlefield. The open flank was in fact a steep hill, relatively easy going for the LH (yes not LF) to do the flanking.
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Post by shall »

Thanks for the example it helps figure out the issues. There is a lot os subtlety in these things that are not at frist apparent. If you read Bruce's review he is now feeling that shooting is about right as he has got through the barriers of seeing how to counter some of it, but its a big mindset shift from our old world.

You won't be surprised to hear that we've tried things like this many times and simulated them a few thousand times each to get the overall results with average luck and the spread. Nonetheless I'll run that one on the table just to get a feel for it as best I can.

I would also add that if some feel it is too good and others not thern part of the fun of course is playing for a few years and then tweaking it so we can all go back an review all the armies - DBM 1 1.1 2 3 3.1 have all re-invigorated to a degree beacuse of this - which of these was "correct" is to a degree a mute point. We shouldn;t get too hung up about fine detials of balance as tweaking this is and responding to it is all part of the fun we all have.

So I will give it a go - a few comments inserted in the meantime.
I do not have a lot of time to reply until this evening however there are some things that come to mind immediately:

An example, my armoured Dailami, BG's of 6 three deep, four BG's side by side:
A large number of points in a small space. This was faced off by three Ottoman LF and a LH working their flank.


So 3 x 5s needed to force a test on any of them, but a -1 automatically if you do due to 6 BG size which mnakes them more mobile but more vlnerable to fire - a choice of course. End one is understandably vulnerable. No friendly Cv or LH to support and worry the skirmishers - again a tactical choice.
1) My line was outflanked, a simple count of relative points means I could never get as long a line as the skirmishers
Indeed but the skirmishers are not cheap in FOG - especially if mounted. My Briton warriors are 7 and the Ottoman LH is 8 and the foot 5. Of course your dialmai are rather more expensive and good.
2) There is no withdrawing from the line to bolster. Breaking the line means concentrated shooting on those that remain.
You can do this by advancing the ones that are in good shape and bringing the others back up once recovered. I often do that.
3) Charging the skirnishers to relieve the shooting breaks up the line due to VMD and the BG moving the furthest is the victim of concentrated shooting by the returning skirmishers next move.
Only if they roll up - otherwise the rest of the line advances and shields them. If you were wary of charging them then this is the biggest tactical mindshift needed. You really have to be prepared to drive them away and support with others. There is a 1 in 3 chance they are exposed for 1 round, a 1 in 3 they end up behind. This is quite carefully set up to dsitrupt but only soemtimes negatively. If in doubt charge with more than 1.
4) a little angling by the skirmishers is easily achieved and concentrates fire on one BG despite them Dailami being shoulder to shoulder.
That is intentional and the only way you can simulate Huns, Parthians and Mongols properly.
5) The speed of play in FoG is great - more bounds of shooting, more likelihood of a good dice result.
And more rounds to chase them off table....its a fine balance to get right.
6) A general is needed to do the bolstering, he is not avaliable elsewhere (keep on adding the points cost expended to counter these skirmisher)
That's his job. 1 general for 4 Armoured BGs is quite normal. Typcially 12-15 BGs and 3-4 generals.
7) Once disrupted by shooting the additional -1 means it is harder to bolster and easier to drop to fragmented.

Remember this is not 1 BG on one BG. A single skirmisher or even two can be dealt with, but add a third or fourth and one general cannot get around and bolster fast enough.
Yes this is a compounding effect and one thing we can easily use to calibrate the shooting effect down with if need be. If we do feel its too strong we can drop the -s for shooting which has quite a big effect. Several parts of the rules have in built calibration options stored inthe cupboard for use if needed........
9) Give it a try Simon, you have my list. Set up the four Dailami with a TC, two wide, against three sixes of LF and a four of LH. Allow one flank to be open for manouvre. This was the real scenario on one part of the battlefield. The open flank was in fact a steep hill, relatively easy going for the LH (yes not LF) to do the flanking.
Will do and report back.

My gut feel is that this is tactical and mindset shift issues, not calibration. We have all got used to Sp adn Bd being invulnerable to mass skirmishers as all they do in DBM is slow you down. But that doesn't make it reality in any way.

If troops are exposed to mass skirmishing without any means to protect themselves then they should be "at risk". This certainly is the intent. Having brought skirmishing and fire alive again we need to give it some success in situations where it did succeed. I can't remember the battle but I recall dsicussing a Roman battle where mass javelin fire did for the legionaries because they were isolated and exposed. The huns pounded the visisgoths until parts of their line broke apart and then charged them to break them.

Honestly, it sounds like what you really needed were some of your own LH or Cv to provide protection to the attack. Also were you within 6MU of the table edge or not? If so the end one will be vulnerable and gain this is intentional to avoid falnks getting to blocked. With these troops you rally want to attack inside the 6 MU outer boundary. Thsi again is deliberate yo generate issues around the wings. Otherwise foot troops will just block flanks very easily.

More anon

Si
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Post by nikgaukroger »

shall wrote:
I am not an expert ont hs scots, how deep wer the scots when spear equipped - do we actually know?
and didn't the scots lose vs the bowfire? They won at Bannokcburn due to terrain and fightingt he knights IIRC.
The best estimates I have seen suggest something like 5 ranks deep - no supporting second line of units either so I'm afraid the BG as multiple units stacked up doesn't work for me either (in fact with a few exceptions it doesn't ring true for most troops IMO).
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Post by rbodleyscott »

rogerg wrote:6) A general is needed to do the bolstering, he is not avaliable elsewhere (keep on adding the points cost expended to counter these skirmisher)
If you are expecting to be able to advance with impunity against massed skirmishers without a handy commander then you will certainly be courting disaster under these rules. But this is part of the design, and one for which we make no apologies. The shooting model relies on the fact that if the enemy fails to drop your cohesion every turn, you get a chance to bolster. If you don't take that chance, that is poor play and does not mean that shooting is overeffective.

If, as you say, the enemy are concentrating fire on one BG, they are unlikely to disrupt several in a turn. Hence one general should be enough for 4 BGs of Dailami. As Simon says, this is hardly disproportionate. Even if 2 BGs become disrupted, you would only need to have another commander within 14 MUs (21 MUs if it happens in the enemy turn) to be able to bolster them both at the next opportunity.
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Post by shall »

I am not an expert ont hs scots, how deep wer the scots when spear equipped - do we actually know?
and didn't the scots lose vs the bowfire? They won at Bannokcburn due to terrain and fightingt he knights IIRC.

The best estimates I have seen suggest something like 5 ranks deep - no supporting second line of units either so I'm afraid the BG as multiple units stacked up doesn't work for me either (in fact with a few exceptions it doesn't ring true for most troops IMO).
But that surely supports the thesis rather than refute it Nick. The above - if true - would be an example where a shallow formation lost out badly to bowfire - which proves half of the theory and provides no evidence to disprove the rest. All it does is show that 2 deep protected troops should be vulnerable to bowfire - which the rules fully reflect.

What we need to look at is the troops who did withstand bowfire effevtively for long period. How deep were the visigoths against the Huns for example. Didn't the byzantines deploy in deep formations against bow armed opponents? Pikemen were bettree deep as the density of spears provided protection. All 3 of these suggest a benefit to being "3 deep" in rule terms to me. But maybe you can show otherwise.

Could you give your exceptions as these are oft the cases that prove points or otherwise. Can you give exmaples of where troops deployed shallow vs heavy bowfire and were successful without heavy armour? Wasn't there a famous battle where romans wre rumbled by javlinment due to being isolated and exposed?

All additional historical input useful.

Si
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Post by clivevaughan »

If the feeling is that light shooting is too effective, a possible solution is to allow a shooting cohesion test to be carried out if the general is in command range (leaving him to join BGs to bolster combat cohesion drops only)
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Post by rogerg »

Skirmishers on the flank to offer protection. In reality this is even more points committed to the job (approaching half the army now!). I learnt not to use my Bedouin LH for flank protection. The scenarion is:
LH (lance sword) move towards enemy skirmishers.
Bedouin become the enemy priority target and have a good chance of losing a base or being disrupted/
Bedouin charge the skirmers to drive them off
Skirimshers turn round, usually two BG's, and devastate the Bedouin with mass fire.
Exit Bedouin.

(I did suggest once that an option to rally back in the JAP after an unsuccessful charge would help here).

In reply to some of your comments:
The Dailami are more expensive but when opposed to skirmishers 'good' is not the word I would use. A 'liability' needing protection perhaps :)

Advancing the ones in good shape and bolstering the others. No way - the ones advanced now draw even more concentrated shooting and the situatio ngets even worse.

I was not at the edge of the table, there was no extra -1 here.

If several charge together a VMD roll up or down breaks the line. It is the unevenness that matters.

The angling of the skirmishers I have no problem with, it is fine. I merely point out that this happens so we are not talking two skirmisher dice on a two frontage target, usually three on two and easily switched.

Small units - 1 per three is easier true. Big unit takes more hits per frontage, base loss is easier. Army BG count is lowered. A loser either way!

Chasing off the table is not possible. An angled skirmish line allows them to spread out. Effectively they work around your flank as you advance. (Not to mention the exposed flanks created to the rest of the enemy army who are sat at the back as the skirmishers devastate my best BG's).
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Post by shall »

Well here is Rogers scenario run through on table top. Of course just a once through but I think I can guestimate the multi-run simulated effects from past efforts. Crammed in between several other thigns so excuse the brevity of it.

Set up as best I could manage with Dailami on the 10MU line and bowmen at 4 MU kinked to maximise fire on 2 BGs - D2 and D4 - at the start.

Layout for reference later:
F1 F2 F3 H1 being the ottomans
D1 D2 D3 D4 being the dilami

All following pairs of goes....
1. First shooting. Test forced on D4 with 2 hits. Passed (needs a natural 7). All D charge anything within 4 MU and end up a bit spread out with D2 out front on own due to rolling a 6. General joins D2 in JAP.
2. All skirmishers turn and concentrate fire on D2 and D4 only. Force 2 test with lots of dice and 3 hits so a Death Roll (passed). D2 goes DISR. D4 passes. D1 and D3 advance to protect D2, moving ahead of it to shield it from most fire. D2 thereby avoids having to test in its bound and bolstered back up by general in JAP. All ok for now.
3. Skirmishers shoot again, but with split fire only manage to force a test on D4 which passes due to re-roll. All Ds but D2 charge forcing skirmishers away again. D4 charges at an angle pressing H1 towards table edge and getting uncomfortably close. D3 ends up out in front. General moved to it during JAP to protect it.
4. Skimishers can again concetrate some fire on D4 and D3. H1 test to retire 3 MU and fails - decides to stand and fire and take the risk. D4 has to test and passes. D3 has to test and drops to DISR and loses a base (1 on a Death Roll). D4 charges F3 and H1. Bad die roll on H1 sees it getting stuck along the table edge after turning to evade along it and a 6 from D4 catches it along table edge. Clobbered down to FRG and breaks off - lucky to survive. D1 moves up close to F1. D3 bolstered back up by general.
5. Skirmisher gang up on D1 and force a test. Drops to DISR. F1 fails CMT and has to stay where it is to shoot. F1 dangerously close to D1. Shooting in Dailami bound forces a test on D1 but with general there ready they pass - needed an 8 with a re-roll. D1, D2 and D3 all charge. Skirmishers roll 6s and end up miles away. D1 bolstered back up in 2nd JAP.
6. Concentration on D1 again froces a test and 1 base down from another 1 on a death roll (lost 2 out of 3 goes at this). Test passed. D1 - D4 all move very close to skirmishers to try to catch them. D2 forced to test but passes.
7. F1 and F2 fail CMTs to fall back and have to retire without shooting as too risky to stay 1mm away from 4 MU troops. F3 fires at D4 alone but fails to force a test. D1 to D4 advance and reform BLine.

By now the Dailami have moved into the last 12MU of the Ottomans table. 2 bases lost but all BGs steady. Got lucky and caught 1 skirmish BG but done so by pressuring skirmishers very aggresively.

On average I would expect that the dailami - with good use of charges and generals - will lose 1 BG to FRG at some point and then drive the skirmishers back to their base edge. In terms of variants:

1. With a bit of LH support the Skirmishers will have real trouble as you cahrge the Dailami and 4 base LH BG as well. The LH will quite easily catch the LF. Try putting one in between and charging Dialmai and LH together if you relly want to mullah the LF.
2. If 8 Base BGs it gets a lot easier. 6 is a great choice for mobility but suffers the 1 per 2 quite easily. 8 needs 4 hits to suffer the -1 even having lost a base.
3. If protected without support the dailami would have had much more trouble and I expect they would be under pressure - but if protected with no rear support and in too small BGs I am quite happy at that. Otherwise what use all those skirmish points 112pts I make it.

Some tactical comments:

a It is critical to use the generals well every time - move them to where the most pressure is likely and get them to troops needing bosltering in time. One mistake can be very constly.
b You need to use the STDY BGs to protect the DISR BGs as much as possible. It is rarely a good ide to charge with a DISR BG unless you can support it. IF these get exposed then the trouble can set in. The trick is to avoid dropping to FRG. DSR is relly a minor effect in sucha situation other than risking a future drop to FRG. Shield troopsa t risk as much as possible - either literally or by drawing fire from them.
c It is a fine decision at times whether to cahrge or move up clsoe but there are good times to d the latter and pressure the skirmishers to pass their CMTs - they get tempted to stand when they fail and this is how they get caught

So overall I can't see a problem really. It does just feel like a need to find the tactics and mindset that work well against skirmishers. Perhaps it is the use of "charges" in the game mechanics to force skimrishers away. They are an essential mechanic representing pushing skirmishers away and forcing them to be equally messed up by the pressure put back onto them.

Si
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Post by nikgaukroger »

shall wrote:
But that surely supports the thesis rather than refute it Nick. The above - if true - would be an example where a shallow formation lost out badly to bowfire - which proves half of the theory and provides no evidence to disprove the rest. All it does is show that 2 deep protected troops should be vulnerable to bowfire - which the rules fully reflect.
It supports Protected infantry being rather vulnerable to longbows but what it does not support is the mechanism you suggested of going deep as a counter. The Scots do not appear to have gone any deeper or stacked unit behind unit as a counter to English bowmen - that is what your 3 deep suggests and is the part I was suggesting was not a historical response.

Now in terms of the game giving the Scots a response is (probably) a good thing but I'd not claim it is based on history.
shall wrote:
What we need to look at is the troops who did withstand bowfire effevtively for long period. How deep were the visigoths against the Huns for example.
Who do you mean by Visigoth? If you mean the Goths prior to their entry into the Roman empire (Visigoth being an anachronistic term then) we know nothing about their fights with the Huns other than they lost - and we have little knowledge about the Huns at that date as well, the section in Ammianus just being Herodotos, etc. recycled.

If you mean later at Chalons IIRC they fought the Goths fighting for the Huns but again we have no meaningful details.

shall wrote:
Didn't the byzantines deploy in deep formations against bow armed opponents?
Not that spring to mind. The Strategikon does have 10 deep formations but these are not specifically for fighting the Persians (their archer enemies) but for all occasions for those troops who's morale may be a bit suspect.

shall wrote:
Pikemen were bettree deep as the density of spears provided protection.

But none that I can think of were developed as counter to archers. The Makedonian phalanx for example was to give them infantry able to fight hoplites.

As I mentioned above I suspect that having the ability to go 3 deep as a counter to missiles is a good thing in game terms and so the authors may not care if it is based in history or not :D

BTW I like the idea that using your generals intelligently is also a counter to massed shooting - looks like an area of decision points which is a good thing :D
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Post by rogerg »

So, on relatively even luck no problem. How close was it though, would just a little change in the luck have made it very different?

Now work out the points costs involved on both sides. Consider that as the Dailami advance, the Ottomans have at least sufficient spare points capacity for a single BG to threaten the flank of one of the Dailami foot. This prevents the advance and the probelms continue.

I suspect this discussion has just about run its course. Despite the issues above, I will repeat that I did enjoy the Britcon weekend, I will still be playing FoG. Very little is wrong with most of the game. I doubt Iwill be taking an army without a lot of skirmishers next time. How long before the Khitan Chinese list is ready?
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Post by shall »

Sorry nick ........... I wasn't aiming to claim it was historically proven in the Ancient world just that it works well as a logic an mechanism unless we can find evidence against.

The byzantines I thought went 16 deep to face bowfire.
The Goths I was meaning the former.
Pikes I am well aware was for a different reasons but lots of stick does protect from arrows just like hitting golf balls throgh trees has a knck of hitting something

As you say there is no hard evidence of anything so detailed so we can view it either way as far as I can tell.

Troops who didn't and lost don't really help us much in any case - if only we could go back and suggest they play by the rules to see what happened. Alas not possible :(

Later better documented military history does I feel give a tentative guide to what is best in the face of intense shooting and depth of formation was a key factor there.

Thus I feel pretty comfortable with the mechanism unless there is some historical revelation that shows it was not helpful. This far I haven't seen one.

And the generals needing to be used well is a key part of it ad I feel quite sensible too.

Si
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Post by shall »

So, on relatively even luck no problem. How close was it though, would just a little change in the luck have made it very different?
My sense is that one is 80/10/10 in favour of the Dailmai once you have figured out all the things to do. But maybe you hit the 10% that went the other way - it happens and is supposed to.
Now work out the points costs involved on both sides. Consider that as the Dailami advance, the Ottomans have at least sufficient spare points capacity for a single BG to threaten the flank of one of the Dailami foot. This prevents the advance and the probelms continue.
This is why I would have put a LH block to help them get through it. You want a pay back for all those points. 2 Dialami and 1 LH BG would be enough to trouble all 4 skirmish BGs greatly. 2 Dailamai spare to cause trouble elsewhere.
I suspect this discussion has just about run its course. Despite the issues above, I will repeat that I did enjoy the Britcon weekend, I will still be playing FoG. Very little is wrong with most of the game. I doubt Iwill be taking an army without a lot of skirmishers next time. How long before the Khitan Chinese list is ready?
Probaby so. I do think its pretty balanced overall and I think we have to ask you to trust those of us who are very far down the simluation curve. I am sure if you played it again there would be a number of improvements to the plan that will make the difference and this is all part of the continuing fun. Learning a new set of tactics to go with the rules should keep us all enteratined for a year or two. :)

You'll have to give me a game with a mass skirmish army sometime and then you can have a really good laugh at me when you shoot me ragged.... :wink:

Si
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Post by rogerg »

To add to the more general debate on shooting, I think the balance is about right, it is only the skirmishers issue that I have a problem with (and I have not conceded that argument, I still dispute your probability analysis).
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Post by marshalney2000 »

Most of the accounts of Scots losing out to longbow encompassed more than frontal shooting and often the critical factor was additional longbows coming round the flank. This additional fire then disrupted the formation as the closest ranks began to push away from the fire. This is covered in great detail in John Sadlers book on Scots English warfare "Border Fury."
Similar examples in history can be seen in the repulse of the Old Guard at Waterloo and the destruction of part of Custer's Command on Keogh hill at the Little Big Horn.
I am reasonably comfortable that with Generals and support a Scot's spear unit will have a reasonable shout but if additional firepower and dice can be brought into play from flanking units then I suspect that rightly the chances will diminish as casualties arise from additional dice.
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Post by shall »

That is pretty well what the rules do at present.

If you can gang 2 or 3 units firing at one then it gets tricky. Otherwise odds are the HF will prevail

Si
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Post by hazelbark »

I do think its pretty balanced overall and I think we have to ask you to trust those of us who are very far down the simluation curve. I am sure if you played it again there would be a number of improvements to the plan that will make the difference and this is all part of the continuing fun. Learning a new set of tactics to go with the rules should keep us all enteratined for a year or two. :)
Be cautious on this assumption. I know you are listening to all of us, but to an extent you are saying if we play with your style, such and such is less of an issue.

Like a lot of game systems as you learn different parts things seem stronger. It does appear that early on people feel shooting is a powerful tactic and the britcon army choice represented that choice. My few games seemed to make shooting pretty important. A lucky disorder result has a profound impact beyond a simple failed die roll. And once you are disr it becomes a bigger issue to push forward. I am not suggesting the game system is wrong, but merely that a lot of us have this reaction and it may be worth observing this point in some player notes in the book or web site. ie different troops seem more powerful at different stages of the learning curve and particularly shooting armies seem favored by beginner to mid-level players until people learn the effective counters.
marshalney2000
Lieutenant Colonel - Fw 190A
Lieutenant Colonel - Fw 190A
Posts: 1175
Joined: Sun Nov 05, 2006 10:14 am

Post by marshalney2000 »

Well Simon, looks like there is no problem with the archery/Scots interaction then.
John
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