Re: Pike and Shot announced
Posted: Tue May 20, 2014 5:05 am
What is the exact scale of units? BA worked of small 5 man squads, but here? 10-20 Pikeman?
Although the game uses Slitherine's STUB engine, which is used for BA, the combat representation and mechanics are completely different from BA. So:LandMarine47 wrote:What is the exact scale of units? BA worked of small 5 man squads, but here? 10-20 Pikeman?
Certainly it will allow you to create new 30YW scenarios, and a lot more besides:Micha wrote:Is the editor able to create new 30 years war scenarios or only modifying the existing ones ?
In each side's turn the side can move its units and shoot or charge into close combat. The enemy troops will return fire.Navaronegun wrote:I agree on phased resolution for Black Powder era. Move, Offensive Fire, Melee likely.
Pretty much, yes.Scutarii wrote:What means capabilities??? units have special fight tactics???
All the unit definitions are held in a spreadsheet, from which the game reads off the units' data when the scenario is started. The unit definitions can be edited as you wish, using any combination of the pre-defined capabilities, and additional units can be added. Obviously in Multiplayer games, both sides must be using the same definitions.Is possible edit units or you have predefined troop types+organisation for them???
Sounds promesing.rbodleyscott wrote:Certainly it will allow you to create new 30YW scenarios, and a lot more besides:Micha wrote:Is the editor able to create new 30 years war scenarios or only modifying the existing ones ?
The Pike and Shot game engine includes the necessary rules to cover any military system worldwide from 1494 to 1698.
At the moment the unit definition file includes units for the TYW, ECW and Italian Wars, but it is easy to add further units, and many of these could make use of the existing graphics.
So you could potentially develop scenarios for any reasonably large battle worldwide in the 16th or 17th century.
We have several expansions planned to make full use of this versatility.
Very nice, really mod friendly!rbodleyscott wrote:All the unit definitions are held in a spreadsheet, from which the game reads off the units' data when the scenario is started. The unit definitions can be edited as you wish, using any combination of the pre-defined capabilities, and additional units can be added. Obviously in Multiplayer games, both sides must be using the same definitions.
Armour still has a significant effect, especially in cavalry vs cavalry combat.Scutarii wrote:Thanks a lot for the reply, i like a lot the capabilities system, maybe armor is something i dont want see removed, i have HPS REN and maybe this is one of the few things i like in the engine to represent the period because made the armored units primary targets for artillery over unprotected cavalry for example.
The game commences with units deployed for battle, so we do not have march formations. Flank marches can be conducted off the playable battlefield area and arrive in battle formation.Something i need ask, units are going to have diferent formations??? i think in battles where armies receive reinforcements or fight an encounter battle or needs send troops to a long flanking attack... we are going to have at least one formation type to fight and other to deploy units faster???
It is possible to capture and re-use guns in FOG Renaissance but it has side-effects on the game that has caused many players to request that guns be simply destroyed when captured. At present this is how it is in Pike and Shot, but we may be open to persuasion!And a little observation... is possible capture artillery??? or you only can destroy it??? ummm i think in wargames where even you can kill the artillery crews but enemy can recrew them... to prevent this you have spike order to negate guns to enemy... i ask this because i see arty units with no soldiers, only the guns... i supose this means arty units only have 2 status, OK or destroyed... maybe a low crew effect???
Yes, this is all handled by the Slitherine PBEM++ multiplayer system.lecrop wrote:Very nice, really mod friendly!rbodleyscott wrote:All the unit definitions are held in a spreadsheet, from which the game reads off the units' data when the scenario is started. The unit definitions can be edited as you wish, using any combination of the pre-defined capabilities, and additional units can be added. Obviously in Multiplayer games, both sides must be using the same definitions.![]()
I imagine there will be some internal checking system to avoid problems with different files in multiplayer games...
Armour advantage is effectively a +16% close combat modifier.This is plenty enough to decide the issue most of the time if everything else is equal.TheGrayMouser wrote:Hi RBS, I hope armour isnt too toned down, I wasnt a big believer in FOGAM v 2's changes handling of armour, which appeared to be added to enhance competitive gameplay for certain armies line ups![]()
In terms of battalion-sized units, the main difference is that the larger units are in greater depth, so still fight at full effect even if they have suffered losses. Early tercios and pike keils get an additional depth bonus for the pikes.I understand why formations changes arnt in the game, however, is there any concept of a units frontage? ie, do big battaions potentially get an advantage in melee vs smaller ones?
I am very pleased with the unit scale, RBS, allowing an operational-tactical representation of this unexplored era, rather than the usual strict tactical.rbodleyscott wrote: Although the game uses Slitherine's STUB engine, which is used for BA, the combat representation and mechanics are completely different from BA. So:
500 men in a standard pike and shot unit in the later TYW and ECW.
Units are larger in the early TYW with both sides using 1,000 strong pike and shot battalions and the Catholic League using 2,000 strong ones until after Breitenfeld.
Cavalry units vary from 200 to 400 men.
The quick answer is all the usual types.Schweinewitz wrote:Which terrain types will be in the game?
Not at present, but there will be different terrain tile and object sets for Germany, England and Italy.Will there be different terrain graphics (and correspondent values) for the various seasons?
YesCan completely new maps be designed with the editor (like in FOG)?
In the Thirty Years war campaign, factions include Bohemians, Holy Roman Empire/Catholic League, German Protestants, Danish, Swedish, Spanish, French.How many nations/factions (and which ones exactly) are scheduled for the first release of the series?
Generic. You can rename them in the squads file and in the text files that are displayed in the UI, but the new name will apply to all units of the same type. So essentially you can only have a different name for each regiment by adding them as separate units to the unit definitions spreadsheet - which you certainly can do.Do the units have historical correct names (regiment names) or just generic ones ('Veteran Pike and Shot"); can they be named/renamed in the editor?
Actually there are 21, although some of the more exotic types are not used in the initially available campaigns.Can you give us a list of the 20 troop-types?