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Posted: Fri Aug 29, 2008 1:59 pm
by rbodleyscott
Duke68 wrote:
shall wrote:By desing the CT is the dominating factor as it was hsitorically but DR is critical in providing a balance for eventual exhastion of small elite troops. It is very very carfefully balanced and was subject to several 1000000s of simulations.
Si
Just for curiosity: why haven't you considered some kind of temporary disorder arising from melee?
We did of course consider this - as we considered many other things that we did not ultimately adopt.

There are several reasons why we did not adopt it, including:
1) It would require another set of status counters. (None are needed for terrain/elephant disorder as the presence of terrain/elephants itself indicates the status).
2) It really isn't necessary. The pursuit rules can get the victorious troops into plenty of trouble. (For example, in my last game at Devizes, I had 3 BGs broken in one turn as a result of one of my victorious BGs pursuing).
3) We made a design decision not to slow down the flow of the game by requiring rallying after charges, evades, melee and pursuits.

Posted: Fri Aug 29, 2008 2:16 pm
by Duke68
rbodleyscott wrote:
Duke68 wrote:Just for curiosity: why haven't you considered some kind of temporary disorder arising from melee?
We did of course consider this - as we considered many other things that we did not ultimately adopt.

There are several reasons why we did not adopt it, including:
1) It would require another set of status counters. (None are needed for terrain/elephant disorder as the presence of terrain/elephants itself indicates the status).
2) It really isn't necessary. The pursuit rules can get the victorious troops into plenty of trouble. (For example, in my last game at Devizes, I had 3 BGs broken in one turn as a result of one of my victorious BGs pursuing).
3) We made a design decision not to slow down the flow of the game by requiring rallying after charges, evades, melee and pursuits.
Well, I do not agree with point 2) but obviously is a personal opinion, I know that when someone write a ruleset has to take decision on how balance simulation of the real world and complexity of the rules like you say in point 3).