Pike Phalanx

Field of Glory II is a turn-based tactical game set during the Rise of Rome from 280 BC to 25 BC.
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Re: Pike Phalanx

Post by JorgenCAB »

Scutarii wrote:The problem is you are not going to have 1 VS 1 situations... VS human players you could be forced to mantein the line waiting enemy attack... while he made 2-3 units attack one of your pike units... or simple avoid your main pike body to wait you with terrain advantage.

The problem with pike armies is they cant place all you need to neutralize the warbands advantage... and we talk about non drilled heavy foot... and to be fair the combats i see between pikes and warbands are far from be favourable to pikes... they cant crack the wardband fast enough to be catched by the enemy reinforcements.

I need test it more but in this moment i dont have a lot faith in a line of pike units...
You can't attack one unit with 2-3 units if they stand next to each other, so that is not much of a problem and you should never be that passive. You will and should have local superiority at some place and there is where you concentrate your actions and force them to engage or simply stand there.

You are now talking about subjective tactics that has nothing to do if the phalanx is strong in the front or not, that is sort of obfuscating the issue in my opinion.
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Re: Pike Phalanx

Post by Scutarii »

Some extra tests, phalanx 100% in flat terrain in a continuous line.

Looks like warbands (heavy foot) do his best in impact, here is a little surprising see how pikes do a worst job VS assaults compared with melee, average VS average (with some damage in warbands from lights) impact 19-23 favour warband, in counter 16-55 favour pike and warband retreat, with commander+superior the warband VS average pike 18-53 favour attacker and in counter results are less extreme but favour warband+commander.

The other combats are very similar, the impact favour warbands and in melee pikes can counter and ocassional deal great damage BUT the problem is that the core of results are 10-20 damage with practically no advantage for any side, this inmovilize the pike front easy and leave the other warbands room to flank... because VS medium foot (even the best greek medium placed in broken terrain) the medium warband smash them in impact phase and after lose 50 in impact numbers simple are to much + are more heavy foot warbands ready to support flanks or fill gaps in the line.

In attack phalanx is not very impresive at the point that i see how average 100% pike assault damage firm heavy warband and is repulsed with heavy casualties and disrupted...

My impresion is that phalanx is weak VS assaults from warbands heavy foot, in melee and attack do a better job in general (VS non warbands non roman heavy foot they are going to suffer a lot) but in general advantage is based in a masive use of pike leaving very few options to support units, oposite to old FOG results are less extreme and pike fronts are still dealing with first wave when flank forces formed by medium warbands and others smash the poor support units... best option is short front and create a front-flank with pikes but you depend of terrain and enemy to made your other flank and rear survive.

I feel that pike units need better defense VS assault and impact VS enemy when assault but mantein the less extreme results in melee with swordsmen dealing more damage to pikes bigger chance to see casualties in both units.

The point is intimidate enemy to prevent assaults... and use your units in asault to mantein him scared like in old FOG but in melee pikes are less impresive... maybe they can push back enemy... i refer heavy foot VS pikes means non pike units have a chance to break contact with pikes.

Lets see if we see changes in warbands and how impact other heavy foot units...
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Re: Pike Phalanx

Post by JorgenCAB »

Scutarii wrote:Some extra tests, phalanx 100% in flat terrain in a continuous line.

Looks like warbands (heavy foot) do his best in impact, here is a little surprising see how pikes do a worst job VS assaults compared with melee, average VS average (with some damage in warbands from lights) impact 19-23 favour warband, in counter 16-55 favour pike and warband retreat, with commander+superior the warband VS average pike 18-53 favour attacker and in counter results are less extreme but favour warband+commander.

The other combats are very similar, the impact favour warbands and in melee pikes can counter and ocassional deal great damage BUT the problem is that the core of results are 10-20 damage with practically no advantage for any side, this inmovilize the pike front easy and leave the other warbands room to flank... because VS medium foot (even the best greek medium placed in broken terrain) the medium warband smash them in impact phase and after lose 50 in impact numbers simple are to much + are more heavy foot warbands ready to support flanks or fill gaps in the line.

In attack phalanx is not very impresive at the point that i see how average 100% pike assault damage firm heavy warband and is repulsed with heavy casualties and disrupted...

My impresion is that phalanx is weak VS assaults from warbands heavy foot, in melee and attack do a better job in general (VS non warbands non roman heavy foot they are going to suffer a lot) but in general advantage is based in a masive use of pike leaving very few options to support units, oposite to old FOG results are less extreme and pike fronts are still dealing with first wave when flank forces formed by medium warbands and others smash the poor support units... best option is short front and create a front-flank with pikes but you depend of terrain and enemy to made your other flank and rear survive.

I feel that pike units need better defense VS assault and impact VS enemy when assault but mantein the less extreme results in melee with swordsmen dealing more damage to pikes bigger chance to see casualties in both units.

The point is intimidate enemy to prevent assaults... and use your units in asault to mantein him scared like in old FOG but in melee pikes are less impresive... maybe they can push back enemy... i refer heavy foot VS pikes means non pike units have a chance to break contact with pikes.

Lets see if we see changes in warbands and how impact other heavy foot units...
I simply do not agree this is a good and accurate representation on how it will go and why are you not going to start pushing your pikes against the warband and you should never just rely on pike phalanxes, you need to take them together with medium infantry, cavalry, light troops and elephants. The pikemen are not going to do this alone.
Only a select few pike will hold and pin the warbands in place while you push hard with a combination of elephants and pikes someplace else and your cavalry deal with any flanking threats.

The pikemen are much stronger than the warbands when attacking and simply stronger on defence. The pike phalanx will follow up if the warband withdraw when you initiate the attack and they will not withdraw every time they loose either. And sometimes the Warband is dosrupted on the charge as well and then rather likely to be fragmented during the melee, a disrupted pike can still fight relatively well a warband not so much.

All in all if you also count in the modifiers for succeeding with the cohesion test from a charge then the pike will com out on top. It is much more likely that the warband suffer negative modifier on their cohesion test for loosing with greater numbers and more than 5% of their combat strength. This will actually make it MORE or at the very least equally lekely that either get a cohesion drop and since a drop in cohesion is worse for the warband I say that the charge still favor the Phalanx.
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Re: Pike Phalanx

Post by nikgaukroger »

Well with all the chat about pike vs warband I gave it a run out.

Macedonian vs Gauls, large battle. I deliberately only had 1 Superior pike and, as it happens, the Gauls had 2 superior warbands. I maxed out the Average pike and the Gauls ended up with a couple more warband units than I had pike - they were a mix of heavy and loose foot, with heavies in the majority (usefully). I had a small number of Thracians and Thyreoforoi/Thorakitai some of which were behind the pikes to act as a fire brigade if needed.

Terrain was pretty much flat.

The battle overall was a good day for the pikemen. Massive clash of infantry followed by much grinding (ahem) in the middle pretty much went the way of the Macedonains - as it happens over a couple of turns about half the combats were initiated by the Gauls, half by the Macedonians. Both sides had units pushing ahead of the main lines, and the fire brigades were useful.

Overall big win (against the AI) for the Macedonians. No doubt would be harder against a human player and would depend on their quality, but I'd see that as evening up what looks to me to be a matchup in favour of the pikes.

Some have commented on the win %age for the pikes at impact, however, as they have the advantage in ongoing melee at impact it is their lose %age I keep an eye on when deciding whether to go in or not.

Just one game but keeping an eye on what was happening didn't suggest there were any wild swings in this one.
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Re: Pike Phalanx

Post by GiveWarAchance »

Nik that sounds like the pikes and warbands are the way they should be.
No tinkering needed.
I think a real battle of two lines clashing should give a Macedonian victory over the Gauls cause the Gauls can't overcome those giant porcupine formations using frontal assaults.
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Re: Pike Phalanx

Post by Cheimison »

GiveWarAchance wrote:Nik that sounds like the pikes and warbands are the way they should be.
No tinkering needed.
I think a real battle of two lines clashing should give a Macedonian victory over the Gauls cause the Gauls can't overcome those giant porcupine formations using frontal assaults.
Warriors are insane. No way I am charging a bunch of dudes with 15' spikes.
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Re: Pike Phalanx

Post by JorgenCAB »

I made a few test run to see the difference between initiating and recieving the charge from warbands and the result is rather clear, you want to initiate the charge as much as possible as long as you can push hard and plug any holes.

With 32 units lined up and running it a few times, just one on one combat, no support on either side or generals involved just regular average pike and warband.

If the Gauls initiate all combats the result is a 16 versus 8 win to the pike on average, pike was allowed to counter charge whenever possible.
If the Pikes initiate all combats the result is 28 versus 4 win to the pike on average, Gauls were allowed to counter charge whenever possible.
Obviously loose order warband will do much worse but they have other good abilities such as fighting good in rough and forests.

This important bit here which I think most people seem to be hung up on is that the Gauls win their fights much faster. This is why it is more important for the pike to keep a decent reserve even if it is equally important for the Gauls on principle. But if they can overwhelm the pike phalanx with more units they can break it which seems fair. But a well boxed in phalanx with support will be near impossible to break and the Gauls will just be pushed away rather quickly.

I also tried a double line of Hoplites... mercenary and citizen Hoplite in the first row and Thyreoforoi and Raw Hoplites in the second. This actually work really well to. Roughly 8 in front and 5-6 in the back is enough. Your idea here is to charge anything that get through the line in the flank and then the turn after another flank attack and that warband will die real quick.
Last edited by JorgenCAB on Wed Oct 25, 2017 11:43 pm, edited 1 time in total.
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Re: Pike Phalanx

Post by TheGrayMouser »

JorgenCAB wrote:I made a few test run to see the difference between initiating and recieving the charge from warbands and the result is rather clear, you want to initiate the charge as much as possible as long as you can push hard and plug any holes.

With 32 units lined up and running it a few times, just one on one combat, no support on either side or generals involved just regular average pike and warband.

If the Gauls initiate all combats the result is a 16 versus 8 win to the pike on average.
If the Pikes initiate all combats the result is 28 versus 4 win to the pike on average.
Obviously loose order warband will do much worse but they have other good abilities such as fighting good in rough and forests.
Unless there is something wrong or undocumented with the POA's, then I suspect that your test is not a large enough sample. There should be no reason why initiating the attack versus receiving for those units with no other variable would matter. Whom initiates the combat only matters for if a unit can break off from combat if it loses bad ( or instead is pushed back and followed up on)
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Re: Pike Phalanx

Post by MikeC_81 »

JorgenCAB wrote:I made a few test run to see the difference between initiating and recieving the charge from warbands and the result is rather clear, you want to initiate the charge as much as possible as long as you can push hard and plug any holes.

With 32 units lined up and running it a few times, just one on one combat, no support on either side or generals involved just regular average pike and warband.

If the Gauls initiate all combats the result is a 16 versus 8 win to the pike on average.
If the Pikes initiate all combats the result is 28 versus 4 win to the pike on average.
Obviously loose order warband will do much worse but they have other good abilities such as fighting good in rough and forests.

This important bit here which I think most people seem to be hung up on is that the Gauls win their fights much faster. This is why it is more important for the pike to keep a decent reserve even if it is equally important for the Gauls on principle. But if they can overwhelm the pike phalanx with more units they can break it which seems fair. But a well boxed in phalanx with support will be near impossible to break and the Gauls will just be pushed away rather quickly.

I also tried a double line of Hoplites... mercenary and citizen Hoplite in the first row and Thyreoforoi and Raw Hoplites in the second. This actually work really well to. Roughly 8 in front and 5-6 in the back is enough. Your idea here is to charge anything that get through the line in the flank and then the turn after another flank attack and that warband will die real quick.
This is puzzling, there should be no reason why there should be a disparity between who charges or doesn't charge
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Re: Pike Phalanx

Post by JorgenCAB »

TheGrayMouser wrote:
JorgenCAB wrote:I made a few test run to see the difference between initiating and recieving the charge from warbands and the result is rather clear, you want to initiate the charge as much as possible as long as you can push hard and plug any holes.

With 32 units lined up and running it a few times, just one on one combat, no support on either side or generals involved just regular average pike and warband.

If the Gauls initiate all combats the result is a 16 versus 8 win to the pike on average.
If the Pikes initiate all combats the result is 28 versus 4 win to the pike on average.
Obviously loose order warband will do much worse but they have other good abilities such as fighting good in rough and forests.
Unless there is something wrong or undocumented with the POA's, then I suspect that your test is not a large enough sample. There should be no reason why initiating the attack versus receiving for those units with no other variable would matter. Whom initiates the combat only matters for if a unit can break off from combat if it loses bad ( or instead is pushed back and followed up on)
Yes... it matters allot because it the Gauls attack first they will get more opportunities for impact attacks since whenever the Pike win a melee, roughly 40-50% the Gauls usually withdraw and the Pike don't follow unless they initiated the combat. I ran it several time and believe me, it will matter.

I ran everything about five times each so that is about 150 combats per test so not statistically accurate but good enough.
Last edited by JorgenCAB on Wed Oct 25, 2017 11:47 pm, edited 1 time in total.
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Re: Pike Phalanx

Post by MikeC_81 »

Oh I see you are talking over the long haul of multiple attacks.
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Re: Pike Phalanx

Post by JorgenCAB »

MikeC_81 wrote:Oh I see you are talking over the long haul of multiple attacks.
Yes, it will take MANY turns to complete all combats... this was just a clean test... nothing will work like this in an actual battle.
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Re: Pike Phalanx

Post by TheGrayMouser »

JorgenCAB wrote:
TheGrayMouser wrote:
JorgenCAB wrote:I made a few test run to see the difference between initiating and recieving the charge from warbands and the result is rather clear, you want to initiate the charge as much as possible as long as you can push hard and plug any holes.

With 32 units lined up and running it a few times, just one on one combat, no support on either side or generals involved just regular average pike and warband.

If the Gauls initiate all combats the result is a 16 versus 8 win to the pike on average.
If the Pikes initiate all combats the result is 28 versus 4 win to the pike on average.
Obviously loose order warband will do much worse but they have other good abilities such as fighting good in rough and forests.
Unless there is something wrong or undocumented with the POA's, then I suspect that your test is not a large enough sample. There should be no reason why initiating the attack versus receiving for those units with no other variable would matter. Whom initiates the combat only matters for if a unit can break off from combat if it loses bad ( or instead is pushed back and followed up on)
Yes... it matters allot because it the Gauls attack first they will get more opportunities for impact attacks since whenever the Pike win a melee, roughly 40-50% the Gauls usually withdraw and the Pike don't follow unless they initiated the combat. I ran it several time and believe me, it will matter.

I ran everything about five times each so that is about 150 combats per test so not statistically accurate but good enough.
Right, when shock troops initiate the combat, they will fall back after they lose badly and wont be followed up ( which only happens with a push back. If your Gauls are bouncing at impact, that means they LOST the combat. Just because they lost though, doesn't mean they lost the cohesion test. What I'm try to say is at impact, impact foot give 200 POA, full strength Pike get 200 POA , size doesn't matter , armour doesn't matter in impact. If the pike and impact foot are same quality then odds should be equal for a W/L/D.
I suppose over many turns if the impact foot keep losing the combat yet somehow make their cohesion saves and also bounce and keep charging, and assuming equal attrition, then yeah, eventually the pikes 4th rank POA will be wittled away but the likleyhood of that is small. Maybe I'm missing something?
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Re: Pike Phalanx

Post by MikeC_81 »

JorgenCAB wrote:
MikeC_81 wrote:Oh I see you are talking over the long haul of multiple attacks.
Yes, it will take MANY turns to complete all combats... this was just a clean test... nothing will work like this in an actual battle.
That is very useful information, thank you. The fact that you can unwittingly give your opponent extra impact attacks or be able to bait an opponent into giving you extra impact attacks is actually a super relevant edge to have.
TheGrayMouser wrote: I suppose over many turns if the impact foot keep losing the combat yet somehow make their cohesion saves and also bounce and keep charging, and assuming equal attrition, then yeah, eventually the pikes 4th rank POA will be wittled away but the likleyhood of that is small. Maybe I'm missing something?
Assuming all else equal, the Warbands impose an extra penalty to the morale check upon their enemy if they win combat on impact charge. Pikes do not get this. It functionally means that Pikes while have an equal chance in combat to win, they are far more at risk to get fragmented, lose their formidable pike bonus, and get promptly chopped up by the Warbands. Meanwhile if the Warband bounces, they simply check cohesion at the standard percentage points. This is actually very relevant information.

If you are the pike player, you absolutely want to be the one initiating the charge so that you have a chance to follow the Warbands when they fall back to avoid giving them extra impact charges.
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Re: Pike Phalanx

Post by JorgenCAB »

TheGrayMouser wrote: Right, when shock troops initiate the combat, they will fall back after they lose badly and wont be followed up ( which only happens with a push back. If your Gauls are bouncing at impact, that means they LOST the combat. Just because they lost though, doesn't mean they lost the cohesion test. What I'm try to say is at impact, impact foot give 200 POA, full strength Pike get 200 POA , size doesn't matter , armour doesn't matter in impact. If the pike and impact foot are same quality then odds should be equal for a W/L/D.
I suppose over many turns if the impact foot keep losing the combat yet somehow make their cohesion saves and also bounce and keep charging, and assuming equal attrition, then yeah, eventually the pikes 4th rank POA will be wittled away but the likleyhood of that is small. Maybe I'm missing something?
Actually Warband have a small bonus called warband size or some such for the impact which give them a small but significant advantage, the pike unit also looses some of its impact ability with losses the warband does not until it is very depleted. This is why repeated impacts favour warbands and not Pike even if the initial clash is just slightly in favour of the warbands. Also losses on the pike erode their melee advantage more that on the warband which might seem a bit strange but that is how the modifier works.

Also, the losses in the fourth rank will effect the chance of Impact for the Warband rather significantly very quickly.

Also, remember that warbands fall back when they loose a melee too, not just in the impact. This is why it is important for the pike to initiate combat so they follow up and stay in melee combat.
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Re: Pike Phalanx

Post by TheGrayMouser »

JorgenCAB wrote:
TheGrayMouser wrote: Right, when shock troops initiate the combat, they will fall back after they lose badly and wont be followed up ( which only happens with a push back. If your Gauls are bouncing at impact, that means they LOST the combat. Just because they lost though, doesn't mean they lost the cohesion test. What I'm try to say is at impact, impact foot give 200 POA, full strength Pike get 200 POA , size doesn't matter , armour doesn't matter in impact. If the pike and impact foot are same quality then odds should be equal for a W/L/D.
I suppose over many turns if the impact foot keep losing the combat yet somehow make their cohesion saves and also bounce and keep charging, and assuming equal attrition, then yeah, eventually the pikes 4th rank POA will be wittled away but the likleyhood of that is small. Maybe I'm missing something?
Actually Warband have a small bonus called warband size or some such for the impact which give them a small but significant advantage, the pike unit also looses some of its impact ability with losses the warband does not until it is very depleted. This is why repeated impacts favour warbands and not Pike even if the initial clash is just slightly in favour of the warbands. Also losses on the pike erode their melee advantage more that on the warband which might seem a bit strange but that is how the modifier works.

Also the losses in the fourth rank will effect the chance of Impact for the Warband rather significantly very quickly.

Ahhr, forgot about that, I have tabletop FOG, FOG1 P&S and Sengoku rules floating around in my head... so similar but with sometimes very subtle nuances.


Still that 10 poa is only a 3% combat advantage I believe. All what you say is correct about rear ranks but a pike unit starts off with a full 100POA advantage in melee. For the warband to bounce it has to lose the combat. and over a large sample will lose the cohesion test too and then wont want to charge back in.
Both count as shock troops so any combat loss heightens the chance of a mal cohesion roll.
Anyways, its a good line up and I do not wish to see warbands nerfed or pikes made more vulnerable, they are well balanced as is IMHO. (they were too in FOG1)
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Re: Pike Phalanx

Post by MikeC_81 »

I do not see anything in the Pike PoA table that suggests that they force a negative modifier on cohesion. Maybe I am mistaken?
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Re: Pike Phalanx

Post by JorgenCAB »

TheGrayMouser wrote: Ahhr, forgot about that, I have tabletop FOG, FOG1 P&S and Sengoku rules floating around in my head... so similar but with sometimes very subtle nuances.


Still that 10 poa is only a 3% combat advantage I believe. All what you say is correct about rear ranks but a pike unit starts off with a full 100POA advantage in melee. For the warband to bounce it has to lose the combat. and over a large sample will lose the cohesion test too and then wont want to charge back in.
Both count as shock troops so any combat loss heightens the chance of a mal cohesion roll.
Anyways, its a good line up and I do not wish to see warbands nerfed or pikes made more vulnerable, they are well balanced as is IMHO. (they were too in FOG1)
Not easy to keep everything in a clear mind, especially when it all is rather similar but yet different.

That 10 POA usually turn into roughly 10-11% versus 15% roughly in chance to win the first impact. The second are usually more like 5% versus 20% or something along those lines so quite significant, not saying it is bad... :)

I''m also not sure about the cohesion test, the -1 are according to the table in the book only if you loose against Foot Impact, so I don't think that Pike qualifies. BUT, you might get lucky and avoid the -1 for recieving more than 5% casuilties if you loose that first impact with a pike block, Warbands are not likely to do so.

I also think they seem reasonably balanced. If pike are made tougher I think they will become too tough.
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Re: Pike Phalanx

Post by nikgaukroger »

MikeC_81 wrote: Assuming all else equal, the Warbands impose an extra penalty to the morale check upon their enemy if they win combat on impact charge. Pikes do not get this. It functionally means that Pikes while have an equal chance in combat to win, they are far more at risk to get fragmented, lose their formidable pike bonus, and get promptly chopped up by the Warbands. Meanwhile if the Warband bounces, they simply check cohesion at the standard percentage points. This is actually very relevant information.
Which is one reason I mentioned about checking the losing %age when assessing upcoming fights and whether to initiate them - and in normal circumstances it isn't that high for pikes against warbands.
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Re: Pike Phalanx

Post by Scutarii »

Maybe pike units need a POA based in how well are covered their flanks by other pike units (as i suggest +25 per flank covered with pike units, -25 when is not covered by any type of heavy foot) that made pike units need fight in formation moving like one big unit, in compensation to cant suffer frontal attacks and lose, in attack they can push back enemy heavy foot or other unit type EXCEPT when terrain favour defender, with no heavy casualties for enemy infantry (unless they pass somekind of anarchy charge test, warbands are not suposed to be disciplinate) and cavalry simple can retreat (a little like in P&S) this made pike units strong defensive units with less value in attack... you need enemy enter in combat with you.

I do more test and the point is that pikes when are assaulted or assault warbands suffer more casualties and is possible they disrupt in attack if they fail, when arrive melee combat the core of results are draws for both sides with rare extreme results, more common here pike dealing a lot of damage with high chance to disrupt and push back enemy (if you have non raw pikes no pursuit) but is not imposible that warbands manage to deal big damage to.

For me is not very intuitive that pike units that need be the best defensive heavy foot suffer more when are attacked or when they attack while in melee VS swordsmen or offensive spears they have better results when was specially these the type of weapons that counter better the pike advantage.

I really want see how are the pike units in medieval armies... with more armor... maybe smaller units??? but i doubt.

In general now warbands are now the best heavy foot to place in battle, pikes can counter them but warbands at same time can place more warbands units... specially medium warbands that can roll over greek medium foot very easy apart they are bigger, have impact POAs and are swordsmen.
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