tom wrote:hammy wrote:DVeight wrote:
Seeing his experience at the tourney I would never choose Romans either. Armies with poor pike (blocks of 12) fared much better and had better results.
At 550 points I would avoid Romans, at 600 and 650 they are better.
Poor pikes though are road kill to superior legionaries. OK, the legionaries are more expensive but if they his the pikes it is horrendous, the odds are that the legionaries will just walk straight through the pike and come out the other side brushing crumbs from their scuta.
At impact there is just shy of a 40% chance that the pikes will disrupt and an additional 10% chance they will fragment. Once disrupted they are toast.
Strange stats !
I am confident they are correct.
At impact PoAs are equal, with only "superior" to give the Romans a small 1 in 2 chance on one die (on 6) to make one more hit.
Should the Romans win, then only have the pikes good chance to get disrupted (if no general with the unit of course).
So it seems to me that there is less than 1 in 2 chance for the pike to get disrupted or worse on impact.
Superior legions hit 21 times in 36, poor pike hit 15 times in 36. If you work on 2 bases in contact so 4 dice each there is a 55% chance that the pike will lose. This is when things get bad for the pike. As they are poor they reroll 6s on cohesion tests and are testing at -1 for being beaten by impact foot.
If the Romans only win 1 hit to 0 the pikes need an 8 on their CT and there is only a 27% chance of that. Should the Romans win with 2 hits (I am assuming fighting with 2 files then the test is at -2 (1 per 3 and Impact foot) and the pikes pass less than 15% of the time.
The exact percentage of failing assuming 2 files fighting 2 files, ignoring generals and rear support is 49.57%
But even disrupted the pikes are far away from being "toasted" as wise players have a general in the area ready to joint disrupted units.
So 3 dice hitting 15 times in 36 vs 4 dice hitting 21 times in 36 is a good fight?? There is a good chance the pike will lose a base and that makes things even worse.
There is a 60% chance that the pike will lose and fail another cohesion test in the melee.
For the pike to be bolstered they need to not drop cohesion in two consecutive melee phases so there is only a 16% chance that you would be able to bolster them by adding a general the following turn. Adding the general before the second melee means that the chance of dropping reduces to 53%.
Subsequent melees are still at equal PoAs with of course more dice and superior in favour of the Romans. But should the Romans fail to downgrade the pikes in next melee there is a fair chance for them to rally in the JAP (7 (-1 for disrupted; +1 or +2 for general)).
But to be able to bolster them you will have to have either won or drawn two melees or not failed CTs when you lose. As I stated above there is a 60% chance that 4 superior legionaries will cause cohesion loss to a disrupted poor pike BG in melee.
On the opposite Romans failing to disrupt the pikes on impact have a more serious chance to get "toasted" because
- They remain on PoA- for all subsequent melees
- Any base lost is immediately translated in -1 die which is more critical than losing a PoA on a single base to the pike.
But even if the Romans don't disrupt the pike at impact they still have more chance of disrupting them in melee than the pike did of disrupting the Romans at impact......
All this at a cost of 26 for the Romans vs. 24 for the Pike (per frontage), so Romans shouldn't expect too much from overlaps...
And the pike can't expect a general on that basis either.
This is all primary experience of several games Romans (or similar) vs. Pikes.
IMO either you have been unlucky, you are missing a key rule somewhere or you are ending up fighting in bad situations
In this context I wonder why rules have not been more restrictive to pikemen by simply preventing them 90° turns ? This would have given comparatively more flexibility to Romans in "compensation".
I wonder whether 90° turns could be performed anywhere other than on the parade ground by pikemen, and second that in game terms a 2 front x 4 deep pike unit always ends up in optimal formation (without expansion needed) which not even the case for the Romans.
Sorry if this suggestion was already addressed in the "rules" forum, didn't have the courage to go thru it all.
I do tend to agree that the 90 turn and move by pike seems wrong for helenistic pike. That said when I did pike drill in the ECW society we did practice such things and I imagine that medieval pike should be able to manage it.