ethan wrote:I am not sure it can be done sensibly for FoG 2.0, but I think I have come around to the victory conditions being the issue for skirmisher armies. I look at it this way:
- FoG represents a battle, or at the very least about one day's worth of fighting. It does not in any way model the long attrition aspect of fighting light horse armies. The long march to Ctesiphon or out on the open steppes is not part of what we now have in FoG.
- Therefore, there must be some reason that battle has occurred. It could be that our Romans started out with 1200AP and the Parthians have now whittled them down to 800AP and are ready to fight or the Romans are one day out from Cteshiphon or the Chinese are in between the Mongols and the open steppe (and escape) or the Turks have their siege train coming up behind them and want to achieve something.. Whatever. There is a battle happening that is to me the key element.
I agree. a reasonable premise
ethan wrote:
- So some mechanism could be added to increase that "need to fight now" element for armies capable of refusing battle within the comfines of the game mechanics. Maybe the camp could be more important if your army is largely skirmishers (representing not just the camp but the "we didn't stop Romans from marchin on the capitol" aspect), maybe an objective (although I would make it on the enemy back edge of the table, not the center) or maybe something else.
I maintain that 2ap for evading skirmisher BGs and they evade off side edges as well should neatly cover it. This assumes that other things are attended to (assuming so as they are all fixed in FogR):
- the shepherding aspect of charging with dodgey wheels part way through the charge
- unclear definition of "direction of charge"
- having to declare charge direction prior to evaders decidign whether to evade to rear or away from charge clearly articulated
Anthony