Blathergut wrote:>Impact is all up to chance. You may charge in and do no damage and those crappy archers cause you casualties. It is the same with the TT version. You get dice to roll but...

When you understand this aspect of the game, and accept it, then you just go with it. Managing rear hits during impact is different.
Too right it is up to chance.....Which is one of the things that bothers me.
Why on earth would impact-combat not be affected if the unit is already engaged in melee?!?
What, do the archers call a time-out before receiving the next charge?
Ridiculous.
>Melee>Gang up! Three on one is great!

Or, charge in with something, almost anything, because it will help BGs already in combat. Do the ones already in melee last, to reduce enemy dice.
True again, but the basic problem is the same as above.
Melee is affected by multiple units, impact isn't.
The logic underlying that particular design-feature completely eludes me.
>Cohesion> Turn BGs so something friendly is to their derrieres. Even a +1 can make a lot of difference.
Yep, the old '2 up, 1 behind' should become second nature to anyone who's played this game for while.
But it does bring up another question......
Why is the cohesion-system a 2D6, while the combat-system is D6?
Introducing the 2D6 to the combats would alleviate a lot of the problems re. wild swings in results. While it might be cumbersome to roll 10+ dice for every combat in TT, it's not exactly a logistical nightmare on a computer.
When you have what seems to be a conscious design-decision that no combat should ever be a sure thing, you really need a larger span of possible results than what a D6 roll can provide.
I don't mind weird results cropping up every now and then, but in FoG it happens with maddening frequency.
The extreme results may seem odd, but it's what makes the game. If everything ground down at the same rate, the game would soon become boring. You have to accept that you will see 1% to 18% with you on the wrong side of that! Hopefully it doesn't happen 5 times in a row!
I'd agree that the randomness is particular to FoG.
So the question becomes whether the individual player wants that kind of game.
Lars