@Schweetness101 : I agree with your general analysis but I see a couple of issues in your conclusions :
1) Lancers can be effective only in the open so they can’t successfully charge infantry when the latter is disordered by the terrain. Or maybe I did not understand what you mean (see below)
2) You want to give an ‘huge’ advantage to lancers vs 'disrupted or disordered’ infantry. But ancient/early middle age lancers can’t have a ‘huge’ one. They don’t have stirrup (even if some of them had effective saddles and charging techniques) and their use of the lance is mainly based on the strength of the arm (rather than on the shock as with the couched lance technique of the knights, which a Belgian Historian called the ’man-horse projectile') which is much less effective... against infantry :
I for one think lancers should rather have a chance to enter the non-steady infantry unit through the ‘gap’ you rightly mentioned (and that I see as being already well represented in the game by the cohesion states : disrupted and fragmented) and, thanks to their horses and the melee, move forward and scatter the infantrymen, which means a cohesion loss and rout.
But the question is : were those gaps most likely located between two nearby infantrymen of the same front rank (because of the terrain or bad morale) or between two ranks one behind the other (when the frightened rear ranks hesitated between staying and fleeing), ie when the cavalry charges head-on or when they flank ? I tend towards the latter, which is already in game.
I think combining such a bonus with the ZoC changes in the cav mod that permit them to get past secondary zocs of a non light inf unit that has been charged by non light cav this turn would actually bring them into line with the historical description from the wikipedia article, ie still not able to charge steady foot head on, but more able to get through gaps in the enemy line, and better in the charge against disrupted foot.
3) IMHO, you may be multiplying ‘huge’ advantages towards the non-light cavalry in your cav mod.
If I for one were to suggest a change in the Vanilla game about non-light cav or make a cav mod that would fit for my vision about it (which is not a MP one), I would first test one single change : making impact of cav vs cav more decisive during the cav fighting (while letting cav melee as Vanilla). So I'd give non-light cav a slight chance to get rid of the enemy cav quicker (than now) to be able to go and flank/rear charge the enemy infantry while leaving open the (sometimes more annoying but realistic) possibility that your cav get stuck in a long melee against the enemy cav.
I for one imagine the melee of Ancient/early middle age lancers as being longer than the knights' melee (because of the strength of the knights' impact). And I tend to think that non-light cavalry of the Antiquity and Middle age were not very strong against infantry ('medium and heavy' in game), especially in head on charges.
So, for a mod for non-light cav, the only change I would suggest, as a first (and maybe last) step, is :
1) extra -1 to ct for non light cav vs non light cav on impact only
2) between 0-40% more casualties in non light cav vs non light cav on impact only (I need more testing to tell about the %age)
... but would it be a mod tailored to the Ancient/early middle age times or... to later periods (from the time of the knights on) when impact mattered ? That's the question...
IMHO, Vanilla FoG2 accurately reproduces the fact that lancers could be often stuck in long melees.
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PS : I don’t really get this sentence : « disrupted or disordered heavy or medium foot in the open (which really means just disrupted, because if disordered then not in the open) » My bad English
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A few additional thoughts :
they were effective when
a) charging through a 'gap', which presumably means getting through a hole in a line caused by evading, broken, following up or whatever enemy units, and then getting flanks in once behind the rest of their line. This is quite difficult in game due to the nature of the ZoC system (for better or for worse).
b) charging disordered units with disrupted ranks (disordered by terrain or disrupted by morale loss?), and
c) charging units with poor morale (disrupted/fragmented by morale loss)
a) As I see it, the cohesion states are not just psychological states. The enemy don’t know your psychological state, so you should not be aware of it in game. As I see them, cohesion states are also a way to show how the soldiers inside an unit behave, ie ‘gaps’ that may appear within the ranks or, on the contrary, coordinated and solid soldiers inside a unit. So gaps are already represented in-game by the states of cohesion IMHO.
b) Infantry disrupted by morale loss but not disordered by terrain as non-light cavalry won’t be able to charge effectively on such terrain.
c) indeed, but IMHO a = b = c.
now that there is a separate thread for discussing medium foot balance here:
viewtopic.php?f=477&t=98770&start=20
I would really like to get back on to the original topic of this thread.
There does seem to be something...unusual perhaps about the way lancers are implemented leading to their most effective use often being as a pinning force, which is almost like the opposite of what I thought their historical use was. They really aren't very good even at attacking average medium foot in the open, especially not for cost.
the ZoC locking effectiveness of cheap non light foot also really cripples their ability to get in around for flanks so...shameless plug for a cav mod I made here:
viewtopic.php?f=477&t=98647&p=849283#p849283
This is from Archer Jones' Art of War in the Western World:
...
So, main tactical purpose of lance cavalery is to fight light (bow/javelin) cavalry and light infantry. It is not intended to frontal charge heavy infantry.
I see them as 'tanks' for the skirmish battle that also have a moral breaking bonus over normal cavalery when making a flank/rear charge into ongoing melee fights.
if that's true then their representation in game doesn't really resemble that. They are way too expensive to be mostly devoted to chasing down 24 point light inf and light cav. Maybe archer jones was talking more about the in game (and historical) Prodromoi unit, while the Xystophoroi are the real life Thessalian and Companion Cavalry, whose role was more like...lemme wiki that real fast
When I wrote in this thread that the primary purpose of non-light cavalry was to fight enemy non-light cavalry, it was not a truism or a bit of humour, but, I think, a reality. It is certainly a reason why cavalry fights last 'so long' in game.
So, trying to translate into game terms here, ancient Macedonian lancers (perhaps discuss medieval lancers later? Perhaps that should be a distinct unit type? at least knights will be later of course)
I think lancers of the early middle age and Ancient ones can be dealt with the same way : about the same equipment and the same use of the lance.