Fog2 Realism, Impact, Wounded,Dead etc
Posted: Mon Feb 08, 2021 12:25 am
the claim is this ( not my claim ) : Field of glory 2 is not doing a good job of representing behaviour and reality on the field in the aftermath of a successful or successful enough cavalry charge (charge on infantry).
Their view is that if the spearmen lose the impact phase, they must almost always flee because they got crushed , they lost 20-25 men in a charge and its too much to bear because they are mostly peasnts.
in -game i would take the liberty to translate it as the following : If mounted knights win* the impact* phase , losing infantry battalion (unless superior/elite ) should 1) in 90%+ cases roll a double drop
2) if not , then 100% roll 1 cohesion level drop. 3) have a high chance of breaking completely that turn
So 3 cases, each very bad for infantry
In -game : One enemy offensive spearmen battalion of 250 men stands still . i charge them with my knights and they lose the combat (enemy) resulting in 25 casualties. 20 wounded, 5 dead (thats what is shown in the casualties). i lose couple soldiers.
Real life deconstruction : is it a realistic scenario (but not the only one clearly) that those knights charged those spearmen 2 times , or even 3 times during that 1 turn (in game,however long the turn lasts), perhaps each charge consisting of 50-60 knights while rest stay back (and between each charge the spearmen would fully or partially regroup/fix front ranks) or any combo within the reason, since turns dont last forever? that would mean spearmen on average would get 2 killed/6 wounded each charge approximately (but it doesnt need to be equally split) if there are 3 charges , or 3killed/8 wounded if its 2 charges
so if that is the case, their line did not experience the " 1 big boom and breaking of first row " when cavalry charged them , neceessarily ? (in that 1 game turn)
so my explanation in short is 3 part :
1) sometimes people just fight even tho its difficult to fight (thats for scanrio when they do lose 25 men in 1 big boom)
2) casulaties are 70% wounded 30% killed , not 100% killed (or 80% wounded sometimes)
3) casualties happen mostly over time, not in a single moment of impact usually*
4) Optional: you gotta have some balance in the game even if it means its not 100% reflective of reality
I think i have presented a decent defense of Fog2 take on mounted/inf relations but could RBS or any of you offer something else to help the case further?
Also if anyone agrees with the claim that fog2 does not do it well, you can post your reasons why would that be
Their view is that if the spearmen lose the impact phase, they must almost always flee because they got crushed , they lost 20-25 men in a charge and its too much to bear because they are mostly peasnts.
in -game i would take the liberty to translate it as the following : If mounted knights win* the impact* phase , losing infantry battalion (unless superior/elite ) should 1) in 90%+ cases roll a double drop
2) if not , then 100% roll 1 cohesion level drop. 3) have a high chance of breaking completely that turn
So 3 cases, each very bad for infantry
In -game : One enemy offensive spearmen battalion of 250 men stands still . i charge them with my knights and they lose the combat (enemy) resulting in 25 casualties. 20 wounded, 5 dead (thats what is shown in the casualties). i lose couple soldiers.
Real life deconstruction : is it a realistic scenario (but not the only one clearly) that those knights charged those spearmen 2 times , or even 3 times during that 1 turn (in game,however long the turn lasts), perhaps each charge consisting of 50-60 knights while rest stay back (and between each charge the spearmen would fully or partially regroup/fix front ranks) or any combo within the reason, since turns dont last forever? that would mean spearmen on average would get 2 killed/6 wounded each charge approximately (but it doesnt need to be equally split) if there are 3 charges , or 3killed/8 wounded if its 2 charges
so if that is the case, their line did not experience the " 1 big boom and breaking of first row " when cavalry charged them , neceessarily ? (in that 1 game turn)
so my explanation in short is 3 part :
1) sometimes people just fight even tho its difficult to fight (thats for scanrio when they do lose 25 men in 1 big boom)
2) casulaties are 70% wounded 30% killed , not 100% killed (or 80% wounded sometimes)
3) casualties happen mostly over time, not in a single moment of impact usually*
4) Optional: you gotta have some balance in the game even if it means its not 100% reflective of reality
I think i have presented a decent defense of Fog2 take on mounted/inf relations but could RBS or any of you offer something else to help the case further?
Also if anyone agrees with the claim that fog2 does not do it well, you can post your reasons why would that be