I am thinking of doing a HYW series in the autumn, maybe with another text campaign to go with it, but there is an issue relating to the way the vanilla game handles the contest between mounted knights and longbowmen behind stakes. All of these scenarios will just be for multi-player (MP) and I am told that, because of the one-sided nature of the contest between these two unit types, nearly all players will not attack the longbowmen head on and will seek to go round them. This would really make the scenarios fairly pointless to make. I could use impassable terrain to block off large areas of the map so players would be forced to attack head-on, but I don't think the re-playability factor would be very high and once players had tried a couple they might just ignore the rest. So the question is - how to make it so that the mounted knights feel they have a bit of a chance of making progress if they attack head on?
In addition, in the vanilla game, most of the losses suffered by the mounted knights occur after they make contact with the stake line. Very few are hit by the initial "arrow storm" itself. In fact, more are killed after "falling back" 2 squares after their initial contact with the stake line, because they are now in "short range" of the longbowmen (something they are able to avoid with careful play in the initial approach). So, to my way of thinking, something is a bit out of kilter here. There are a number of possibilities to change the dynamic a bit, so that re-playability is enhanced by giving the mounted knights a bit more of a chance to inflict some damage, at least.
There are another of possibilities, involving some limited modding, that might do the trick . . .
1) not really modding as such, but adjusting the relative values of units in the Squads Files
2) modding the impact of the "arrow storm" on approaching mounted knights by slowing them down with the loss of some AP on the next turn when they have been hit by archery fire (so they can move 1 square less)
3) modding the impact melee that, in vanilla, always sees mounted knights "fall back" from the stakes 2 squares even if they have drawn that impact melee, so that they then have to receive "short range" longbow fire on the next turn. This is what kills the mounted knights in this unit match-up. Such a change from vanilla would allow mounted knights to melee at the stake line continuously for a number of turns without suffering short range archery fire.
4) modding the ability of mounted knights, who remain "steady" in melee to withdraw when they want to (facing away from the stakes and moving 3 squares, not 2)
I will provide some screenshots in my next post, either later today, or tomorrow.



