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Realism - visibilty and command capabilities

Posted: Fri Dec 08, 2023 11:08 am
by oriel
I like FOG, especially the graphics, albeit the present rules i think do not reflect real battles- this is due to a number of reasons - especially sight and command capabilities. How about introducing a command range for the CinC ? This would reflect his limited capabilities to change orders. And what If opposing units could only see each other 6 "squares" away, or were represented by clouds of dust when further than that distance?

"Clairvoyant" and all round command visibilty was and is always a problem in wargames with figures, and could so easily be rectified in FOG.

Alister Sharman

Re: Realism - visibilty and command capabilities

Posted: Sat Dec 09, 2023 11:45 am
by kronenblatt
oriel wrote: Fri Dec 08, 2023 11:08 am How about introducing a command range for the CinC ? This would reflect his limited capabilities to change orders.
What do you mean by command range? The C-in-C already has a command range in terms of squares.
oriel wrote: Fri Dec 08, 2023 11:08 am And what If opposing units could only see each other 6 "squares" away?
That is moddable. But I agree that it should ideally be included as a variable setting in the Advanced Options when setting up a battle, whether SP or MP.

Re: Realism - visibilty and command capabilities

Posted: Sat Dec 09, 2023 12:10 pm
by rbodleyscott
Hi Alister.

Still wargaming more than half a century after the Ordnance Arms!

Re: Realism - visibilty and command capabilities

Posted: Sat Dec 09, 2023 8:22 pm
by oriel
I mean by command range that a unit's movement abilities are drastically limited when more than a certain number of squares away from a General - this would make it difficult for it to move too far away from the command

Re: Realism - visibilty and command capabilities

Posted: Sun Dec 10, 2023 7:34 am
by rbodleyscott
The problem with this sort of thing is that it would significantly degrade the AI.

Re: Realism - visibilty and command capabilities

Posted: Thu Dec 14, 2023 1:00 am
by Nijis
I'd rationalize the lack of special command and control rules from a realism perspective like this:

You, like most of the best commanders of antiquity, have made sure that your subordinates have a thorough knowledge of your intent in this battle and your preferred tactics in general. You've trained alongside them, fought alongside them and discussed what to do every night on the campaign over wine and olives at your field table. The approach they take in a particular situation is very similar to the one that you would take. If your forces are scattered on the battlefield, they would have a good idea of where to find you.

Re: Realism - visibilty and command capabilities

Posted: Thu Dec 14, 2023 2:58 pm
by SimonLancaster
I think playability and fun are important and the current system really maxs out on those things. Plus many inf units are unmanoeuvrable so you can’t do exactly what you want on many occasions already.

Also, routing and pursuit bring unpredictability and mess up the best laid plans.

Re: Realism - visibilty and command capabilities

Posted: Fri Dec 15, 2023 11:28 pm
by Schweetness101
I've released a series of mods of different kinds messing with command and control, culminating in the alternative gameplay mod, and then the more era specific ancient greek and dark ages mods. I did experiment for awhile with getting rid of free turns when units are outside command range, but it so crippled gameplay it simply wasn't fun.

The mods add anarchy and charge refusals, both of which become more common if outside command range, or if your immediate general or CinC is dead, and units can also only rally while in command. You are also only in-command from the CinC or your specific sub-general, not from any general. I think we found that was a nice balance of fun while still strongly motivating the player to keep units within command range.

https://www.slitherine.com/forum/viewtopic.php?t=106417