On the way to perfection and thoughts about combat strength
Posted: Sun Jun 09, 2024 8:00 pm
First off, I want to say that I really dig the concept of these games and how it's evolving. Every new game I play (and I've played P&S, SJ, FG2, FG:M) shows notable improvements and progress. Starting from FG2, the historical accuracy got way better (although I liked the era of P&S more) and managed to reach a pretty unique combination of a balanced chess-like competitive game and historical authenticity. When you think about the simplicity of the game mechanics, the fights in it really remind me of what I can read in historical chronicles. So, I'd like to see the games of the series keep getting better in this direction. With that said, I would highlight 3 aspects in the game that seem controversial to me, from large to small:
1) Combat strength (more on this below)
2) The fact that Heavy weapon troops don't belong to Shock troops (I still don't get the logic of why some troops are categorized as shock troops and others are not, and how a halberd (heavy weapon) is less "shock" than a pike). If the point of this mechanic is to make the strongest in close combat units more vulnerable from the flanks, then dismounted knights seem strong enough to fall under this logic. Overall, "heavy weapons", giving the +100 POA against any cavalry or infantry, while nullifying the armor bonus, seems to be quite a strong combat ability.
3) Absence of a supply train / fortified camp. Clashes at the camp or dragging the army into the plundering of the train is mentioned too often in ancient chronicles to ignore this aspect, especially when often this was a crucial factor for victory or defeat of one of the sides, as in the battle of Magnesia for example. I understand that the clashes at the camp in the game as such are modeled by the mechanic of cavalry fleeing off the map when pursuing, but still, the physical presence of a camp on the battlefield would add massively to the "immersion". I really liked the general's tents in SJ.
About combat strength.
From what I understand, the combat strength parameter reflects the fatigue of soldiers, wear and tear on weapons, armor and the general losses of wounded and killed. Having the combat strength below 480 drastically affects a unit's ability to fight. Most units start a battle with combat strength equal to around 480, so they start to lose efficiency with their first losses. Given this, it's fair to assume that the soldiers of a unit size 480 or less are all on the front line and participate in the battle simultaneously, without any reserves. Although the player can have reserves in the form of additional units, placed behind the main line, but won't be able to bring them into the fight until the moment the enemy breaks or pushes through the front line. It turns out that the soldiers in the reserve lines see their comrades die at the front line, being surrounded by more numerous enemies, but can't fill in the gaps formed in the front line of their army. This is a limitation of the engine and I understand that the mechanics of "replenishing" front-line units with the combat strength of the second-line units will probably overcomplicate the mechanics, reduce the "chess" aspect of the game. However, the question arises: within this concept, what do units with "reserve" combat strength, such as barbarian warbands, represent? After all, they do not have problems with replacing the wounded and tired fighters of the first line with fighters from the reserve (within one unit). This state of affairs leads to the fact that in the case of clashes of Roman legions with barbarian warbands in the game, we observe a dynamic, opposite to what we read in the works of chroniclers. The Romans wrote that the barbarians are strong with the first powerful onslaught, and if it does not achieve the necessary effect, they quickly lose their fighting spirit. That is, the Romans saw their advantage precisely in the ability to fight a prolonged battle, which was apparently achieved by a more active use of reserves, removing tired soldiers to the rear for rest and re-equipment and bringing fresh soldiers into battle.
In the game, on the contrary, we observe the opposite mechanics - it's the barbarians who need to withstand the first powerful onslaught of the Romans and hold out long enough, when the Romans "get tired" and then, in a protracted battle, they get an advantage over Romans incapable of deploying reserves. As far as I understand, the increased size of warbands' units was supposed to show that barbarians try to crush the enemy with numbers, but considering the overall philosophy of the game "top-down", it turned out that the barbarians have better tactics with the introduction of reserves and they turn out to be stronger precisely in a prolonged battle. That is, for a better match to the historical mechanics, under the current game concept, it is the barbarians that should have units with high quality (representing the force of the initial onslaught) but low combat strength (possibly even below 480 to get a debuff on melee on the very first turn), while Romans should be weaker as individual fighters (quality average), but have high combat strength, symbolizing better organization. For the Romans, combat strength is kinda "gathered" in large units, showing the organization and interaction of several subdivisions as a single organism (unit); while the barbarians should have a lot of "little units", showing their disunity, and inability to interact between different subdivisions: the front and the reserve ones.
Are my assumptions right and what do you think about the proposed unit rebalance (probably already within the next game)?
Also, probably, combat strength and the direct number of fighters should be divided into two related parameters, because combat strength is a more abstract one, symbolizing overall organization and combat readiness, rather than the direct number of fighters (it's already calculated differently for infantry, cavalry and, say, elephants). Therefore, I would distinguish between combat strength and soldier count, the latter is needed only to show the stats of losses at the end of the battle, and the main parameter that players should look at would be combat strength. Moreover, I wouldn't scale it depending on the scenario.
1) Combat strength (more on this below)
2) The fact that Heavy weapon troops don't belong to Shock troops (I still don't get the logic of why some troops are categorized as shock troops and others are not, and how a halberd (heavy weapon) is less "shock" than a pike). If the point of this mechanic is to make the strongest in close combat units more vulnerable from the flanks, then dismounted knights seem strong enough to fall under this logic. Overall, "heavy weapons", giving the +100 POA against any cavalry or infantry, while nullifying the armor bonus, seems to be quite a strong combat ability.
3) Absence of a supply train / fortified camp. Clashes at the camp or dragging the army into the plundering of the train is mentioned too often in ancient chronicles to ignore this aspect, especially when often this was a crucial factor for victory or defeat of one of the sides, as in the battle of Magnesia for example. I understand that the clashes at the camp in the game as such are modeled by the mechanic of cavalry fleeing off the map when pursuing, but still, the physical presence of a camp on the battlefield would add massively to the "immersion". I really liked the general's tents in SJ.
About combat strength.
From what I understand, the combat strength parameter reflects the fatigue of soldiers, wear and tear on weapons, armor and the general losses of wounded and killed. Having the combat strength below 480 drastically affects a unit's ability to fight. Most units start a battle with combat strength equal to around 480, so they start to lose efficiency with their first losses. Given this, it's fair to assume that the soldiers of a unit size 480 or less are all on the front line and participate in the battle simultaneously, without any reserves. Although the player can have reserves in the form of additional units, placed behind the main line, but won't be able to bring them into the fight until the moment the enemy breaks or pushes through the front line. It turns out that the soldiers in the reserve lines see their comrades die at the front line, being surrounded by more numerous enemies, but can't fill in the gaps formed in the front line of their army. This is a limitation of the engine and I understand that the mechanics of "replenishing" front-line units with the combat strength of the second-line units will probably overcomplicate the mechanics, reduce the "chess" aspect of the game. However, the question arises: within this concept, what do units with "reserve" combat strength, such as barbarian warbands, represent? After all, they do not have problems with replacing the wounded and tired fighters of the first line with fighters from the reserve (within one unit). This state of affairs leads to the fact that in the case of clashes of Roman legions with barbarian warbands in the game, we observe a dynamic, opposite to what we read in the works of chroniclers. The Romans wrote that the barbarians are strong with the first powerful onslaught, and if it does not achieve the necessary effect, they quickly lose their fighting spirit. That is, the Romans saw their advantage precisely in the ability to fight a prolonged battle, which was apparently achieved by a more active use of reserves, removing tired soldiers to the rear for rest and re-equipment and bringing fresh soldiers into battle.
In the game, on the contrary, we observe the opposite mechanics - it's the barbarians who need to withstand the first powerful onslaught of the Romans and hold out long enough, when the Romans "get tired" and then, in a protracted battle, they get an advantage over Romans incapable of deploying reserves. As far as I understand, the increased size of warbands' units was supposed to show that barbarians try to crush the enemy with numbers, but considering the overall philosophy of the game "top-down", it turned out that the barbarians have better tactics with the introduction of reserves and they turn out to be stronger precisely in a prolonged battle. That is, for a better match to the historical mechanics, under the current game concept, it is the barbarians that should have units with high quality (representing the force of the initial onslaught) but low combat strength (possibly even below 480 to get a debuff on melee on the very first turn), while Romans should be weaker as individual fighters (quality average), but have high combat strength, symbolizing better organization. For the Romans, combat strength is kinda "gathered" in large units, showing the organization and interaction of several subdivisions as a single organism (unit); while the barbarians should have a lot of "little units", showing their disunity, and inability to interact between different subdivisions: the front and the reserve ones.
Are my assumptions right and what do you think about the proposed unit rebalance (probably already within the next game)?
Also, probably, combat strength and the direct number of fighters should be divided into two related parameters, because combat strength is a more abstract one, symbolizing overall organization and combat readiness, rather than the direct number of fighters (it's already calculated differently for infantry, cavalry and, say, elephants). Therefore, I would distinguish between combat strength and soldier count, the latter is needed only to show the stats of losses at the end of the battle, and the main parameter that players should look at would be combat strength. Moreover, I wouldn't scale it depending on the scenario.