CharlesRobinson wrote:I am not sure that would work well. Right now the points for a unit is based on various stats but not unit size. This really helps in building historical battles such as The Elephant Victory 273 BC. There were only 16 elephants present at the battle but they obviously had a huge impact on the battle. What you are proposing would mean that points would have to be based on unit size and it would make it very hard to protray battles like this one. Also the point system would end up very different from the table top game and the computer game is supposed to be a digital version of the miniature game. In the miniature game no actualy number of men is assigned to each battle group. Maybe they should have done that for the PC Game since it seems to really draw a lot of debate - not sure. I for one prefer the current system because any changes to this would make it far harder to design historical scenerios and to set up an army builder where you can design armies to 'plug into' battles versus other players and their custom built armies (like in the miniature game). Thanks

Hmm., maybe I dont understand your concern, but I would assume that if Slitherine added a "unit size modifier" as a new feature, they would have that "rolled into" any points calculation.
In reading my above suggestion, I want to make it clear that I am not suggesting that every man in a unit "contributes" to the combat rolls ( in the way that HPS Napoleonic games do), but be more of a one time check of proportion/ratio, ie if unit A is twice as big as unit B, gets some type of bonus modifier, whatever it might be, poa/cohesion check etc and it need not be large.
Maybe i should also add that (at least how I envision such a feature would work in the spirit of the game engine) is that it would only apply to units of the same type, so the game would only compare the size differential between a pike to pike melee, or a elephant to elephant melee, but not to an elephant vs cavalry.
You also mention that having a "size matters' feature could interfere w historical orders of batte. From my understanding of how combat works, and I could be wrong, I think it would be enhanced.
For example lets use elephants as the example. Lets say you have a battle where side A has a unit of 20 elephants posted on the left flank and side B has 2 units of elephants of 10 each , posted 1 on each flank. If , in the course of play B is able to bring his 2 units of elephants to engage the single unit of side A, who is always going to win the elphant engagement? Barring any interference w other units, B will always win despite being equal in total #'s of elephants. why?:
For example: unit A moves and attacks unit B1 (assume all other factors being equal) and they both "roll" 10% losses inflicted
A is down to 18 elephants(10% of 20) and B1 to 9 (10% of 10)
Now its B's turn and unit A and Unit B1 engage again (assume melee and impact combat have same mechanisms) and they again both roll 10% damages iflicted
A now has 16 elphants left (10% off the ORIGINAL strength) and B1 8
Now player B bring up unit B2 (lets assume no flank attack and that combat support isnt factored in), again same 10% rolls
At the completion of 1 full round of combat side A has 14 elephants left or 70% while B has 17 elephants left ( 1 unit at 90% and 1 unit at 80%)
After the next full round (if they all again roll the theoretical yet unlikly 10%) then A will have 8 left and B will have 14 ,(B1 w 8 and B2 with 6)
** at this point, A will be below 50% strength and suffers penalties for this already in game , while Unit B2 wont be suffering the same as it is at 60% strength
I think mathmatically unit A will be completely wiped out after 1 and 1/2 more turns, but even if not, unless the unit itself is classed as Supeior it will have autorouted by this time anyways...
Now If side B simply had 1 elephant unit instead of two , the # of elephants in the unit B could be 10 , 20 or 100! and because of the combat routines B and A would have equal chances of winning! This is due to how causultues are inflicted based off a % of the attacked units Original # of men etc, everytime combat occurs.
Now dont get me wrong, I really like the game and have no problem w abstractions.. However because of the combat system it is actually problematic to create historical battles if you are very concerned about the exact # of men/beasts in an individual unit. So if you feel Cohort X had a strength of 359 men and Cohort VI has 623 at the start of the battle, all your realy doing is making "historically accurate mind candy" if you bother to make all those changes in the editor, as both units will have the same combat value and will "attrit" at the exact same rate.
The game really isnt meant to scale down to a finite figures. For example if i tried to create a Roman army at the cohart level and I figured 600 men per unit would have the same frontage as a phanlanx of 1500 men ( a hex), I would need to make my Roman army have 3 times as many units on the map if intending to accuratley represent each armies overall manpower and articulation, unfortunately all those xtra units would make the Romans 3 times more powerfull (actually statistically speaking its likey not 3x but definately 2 x !)
In the end i am not suggestiing any drastic changes to the engine, just a small tweak that would allow actual size in men/elepahants etc to have more influemce in battle between like kind units.
Another poster even suggested to allow the editor to be able to place units at BELOW their nominal strength on map, which I think could give similar effect.
Cheers