2. Legions Triumphant.

Moderators: Slitherine Core, FoG PC Moderator, NewRoSoft
I disagree. The real world has such terrain. Historical ancient/medieval battles did not generally take place in the terrain (although they quite often did - e.g. Agincourt, Bannockburn and many more), but the historical battlefield is not represented by the whole map, it is represented by the part of the map on which the battle actually takes place. On most (but not all) such maps there are clear areas in which the battle can take place - if both sides are willing to fight there. If one side takes to the hills and refuses to come out, that is also historical, and if the other side refuses to come in after them, then no battle will take place, which is also historical. In which case you must agree a draw and start again.Blathergut wrote:1. Less maps with water and rough/difficult ground in/across the centre of the field.
I like all of them...but I need #3 right now. I am creating a medieval scenario and it has a hamlet in the map...I got nothing to work with...not even a hut...I ended up using a plantation tile (yuck)Gersen wrote:I just know I am going to get shot down on these, but I don't care...
For Scenario Designers:
1. Fixed Units till a specified or variable turn, or enemy entering a specified area on the map.
2. Late entry of BGs onto the battlefield till a specified or variable turn, or enemy entering a specified area on the map.
3. Buildings terrain.
Major enhancements:
4. Sieges. Yup, castles, trebuchets etc.
5. Campaign mode.
They do already. Units with a general re-roll combat misses as if one quality level higher than they are. (Check out the predicted hits for two units of identical cavalry, one with a general and one without).mceochaidh wrote:4) Allow units led by generals into combat to have some additional factor.
Seconded. I've been having a great deal of fun trashing Scythian AI armies. Any points will do, 400-600+. Just pick a hoplite army (in fact, pick pretty much any IF infantry army) and very open terrain. Form a solid wall of close-combat infantry from map edge to map edge, without a single vacant hex. Then walk forwards spearing as you go. My best result so far is 68 - nil, with a casualty ratio of over 5 to 1 in the Greek's favour. It's not so much a battle as an exercise in herding horsesI agree with what rbodleyscott is saying but I also think the maps should be bigger to allow for such decisions.
count me, as for one, among those very much annoyed by itdeeter wrote: It comes back to the randomness of combat, I think. The POA/dice outcomes are fine and reasonably consistant. It's the second set of randomness to determine casualties that skews the results. This has been dismissed as an halucination, but many players new and old are still annoyed by it, and I think it's driving playing styles in ahistorical directions.
Deeter