Skirmishing
Posted: Thu Aug 26, 2010 6:41 am
For me intuitively, skirmishing does not feel quite right in the game as it stands. It could be the way I am playing it, or it could be the combat mechanics. It boils down to the ease with which they are caught by MF and HF.
Examples:
I find that too often I send my javelinmen against a line of MF or HF, they need to close to within 2 hexes, and typically 33% won't evade in time, and bang, there go a bunch of break points.
This even happens when you try LH with bows, though to a slightly lesser extent. I am currently playing Skythians agains Spartans, you would have thought those horse would run rings round the foot, but you can't close without one or two getting caught, and bang - there go another 4 BP
.
The problem is exacerbated with these light troops being largely undrilled. So you can't manually evade, run back a few hexes and then turn ready for the next turn. In this case, you spend the next turn turning round, and by then you are back to square one with the choice of shooting at the advancing enemy and hoping you evade or running away again.
It just does not feel right. I have in my minds eye, skirmishers being largely cheap, fast, lightly protected units, drilled sufficiently well to close to within firing range, chuck your missiles and then scarper to the next safe position. By and large you shouldn't be caught by lumbering phalanxes. You deal with skirmishers by sending in the cavalry or using other skirmishers.
Thoughts and advice welcome.
Examples:
I find that too often I send my javelinmen against a line of MF or HF, they need to close to within 2 hexes, and typically 33% won't evade in time, and bang, there go a bunch of break points.
This even happens when you try LH with bows, though to a slightly lesser extent. I am currently playing Skythians agains Spartans, you would have thought those horse would run rings round the foot, but you can't close without one or two getting caught, and bang - there go another 4 BP

The problem is exacerbated with these light troops being largely undrilled. So you can't manually evade, run back a few hexes and then turn ready for the next turn. In this case, you spend the next turn turning round, and by then you are back to square one with the choice of shooting at the advancing enemy and hoping you evade or running away again.
It just does not feel right. I have in my minds eye, skirmishers being largely cheap, fast, lightly protected units, drilled sufficiently well to close to within firing range, chuck your missiles and then scarper to the next safe position. By and large you shouldn't be caught by lumbering phalanxes. You deal with skirmishers by sending in the cavalry or using other skirmishers.
Thoughts and advice welcome.