Attackers and Defenders
Posted: Tue Dec 07, 2010 10:49 pm
This is a repost of a thread that I made back in June on the NorthAmerican FOG Yahoo group. The statistics in it were accurate at the time, and likely still similar:
One thing that I thought was odd about FoG when I first started playing, is that
the pre-battle initiative system (while WAY better than the DBM system) did not
differentiate between attackers and defenders. It feels odd to me that when an
army wins initiative, it is allowed to pick any of its terrain types, or any of
its opponents terrain types. Realistically, pre-battle initiative would be
determined within the confines of at least a single country, let alone
continent.
Additionally, after playing games for a while, I noticed that this system has
the effect of doubly hurting armies that are designed to work in bad terrain. An
army like Early Scots Isles and Highlands works best in Hilly or Mountain
terrain, but cannot get any mounted, making their maximum initiative +2. This
gives them a disadvantage against a Steppe army which can easily get +3 or +4
initiative, as well as bring their Steppes with them, forcing the Scots to fight
in Mongolia.
The reality is, if you were to play Early Scots Isles and Highlands, you'd feel
compelled to take an IC for that +2, and you'd still only have at best a 1/3rd
chance of getting Hilly or Mountain against a lot of armies. Seems kind of odd
for an army whose only terrain options are Hilly and Mountains.
If you were to add a die roll at the start of the game for Attacker and
Defender, this issue would largely go away. It wouldn't have to take place of
the initiative, it would work like so. Before rolling initiative, both players
roll a die, with no modifiers. The high die is the attacker, the low die is the
defender. Whoever then wins initiative may only pick terrain options out of the
Defenders options.
This would mean that in the case of Scots Isles and Highlands, and many similar
armies, 50% of their games would be played in bad terrain, regardless of
initiative. A big boost in playability for the Scots, who according to the FoG
site are army #167 in ELO value.
There are a few Steppe armies that only get Steppes, who would also benefit some
by this, but they would benefit much less, since they already have high
initiatives, and are already dictating most of their matchups. Very very few bad
terrain armies can also get +4's.
Personally, I also think this might create some fun dilemmas when doing terrain.
Say you're the Mongol army who is unfortunately attacking the Scots. How do you
pick Hilly / Mountains, and also try to minimize terrain? It'd make terrain
picks more thought intensive, and less of a mechanical "if I win initiative I am
going to do this setup in every game."
To back myself up, I did a quick flip through all the books, and found the
armies that in my opinion would benefit from this. The first list is mostly
Cavalry armies that only get Steppe and/or Agricultural, and the second list is
mostly Medium Foot armies that only get
Developed/Hilly/Woodland/Mountains/Tropical/Desert. I organized them by their
ELO scores on the Field of Glory website. Unsurprisingly, a lot of these armies
have very low ELO scores, and several have never been used in a tournament,
while only a couple (notably Swiss) have good scores. Here is what I found:
No-Terrain Armies
#29 /1693 - Parthian
#37 /1679 - Avar
#39 /1688 - Mongol Conquest
#49 /1651 - Western Turkish
#52 /1648 - Mongol Invasion
#55 /1645 - Ilkhanid Mongol
#57 /1642 - Early Horse Nomad
#69 /1630 - Early Sarmatian
#74 /1625 - Timurid, Black Sheep Turcoman or White Sheep Turcoman
#113/1596 - Early Alan
#114/1595 - Cimmerian or Early Skythian
#125/1588 - Skythian or Saka
#125/1588 - Magyar
#159/1563 - Early Ostrogothic, Herul, Sciri or Taifali
#171/1549 - Later Sarmatian
#187/1521 - Tatar
Never used - Later Horse Nomad
Never used - Cuman
Never used - Pecheneg
Never used - African Vandal
Terrain Armies
#15 /1726 - Swiss
#33 /1688 - Early Libyan
#48 /1652 - Urartian
#60 /1634 - Medieval Welsh
#91 /1614 - Early Scots
#108/1598 - Early German
#117/1593 - Early Welsh
#145/1571 - Later Pictish
#167/1554 - Early Scots Isles and Highlands
#174/1543 - Illyrian
#205/1483 - Early Pictish
#208/1478 - Later Scots Isles and Highlands
Never used - Inca
Never used - Amazonian Forest Tribes
Never used - Tupi
Never used - Chichimec
Never used - Early Highland Raiders
Never used - Vietnamese
Never used - Taureg
Never used - Later Welsh
40 lists
0 in top 10
1 in top 25 (Swiss)
6 in 26/50 (Early Libyan, Urartian, Parthian, Avar, Mongol Conquest, Western
Turkish, Mongol Invasian)
12 never been used in a tournament
One thing that I thought was odd about FoG when I first started playing, is that
the pre-battle initiative system (while WAY better than the DBM system) did not
differentiate between attackers and defenders. It feels odd to me that when an
army wins initiative, it is allowed to pick any of its terrain types, or any of
its opponents terrain types. Realistically, pre-battle initiative would be
determined within the confines of at least a single country, let alone
continent.
Additionally, after playing games for a while, I noticed that this system has
the effect of doubly hurting armies that are designed to work in bad terrain. An
army like Early Scots Isles and Highlands works best in Hilly or Mountain
terrain, but cannot get any mounted, making their maximum initiative +2. This
gives them a disadvantage against a Steppe army which can easily get +3 or +4
initiative, as well as bring their Steppes with them, forcing the Scots to fight
in Mongolia.
The reality is, if you were to play Early Scots Isles and Highlands, you'd feel
compelled to take an IC for that +2, and you'd still only have at best a 1/3rd
chance of getting Hilly or Mountain against a lot of armies. Seems kind of odd
for an army whose only terrain options are Hilly and Mountains.
If you were to add a die roll at the start of the game for Attacker and
Defender, this issue would largely go away. It wouldn't have to take place of
the initiative, it would work like so. Before rolling initiative, both players
roll a die, with no modifiers. The high die is the attacker, the low die is the
defender. Whoever then wins initiative may only pick terrain options out of the
Defenders options.
This would mean that in the case of Scots Isles and Highlands, and many similar
armies, 50% of their games would be played in bad terrain, regardless of
initiative. A big boost in playability for the Scots, who according to the FoG
site are army #167 in ELO value.
There are a few Steppe armies that only get Steppes, who would also benefit some
by this, but they would benefit much less, since they already have high
initiatives, and are already dictating most of their matchups. Very very few bad
terrain armies can also get +4's.
Personally, I also think this might create some fun dilemmas when doing terrain.
Say you're the Mongol army who is unfortunately attacking the Scots. How do you
pick Hilly / Mountains, and also try to minimize terrain? It'd make terrain
picks more thought intensive, and less of a mechanical "if I win initiative I am
going to do this setup in every game."
To back myself up, I did a quick flip through all the books, and found the
armies that in my opinion would benefit from this. The first list is mostly
Cavalry armies that only get Steppe and/or Agricultural, and the second list is
mostly Medium Foot armies that only get
Developed/Hilly/Woodland/Mountains/Tropical/Desert. I organized them by their
ELO scores on the Field of Glory website. Unsurprisingly, a lot of these armies
have very low ELO scores, and several have never been used in a tournament,
while only a couple (notably Swiss) have good scores. Here is what I found:
No-Terrain Armies
#29 /1693 - Parthian
#37 /1679 - Avar
#39 /1688 - Mongol Conquest
#49 /1651 - Western Turkish
#52 /1648 - Mongol Invasion
#55 /1645 - Ilkhanid Mongol
#57 /1642 - Early Horse Nomad
#69 /1630 - Early Sarmatian
#74 /1625 - Timurid, Black Sheep Turcoman or White Sheep Turcoman
#113/1596 - Early Alan
#114/1595 - Cimmerian or Early Skythian
#125/1588 - Skythian or Saka
#125/1588 - Magyar
#159/1563 - Early Ostrogothic, Herul, Sciri or Taifali
#171/1549 - Later Sarmatian
#187/1521 - Tatar
Never used - Later Horse Nomad
Never used - Cuman
Never used - Pecheneg
Never used - African Vandal
Terrain Armies
#15 /1726 - Swiss
#33 /1688 - Early Libyan
#48 /1652 - Urartian
#60 /1634 - Medieval Welsh
#91 /1614 - Early Scots
#108/1598 - Early German
#117/1593 - Early Welsh
#145/1571 - Later Pictish
#167/1554 - Early Scots Isles and Highlands
#174/1543 - Illyrian
#205/1483 - Early Pictish
#208/1478 - Later Scots Isles and Highlands
Never used - Inca
Never used - Amazonian Forest Tribes
Never used - Tupi
Never used - Chichimec
Never used - Early Highland Raiders
Never used - Vietnamese
Never used - Taureg
Never used - Later Welsh
40 lists
0 in top 10
1 in top 25 (Swiss)
6 in 26/50 (Early Libyan, Urartian, Parthian, Avar, Mongol Conquest, Western
Turkish, Mongol Invasian)
12 never been used in a tournament