Multiple attackers; Single defender.
Posted: Tue Feb 01, 2011 9:08 pm
Having been playing FoG fairly intensively for over a year and thoroughly enjoying it, I might add, I have, non-the-less, found several game mechanics which I am not very happy with.
One of these, of course is the ridiculous range of outcomes inherent in the combat system resulting in oft repeated instances of, for instance, superior cavalry rear charging a non-evading LF, losing heavily and being disrupted or even fragmented. That should be able to happen but it should be an absolute outlier result, not the very common occurence that it is.
However, what irks me the most is the 'Multiple attackers; single defender' syndrome. So, I elect to attack an enemy BG with one of mine. I lose, possibly as a result of the above, so attack the same enemy with another of my units. This attack also fails. I now have two BGs in, say, the front facing of the enemy, one of which is now fragmented. I am able to attack with a third BG, in a flank, but this also meets with no success.
It is now the enemy turn. He has a single BG being attacked from three directions. But he can decide which of my three BGs to attack back. Naturally, he goes for the fragmented one, succeeds and routs it, possible causing one or both of the others to disrupt. Am I alone in thinking that the situation as described just feels wrong? How can a defender simply ignore all of the other units and pitch all of his strength against just one selected BG? Surely the player, who has outnumbered his opponent at that place on the battlefield, should have an important tactical advantage?
And, to my mind, that raises another issue. FoG is an IGO-UGO system with all the inherent disadvantages that come with it. In the above example, in reality, I would have initially selected either to attack with one, two or all three of my units and, if the latter, all three would have gone in to the attack pretty much together. It is an unrealistic luxury to be able to test the water with one, then another, then another in the hope of achieving a result.
An idea would be to have no combat finalised until the attacker has committed all the units the he intends to put into the attack on that unit. He may over-commit or under commit but, once the units have been assigned only then is the 'combat button’, pressed so to speak. Then, there would be as many combat resolutions as there are units attacking but, for each unit attacking unit above one, the defender would fight at an increasing disadvantage.
So, in the example at the top, I would have had to initially commit to attack with three units (after which the defender could not be attacked again). There would still be three combat resolutions but, after the first one, the defender would fight with, say, a -1 POA then a -2 POA, against the other two. This reflects the tactical advantage inherent in the situation, I think.
Similarly, when it becomes the turn of the lone BG, it now has to attack all three surrounding units, with the same disadvantages as above and could not just select the weakest one, as we have now.
Missile fire would operate under the same rules, so the attacker would have to commit what BGs are going to fire and then the results are calculated.
Sorry, a little long winded and probably not well worded but hopefully the idea is there.
One of these, of course is the ridiculous range of outcomes inherent in the combat system resulting in oft repeated instances of, for instance, superior cavalry rear charging a non-evading LF, losing heavily and being disrupted or even fragmented. That should be able to happen but it should be an absolute outlier result, not the very common occurence that it is.
However, what irks me the most is the 'Multiple attackers; single defender' syndrome. So, I elect to attack an enemy BG with one of mine. I lose, possibly as a result of the above, so attack the same enemy with another of my units. This attack also fails. I now have two BGs in, say, the front facing of the enemy, one of which is now fragmented. I am able to attack with a third BG, in a flank, but this also meets with no success.
It is now the enemy turn. He has a single BG being attacked from three directions. But he can decide which of my three BGs to attack back. Naturally, he goes for the fragmented one, succeeds and routs it, possible causing one or both of the others to disrupt. Am I alone in thinking that the situation as described just feels wrong? How can a defender simply ignore all of the other units and pitch all of his strength against just one selected BG? Surely the player, who has outnumbered his opponent at that place on the battlefield, should have an important tactical advantage?
And, to my mind, that raises another issue. FoG is an IGO-UGO system with all the inherent disadvantages that come with it. In the above example, in reality, I would have initially selected either to attack with one, two or all three of my units and, if the latter, all three would have gone in to the attack pretty much together. It is an unrealistic luxury to be able to test the water with one, then another, then another in the hope of achieving a result.
An idea would be to have no combat finalised until the attacker has committed all the units the he intends to put into the attack on that unit. He may over-commit or under commit but, once the units have been assigned only then is the 'combat button’, pressed so to speak. Then, there would be as many combat resolutions as there are units attacking but, for each unit attacking unit above one, the defender would fight at an increasing disadvantage.
So, in the example at the top, I would have had to initially commit to attack with three units (after which the defender could not be attacked again). There would still be three combat resolutions but, after the first one, the defender would fight with, say, a -1 POA then a -2 POA, against the other two. This reflects the tactical advantage inherent in the situation, I think.
Similarly, when it becomes the turn of the lone BG, it now has to attack all three surrounding units, with the same disadvantages as above and could not just select the weakest one, as we have now.
Missile fire would operate under the same rules, so the attacker would have to commit what BGs are going to fire and then the results are calculated.
Sorry, a little long winded and probably not well worded but hopefully the idea is there.