FOG - Things Needed in Game
Posted: Sun Mar 20, 2011 6:17 pm
Putting together all of my ideas for a better game:
1. Larger maps. The cavalry armies in the game have a hard time winning because of the "Edge of Board-itis" - thus if done properly an infantry army can pin a cavalry army along the edge of the board and cause them to run right off if they must evade. I would guess that 5 hexes in either direction would help. Deeper board as well. Having the camp on the edge of the map is ok but sometimes the board edge seems a bit too close. 2 hexes should do it. Note: in choosing the map if it is open you cannot take advantage of the flank very often with a cavalry army vs. infantry - if the infantry lose the initiative isn't this a given that they could get outflanked?
2. Elephants - these went berserk as we all know and would run down enemy units too. They should take a scatter test and be allowed to run right through the enemy unit (if that direction is the outcome) and upgrade its morale state to the next worse level. Then they should rout off the map in the direction of their flight with any unit in the way also getting the morale hit.
3. Field fortifications - these are sadly missing or am I missing seeing where they are at?
4. Cavalry/elephants/chariots/camalry vs. Light Infantry - these would run right through these units - and continue on into units behind them. I see cavalry cause infantry to evade instead of being overrun with losses. It should be that it is a running battle at best. Not a free trip to the rear. And the combat was brief - not a "halt and fight" issue. Even the best trained light infantry would not halt the attack of a cavalry unit. Even without stirrups the cavalry still could scatter most light infantry or run them down.
Otherwise I really love the FOG game and modules. Hoping to see REN get its own FOG-REN game!
1. Larger maps. The cavalry armies in the game have a hard time winning because of the "Edge of Board-itis" - thus if done properly an infantry army can pin a cavalry army along the edge of the board and cause them to run right off if they must evade. I would guess that 5 hexes in either direction would help. Deeper board as well. Having the camp on the edge of the map is ok but sometimes the board edge seems a bit too close. 2 hexes should do it. Note: in choosing the map if it is open you cannot take advantage of the flank very often with a cavalry army vs. infantry - if the infantry lose the initiative isn't this a given that they could get outflanked?
2. Elephants - these went berserk as we all know and would run down enemy units too. They should take a scatter test and be allowed to run right through the enemy unit (if that direction is the outcome) and upgrade its morale state to the next worse level. Then they should rout off the map in the direction of their flight with any unit in the way also getting the morale hit.
3. Field fortifications - these are sadly missing or am I missing seeing where they are at?
4. Cavalry/elephants/chariots/camalry vs. Light Infantry - these would run right through these units - and continue on into units behind them. I see cavalry cause infantry to evade instead of being overrun with losses. It should be that it is a running battle at best. Not a free trip to the rear. And the combat was brief - not a "halt and fight" issue. Even the best trained light infantry would not halt the attack of a cavalry unit. Even without stirrups the cavalry still could scatter most light infantry or run them down.
Otherwise I really love the FOG game and modules. Hoping to see REN get its own FOG-REN game!