Speaking of winning . . .
Posted: Wed Feb 07, 2007 9:21 pm
. . . some of the battle report postings have given scores that resembled 32-0 scores of BHGS DBM fame. How does the scoring system work?
Marc
Marc
The difference in AP killed? Hmmm. So it may be better to let the opponent rout two--or even three--BGs of cheap skirmishers than to give up one BG of cavalry or elephants (or whatever else is expensive in AoW)?shall wrote:At present we created a 32-0 system so that it fits trhe same computer. In essence you track the difference in APs done and get a
babyshark wrote:The difference in AP killed? Hmmm. So it may be better to let the opponent rout two--or even three--BGs of cheap skirmishers than to give up one BG of cavalry or elephants (or whatever else is expensive in AoW)?shall wrote:At present we created a 32-0 system so that it fits trhe same computer. In essence you track the difference in APs done and get a
This smells like potential for cheese, but for the life of me I cannot think of what it would be right now.
Marc
Rear support for cohesion tests is an interesting notion. Now there is a real reason to deploy quality troops in depth. Unlike in DBM we might see the triari deployed behind the legions. Does AoW create a tradeoff between advantages of deploying in depth and going for width? What are the opportunity costs?All battle groups are worth 2 AP each when routed/destroyed. Thus yes, you can use filler, but you can't afford to be suicidal with them. Nor can they give rear support (for cohesion tests), because to do so they would have to be of at least equal quality to the front rank troops.
I see that as being a good solution for playability. It will force players to mind their Ps and Qs with the skirmishers, and eliminates the possibility for suicide troops. But . . . back to the old question that kept arising in DBM, is it realistic to think that the heavies would ever become demoralized by seeing the skirmishers run away? I suppose it a question of balancing the simulation and playability aspects of game design.Light foot (DBM psiloi) are now effective shooting troops. They are not on the table to die harmlessly. They can evade enemy charges - although they might get caught. They are worth the same number of attrition points as heavier troops so that you cannot afford to use them as suicide troops. This also has the virtue of being nice and simple.
To claim rear support you have to have at least half the number of bases of steady equal or better quality troops at least partly behind the supported battle groups.babyshark wrote:Rear support for cohesion tests is an interesting notion. Now there is a real reason to deploy quality troops in depth. Unlike in DBM we might see the triari deployed behind the legions. Does AoW create a tradeoff between advantages of deploying in depth and going for width? What are the opportunity costs?All battle groups are worth 2 AP each when routed/destroyed. Thus yes, you can use filler, but you can't afford to be suicidal with them. Nor can they give rear support (for cohesion tests), because to do so they would have to be of at least equal quality to the front rank troops.
Absolutely.I see that as being a good solution for playability. It will force players to mind their Ps and Qs with the skirmishers, and eliminates the possibility for suicide troops. But . . . back to the old question that kept arising in DBM, is it realistic to think that the heavies would ever become demoralized by seeing the skirmishers run away? I suppose it a question of balancing the simulation and playability aspects of game design.Light foot (DBM psiloi) are now effective shooting troops. They are not on the table to die harmlessly. They can evade enemy charges - although they might get caught. They are worth the same number of attrition points as heavier troops so that you cannot afford to use them as suicide troops. This also has the virtue of being nice and simple.