couple of thoughts from a game tonight:

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madaxeman
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couple of thoughts from a game tonight:

Post by madaxeman »

Successors vs Medieval French

French won after the Successor pike/spear centre repulsed the initial charge of the dismounted french knights (I broke 1 unit, the other hung on) yet the Successor pike unit was then broken in a turn of impact + melee after being clipped on its only non-fighting base by some charging French knights, with the pikes losing the initial combat (2 dice each), becoming disrupted and then losing the melee (the knights expanded) and then badly failing the melee cohesion test.

This triggered a massive disaster as several units who had been fighting near, or were behind the pikemen were swept away in the rout/caught by the pursuit (which hurts - Cohesion test as if fragged!!) and broken. As a rules note, the rules seemed unclear how/when pursuits contact fresh enemy in the event of routers dropping back bases to get through a gap - can pursuers step forward etc ?

Again - like Britcon - a unit of my spears fighting alongside the pikes won its combat at the same time as the pikes lost, and my spears pursued into blank open space as the main battle line moved in the other direction leaving them unable to rejoin the battle line in any meaningful period of time. So, my army suffered for having support in depth (well, -ish!!) and Adams army benefited from having no reserves allowing them to neutralise my my spear unit by it ending up roaming around aimlessly in its rear. :roll:

There was a bit more to the game than this to be fair - but it reinforced my theory that the mandatory pursuit is a contributing factor to the game feeling unit-ey - or that 800 points is maybe not enough for some of these armies.

The other thought - that contributes to this - I had was that the army lists seem to mandate most units as 4, 6 or 8 bases.

This seemed to have two effects - first you will end up with similar sized formations on both sides that often end up matching frontage and fighting as "unit-on-unit", which then feels by definition unit-ey, and leads to the break-through into space situation described above. Secondly it meant that it was harder to deal with bad matchups at deployment by using the "weight of numbers" counter especially with the mechanics making absolute casulaties relatively unimportant in determining how quickly melees finish. This really hurt with undrilled foot being so hard to maneuver out of the way of bad matchups (especially relative to drilled or undrilled mounted) and I was starting to see why all the armies I faced at Britcon - even those like the Lydians or Rogers outfit - had a strong mounted or skirmisher component.

Maybe some more variation, or even flexibility in unit sizes in the lists would not be a bad thing?

Oh, and the "-" POA for crossbowmen in virtually all situations is terrible and makes them pants against skirmishers, of which there are quite alot. But I knew that from britcon - Adam now knows it too :lol:
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Post by shall »

but it reinforced my theory that the mandatory pursuit is a contributing factor to the game feeling unit-ey
After your helpful input at Britcon mandatory pursuits into enemy troops no longer exist. Don't know if that partway alteration helps in thsi specific situation. But we have removed the main risk of getting a big POA drop by prusuing into trouble. See the changes since 6.0 theme and you will see that you can take a CMT not to pursue which means drilled troops with generals haeva good chance of holding the line together....

• “Pursuers normally contact any fresh enemy in their path. However, skirmishers can always choose to halt their pursuit 1 MU away from fresh enemy non-skirmishers, and other troops can do so if they pass a CMT. If they do so, all their front rank bases stop on that line.”

Need a 5 with drilled and a general with the BG up to a natural 8 for undrilled with no general. SHould give a nice spread of such results.
As a rules note, the rules seemed unclear how/when pursuits contact fresh enemy in the event of routers dropping back bases to get through a gap - can pursuers step forward etc ?
You only step forward if you are charging. Pursuers follow routers by wheel and can fall back to bases if necessary to avoid firends but not enemy. Although you stop 1 MU short if skirmishers vs non-skirmishers. If in doing so troops contact enemy they this is then "treated as a charge" so if contact wea made THEN you press forward to get as many bases in as possible. We'll be adding a few such exmaples of these things onto the website as support for the hardened tournament pros in due course.
Oh, and the "-" POA for crossbowmen in virtually all situations is terrible and makes them pants against skirmishers, of which there are quite alot. But I knew that from britcon - Adam now knows it too
And we do too .... hurrah :) They are calibrated to work well in period, which they do. Out of period they are much less effective vs foot troops but decent vs mounted which allows chinese history to look ok. We took the view that this was adequate and that in the lists medieval armies had quite a bit going for them anyway so for open comps you have to weigh up whether the clout of the Knights (whcih is rather potent) is worthwhile. It is quite realistic for them to be outshot head to head by bowmen simply due to rate of fire - they were designed specifically with armour penetration in mind or for the chinese to stop mounted. They can stop armoured and heavily armoured troops better than most things. Nice vs cataphracts. They are a point less than a longbow.

My personal preference is to put Xbows in 4s if allowed for more BGs and intersperse them between solid foot each in 3 ranks who can move forward and protect them if need be. Maybe give that a try.

Hope that helps...check otu richard official cnages since 6.0 stream though - there are a few other tweaks we came up with.

Cheers

Si
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Post by madaxeman »

shall wrote:
but it reinforced my theory that the mandatory pursuit is a contributing factor to the game feeling unit-ey
After your helpful input at Britcon mandatory pursuits into enemy troops no longer exist. Don't know if that partway alteration helps in thsi specific situation. But we have removed the main risk of getting a big POA drop by prusuing into trouble. See the changes since 6.0 theme and you will see that you can take a CMT not to pursue which means drilled troops with generals haeva good chance of holding the line together....
I cant seem to see this theme - or maybe see this change in this theme ?
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Post by shall »

Tim

It's in the pursuit section of the long changes posting that richard amends from time to time on the beta forum.

Definitely there as I copied the words above from the forum.

Si
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Re: couple of thoughts from a game tonight:

Post by rbodleyscott »

madaxeman wrote:Again - like Britcon - a unit of my spears fighting alongside the pikes won its combat at the same time as the pikes lost, and my spears pursued into blank open space as the main battle line moved in the other direction leaving them unable to rejoin the battle line in any meaningful period of time.
Is this historically unrealistic? Is it undesirable?

If it was too easy to get troops back into the battle after winning their section of the line, then (assuming no major troop type advantage) the game would most likely be won by whoever got lucky and broke an enemy BG first. That doesn't seem like a good thing to me.
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Post by hammy »

If I end up with an unopposed BG in the enemy rear I would look to either turn it 180 or tuen 90 and wheel towards the battle line (assunig I was drilled).

I accept that undrilled foot who have pursued once could take a while to catch up though.

Hammy
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Post by shall »

The the time lags in the game are quite carefully set up at present so that all troops have a fighting chance and drilled mounted will be better at tit than undrilled foot - which is good. If you try the game with faster recoverry it changes the feel a lot into he who gets the 6-1 quick kill can wrap up things too easily. I think we prefer more of a borader scrap as being more fun, more challenging and more realsitic.

When mega-units won they did in fact take some real time to get back into the fight. Hannibals numidian winning a wing, did run off a bit take time to rally and regorup and then thunder in to help stuff the middle. It wasn't an instant recovery from chaos. Overall I find the effect is pretty realistic and means you have to think ahead and be prepared for a bit of a slogging match while your other troops recover from local victories to help out. Thus makes for interesting situations. For example, I got engaged a bit too early once with the Britons and the chariots couldn't make it back in time to save them. So the whole middle swung away from me due to a timing mix up.

This of course happened a fair bit in real battles - alas too late to save the day...
.........perhaps best documented later in the ECW where BGs ran off for far too long and didn't return in time on the Royalist side rather more often than under Cromwell.

Si
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Post by petedalby »

French won after the Successor pike/spear centre repulsed the initial charge of the dismounted french knights (I broke 1 unit, the other hung on) yet the Successor pike unit was then broken in a turn of impact + melee after being clipped on its only non-fighting base by some charging French knights, with the pikes losing the initial combat (2 dice each), becoming disrupted and then losing the melee (the knights expanded) and then badly failing the melee cohesion test.

This triggered a massive disaster as several units who had been fighting near, or were behind the pikemen were swept away in the rout/caught by the pursuit (which hurts - Cohesion test as if fragged!!) and broken.
This is a situation which many testers can relate to - things were going fine until one freak result undid all of the good work!!

I know that we don't want to overcomplicate CTs but is there no opportunity to give a '+' to reflect the good things that are going on around a BG such as enemy in rout or having just won the last combat?

Pete
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Post by shall »

A possible stored for future use. The broader issue here seem to be more avoiding getting wrapped in in a rout pursuit - which was a bit of a ngihtmare in reality.

We have changed so you can't double drop form a rout test as long as you have a general in range so DISR should be worst and as you all find DISR is not a very big penalty to suffer - and even this needs a 5 or less on the dice so not that risky. What bothered me was the double drops and now these are gone unless you have 2 reasons to test or no general (in which cas oyu deserve it) I am feeling pretty comfortable with it overall.

Si
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Post by durrati »

Re Xbows. Should point out that I do not have any vested intrest in them by the way.

First (from my admitedly not great historical knoweldge) question the 'bows shoot alot faster than crossbows' trueism, always felt this may be the case if the bows would not run out of ammo if that shot very much faster than the crossbows. People talk of 'wargamers myths' - 'bows are better in battle than crossbows' always strikes me as a 'anglo myth'. Based mainly on Crecy, were well trained longbowmen archers in a prepared defnesive position outshot a lesser number of crossbowmenas they were coming of the line of march. As I say though, am willing to give way to people who have more knoweldge on the subject that the rules effects are about right.

If they are however, I would then question if the points balance is right,as the gain or a lose of a POA is a fairly large advantage. With bows /xbows, xbows take a minus against far more troop types than bows but cost the same points. With longbows, as well as the xbows taking in the minuses, the longbows also gets the same bonses, for only 1 point difference. There is no situation where 8 longbows would not be far far more effective than 9 xbows - for the same points. Seems wrong.
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Post by peterrjohnston »

The other thought - that contributes to this - I had was that the army lists seem to mandate most units as 4, 6 or 8 bases.

This seemed to have two effects - first you will end up with similar sized formations on both sides that often end up matching frontage and fighting as "unit-on-unit", which then feels by definition unit-ey, and leads to the break-through into space situation described above. Secondly it meant that it was harder to deal with bad matchups at deployment by using the "weight of numbers" counter especially with the mechanics making absolute casulaties relatively unimportant in determining how quickly melees finish. This really hurt with undrilled foot being so hard to maneuver out of the way of bad matchups (especially relative to drilled or undrilled mounted) and I was starting to see why all the armies I faced at Britcon - even those like the Lydians or Rogers outfit - had a strong mounted or skirmisher component.

Maybe some more variation, or even flexibility in unit sizes in the lists would not be a bad thing?
I noticed this when I was doing my first read (must send the notes!). The rules state battle groups
must be an even number, except when mixed. But I couldn't see why?

[The other point in favour of 4-6 say being 4, 5, or 6 is it allows fine control when list writing as it's
unit based not element based.]

Rgds,
Peter
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Post by rbodleyscott »

peterrjohnston wrote:The rules state battle groups must be an even number, except when mixed. But I couldn't see why?
We felt that allowing a free choice of BG size would encourage minimaxing. Let's face it, the 3n+0.5 optimum command size of DBM does not represent anything historical and distracts from tactical thinking. We did not want BGs to all be fielded in 7s for example.
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Post by peterrjohnston »

We felt that allowing a free choice of BG size would encourage minimaxing. Let's face it, the 3n+0.5 optimum command size of DBM does not represent anything historical and distracts from tactical thinking. We did not want BGs to all be fielded in 7s for example.
Sorry, perhaps you misunderstood what I meant. I didn't mean totally free ranging,
I meant within the constraints of the list BG min-max. So a BG 4-6 could be 4,5 or 6.

After all, the argument against all in 7s not being historical but a game mechanism
optimisation could equally be applied to all in 4s or 6s - players will start to use
the optimum, whether it be 4 or 6... :wink:

Rgds,
Peter
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Post by rbodleyscott »

peterrjohnston wrote:After all, the argument against all in 7s not being historical but a game mechanism optimisation could equally be applied to all in 4s or 6s - players will start to use the optimum, whether it be 4 or 6... :wink:
Possibly so, but at least 4 or 6 (in 2 ranks) looks like a sensible starting formation, whereas 5 or 7 doesn't. If it turned out that 7 was optimal (and it would be), all infantry would be deployed in uneven starting formations, which would be aesthetically displeasing. We prefer setting arbitrary restrictions - it also allows us more control over the functioning of the mechanisms. It was not done without careful analysis. For example 4 and 6 bases both have disdavantages which would probably make 5 more desirable than either.
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Post by madaxeman »

shall wrote:A possible stored for future use. The broader issue here seem to be more avoiding getting wrapped in in a rout pursuit - which was a bit of a ngihtmare in reality.

We have changed so you can't double drop form a rout test as long as you have a general in range so DISR should be worst and as you all find DISR is not a very big penalty to suffer - and even this needs a 5 or less on the dice so not that risky. What bothered me was the double drops and now these are gone unless you have 2 reasons to test or no general (in which cas oyu deserve it) I am feeling pretty comfortable with it overall.

Si
If double-drops have been canned unless you have 2 reasons to test, thats a great move IMO - I've found double drops are nearly always due to rolling "1/1" or "2/1" rather than because you are in a situation where your unit has a large stack of "-" factors against it. Making it "bad dice plus acrappy situation" seems far better.
tim :lol:
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Re: couple of thoughts from a game tonight:

Post by madaxeman »

rbodleyscott wrote:
madaxeman wrote:Again - like Britcon - a unit of my spears fighting alongside the pikes won its combat at the same time as the pikes lost, and my spears pursued into blank open space as the main battle line moved in the other direction leaving them unable to rejoin the battle line in any meaningful period of time.
Is this historically unrealistic? Is it undesirable?

If it was too easy to get troops back into the battle after winning their section of the line, then (assuming no major troop type advantage) the game would most likely be won by whoever got lucky and broke an enemy BG first. That doesn't seem like a good thing to me.
I think its actually about the unitey-feel of the game.

We are buying into the idea that the design philosophy is that the units are supposed to be huge battle groups of thousands of men and tens of sub-units all forming a solid battle line and accepting the abstraction that the push-and-shove of melee isn't significant enough to be represented by moving the troops involved etc etc etc

So, to me, having one huge block of troops suddenly shoot forwards en mass a vast distance such that some of the BG's "sub-units" (ie bases) who are/could be contributing to an existing combat (as overlaps) decide to forget this fight and instead join their friends in a head-long rush into empty space (especially if they destroy their opponents) and - in practical terms - after this insane pursuit they can never join the battle again definately - to me - makes it feel far more unit-ey, as its the whole block acting coherently, even when its potentially taking some of the sub-units out of combat situations

The fact that this "leaving the battle line" effect is actually worse for lumbering slow irreguar foot blocks than regular high speed cavalry seems even more counter intuitive - surely they should be most likley to stay and fight .

The thought has crossed my mind about teeing up rubbish small units of 4 against the enemies best big units, and piling into the others, just so the big units win easily and pursue out of line.

Lucklily, I'm not good enough to pull that off :wink:
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Re: couple of thoughts from a game tonight:

Post by rbodleyscott »

madaxeman wrote:The thought has crossed my mind about teeing up rubbish small units of 4 against the enemies best big units, and piling into the others, just so the big units win easily and pursue out of line.
Or they throw 1 on their VMD, pursue 1 MU, lose contact, stop pursuing, turn and hit your other BGs in the flank.

Of course, even if they do pursue a full move once, they can take a CMT not to pursue a second time, so in many cases they won't pursue far out of line - unless you want them to.
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Re: couple of thoughts from a game tonight:

Post by jlopez »

madaxeman wrote:
rbodleyscott wrote:
madaxeman wrote:Again - like Britcon - a unit of my spears fighting alongside the pikes won its combat at the same time as the pikes lost, and my spears pursued into blank open space as the main battle line moved in the other direction leaving them unable to rejoin the battle line in any meaningful period of time.
Is this historically unrealistic? Is it undesirable?

If it was too easy to get troops back into the battle after winning their section of the line, then (assuming no major troop type advantage) the game would most likely be won by whoever got lucky and broke an enemy BG first. That doesn't seem like a good thing to me.
I think its actually about the unitey-feel of the game.

We are buying into the idea that the design philosophy is that the units are supposed to be huge battle groups of thousands of men and tens of sub-units all forming a solid battle line and accepting the abstraction that the push-and-shove of melee isn't significant enough to be represented by moving the troops involved etc etc etc

So, to me, having one huge block of troops suddenly shoot forwards en mass a vast distance such that some of the BG's "sub-units" (ie bases) who are/could be contributing to an existing combat (as overlaps) decide to forget this fight and instead join their friends in a head-long rush into empty space (especially if they destroy their opponents) and - in practical terms - after this insane pursuit they can never join the battle again definately - to me - makes it feel far more unit-ey, as its the whole block acting coherently, even when its potentially taking some of the sub-units out of combat situations

The fact that this "leaving the battle line" effect is actually worse for lumbering slow irreguar foot blocks than regular high speed cavalry seems even more counter intuitive - surely they should be most likley to stay and fight .

The thought has crossed my mind about teeing up rubbish small units of 4 against the enemies best big units, and piling into the others, just so the big units win easily and pursue out of line.

Lucklily, I'm not good enough to pull that off :wink:

Tim,

How many battles do you know of where:

1. Only part of the main (infantry) battle line collapsed.
2. The winning infantry immediately ceased pursuit, turned about and returned to the battle and had a decisive effect.

Correct me if I'm wrong but I can only think of one such occurence: Caesar´s battle of the Sambre. The left-wing legions routed the Atrebates, pursued them to the Belgic camp, looted it and were eventually rallied by its tribunes to help the centre legions defeat the Viromandui in the river bed.
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Re: couple of thoughts from a game tonight:

Post by madaxeman »

rbodleyscott wrote: Or they throw 1 on their VMD, pursue 1 MU, lose contact, stop pursuing, turn and hit your other BGs in the flank.
.
That relies on a short VMD roll, AND stopping pursuit AND it will take maybe three turns (pursuit, turn, charge, assuming the pursuit takes place in the owning players turn), certainly two to do, AND for undrilled troops they only have around 50/50 chance of being able to make the turn anyway.

AND that gives at least 3, and maybe as many as 5 extra rounds of combat for the adjacent units to complete their fighting and move/pursue off in the opposite direction.... and either 3 or 5 is quite a few given the explicit game design and mechanics are intended to ensure the combats are resolved quickly.

Nice theory, but it just takes too damn long to turn around in my experience - and I still think it forces a little too much "unit" behaviour onto the actions of BGs and so is counter to some of the other design parameters concerning what BGs are supposed to represent.

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Re: couple of thoughts from a game tonight:

Post by rbodleyscott »

madaxeman wrote:Nice theory, but it just takes too damn long to turn around in my experience.
Well that rather depends on how long one thinks it should take. We think the present delay is realistic - see Julian's comment.

We may have to agree to differ. :wink:
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