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New flanking rules

Posted: Wed Oct 18, 2017 2:24 am
by Nijis
It's significantly harder in FOG2 to get the auto-cohesion drop from flanking than in Pike and Shot. Has anyone put up a thread on this? Generally I like it, but it does seem to make that lucky cavalry charge that rolls up the enemy line so much harder. That felt realistic for the early modern era, when, very rarely, a charge had an impact that was wildly disproportionate to the size of the unit that made it.

Question for the designers: Is this a change that is intended primarily to reflect flank vulnerabilities of units in different eras? Or, if the FOG2 system extends to Renaissance/early modern battles (say, in a Storm of Arrows DLC), would you keep the current system where a flanked unit needs to be in combat?

Re: New flanking rules

Posted: Wed Oct 18, 2017 6:49 am
by rbodleyscott
Nijis wrote:It's significantly harder in FOG2 to get the auto-cohesion drop from flanking than in Pike and Shot. Has anyone put up a thread on this? Generally I like it, but it does seem to make that lucky cavalry charge that rolls up the enemy line so much harder. That felt realistic for the early modern era, when, very rarely, a charge had an impact that was wildly disproportionate to the size of the unit that made it.

Question for the designers: Is this a change that is intended primarily to reflect flank vulnerabilities of units in different eras? Or, if the FOG2 system extends to Renaissance/early modern battles (say, in a Storm of Arrows DLC), would you keep the current system where a flanked unit needs to be in combat?
Well they are different era and the rules are different. There are a number of reasons why the rules were changed for FOG2. I have not really given any thought to whether the new rules should be retro-fitted to P&S or not. I would certainly reduce pursuing by foot if I was rewriting P&S.

Re: New flanking rules

Posted: Wed Oct 18, 2017 10:50 pm
by Nijis
Thanks for the answer!