Miscellaneous Topics
Posted: Tue Jan 23, 2018 6:41 am
Hello, I’ve been greatly enjoying FOGII recently. It seems to be very realistic, and it was easy to learn. I’m no expert on the topic, but I do have a few possible ideas on how realism could be increased. Please let me know what you think...
1. For pike phalanxes, my understanding was that they had the relative effectiveness shown in the game, but that such formations were usually not the “decision arm” of an army, since an opponent could attempt to keep back, and the pikes were more difficult to strike with than shorter weapons. However, in the game, the pike phalanx seems like an unstoppable scythe when advancing forward. It should, but maybe more slowly. Perhaps the combat “intensity” for pike phalanxes could be reduced (few losses on both sides unless one side or the other is flanking), allowing them to be a more historical “anvil”, but still able to be a slow hammer if needed.
2. If one side wins the skirmisher battle, it’s often a fleeting advantage, since skirmishers usually cannot engage the main forces once battle is joined. It makes sense that they could not attack an enemy frontally with missile fire when engaged in combat (friendlies are too close), but it seems to me that the skirmishers would be capable of engaging the flanks or rear of enemy formations, even if they are in hand-to-hand combat (perhaps with a lower intensity barrage when engaging the flank).
3. It should be possible to attempt withdrawal from combat. Needless to say, this should be very difficult, but it was a valid historical tactic in several battles even with heavy troops. Of course, the heavy troops were often considerably more skilled than their opposition in these scenarios, so limitations would need to exist (perhaps withdrawals could only happen versus heavier forces, with undrilled heavy counting as “heavier” than normal heavy). There should probably be a chance that the withdrawal does not occur, depending on a cohesion check for the withdrawing unit, and there should also be a chance that the enemy unit catches the withdrawal underway, and the withdrawing unit gets disrupted instead (with higher quality and lighter enemies increasing the chance that this happens). This could be useful to replicate tactics such as those at Chaeronea, and it would also allow light troops that get “caught” on one turn to get away with only moderate punishment, instead of usually being forced to fight until routed.
4. Phalanxes (both hoplite and pike) could vary greatly in depth, which was often a critical strategy in battle. It would be great if we could somehow adjust this before a battle starts. It’s already represented in the marathon scenario. This could let thinner pike phalanxes with a depth of eight (two models) or twelve be used, and it would allow hoplite phalanxes to go thin at four ranks (one model) or thick at twelve or sixteen ranks.
5. The frontage density seems a bit too standardized for units. They seem to act properly, but would not phalanxes be more dense than shown, and skirmishers be less dense? It might be a lot of adjustment for no practical change for the main units, but for skirmishers, it might make sense to have the units be half the size they are now (perhaps as an option, for people who are willing to control lots more annoying little units to achieve historical densities).
6. It seems to me that for many types of medium and heavy units, they should be able “about face” a little more easily than they do now. Perhaps they should have enough movement to go one square forward after an about-face? It was certainly an easier maneuver than wheeling a line 90 degrees.
7. The Macedonians seem to be missing their hypaspists. It thought this was odd, until I saw phalangite/pike units labeled as hypaspists in some of the epic battles. Were these units not elite hoplites, represented by “veteran hoplites” in the game? I thought the idea behind the Macedonian army was that these flexible hypaspists (compared to pike phalanxes) and cavalry on the right wing could quickly gain a decision, while the phalangites kept the main enemy force occupied.
1. For pike phalanxes, my understanding was that they had the relative effectiveness shown in the game, but that such formations were usually not the “decision arm” of an army, since an opponent could attempt to keep back, and the pikes were more difficult to strike with than shorter weapons. However, in the game, the pike phalanx seems like an unstoppable scythe when advancing forward. It should, but maybe more slowly. Perhaps the combat “intensity” for pike phalanxes could be reduced (few losses on both sides unless one side or the other is flanking), allowing them to be a more historical “anvil”, but still able to be a slow hammer if needed.
2. If one side wins the skirmisher battle, it’s often a fleeting advantage, since skirmishers usually cannot engage the main forces once battle is joined. It makes sense that they could not attack an enemy frontally with missile fire when engaged in combat (friendlies are too close), but it seems to me that the skirmishers would be capable of engaging the flanks or rear of enemy formations, even if they are in hand-to-hand combat (perhaps with a lower intensity barrage when engaging the flank).
3. It should be possible to attempt withdrawal from combat. Needless to say, this should be very difficult, but it was a valid historical tactic in several battles even with heavy troops. Of course, the heavy troops were often considerably more skilled than their opposition in these scenarios, so limitations would need to exist (perhaps withdrawals could only happen versus heavier forces, with undrilled heavy counting as “heavier” than normal heavy). There should probably be a chance that the withdrawal does not occur, depending on a cohesion check for the withdrawing unit, and there should also be a chance that the enemy unit catches the withdrawal underway, and the withdrawing unit gets disrupted instead (with higher quality and lighter enemies increasing the chance that this happens). This could be useful to replicate tactics such as those at Chaeronea, and it would also allow light troops that get “caught” on one turn to get away with only moderate punishment, instead of usually being forced to fight until routed.
4. Phalanxes (both hoplite and pike) could vary greatly in depth, which was often a critical strategy in battle. It would be great if we could somehow adjust this before a battle starts. It’s already represented in the marathon scenario. This could let thinner pike phalanxes with a depth of eight (two models) or twelve be used, and it would allow hoplite phalanxes to go thin at four ranks (one model) or thick at twelve or sixteen ranks.
5. The frontage density seems a bit too standardized for units. They seem to act properly, but would not phalanxes be more dense than shown, and skirmishers be less dense? It might be a lot of adjustment for no practical change for the main units, but for skirmishers, it might make sense to have the units be half the size they are now (perhaps as an option, for people who are willing to control lots more annoying little units to achieve historical densities).
6. It seems to me that for many types of medium and heavy units, they should be able “about face” a little more easily than they do now. Perhaps they should have enough movement to go one square forward after an about-face? It was certainly an easier maneuver than wheeling a line 90 degrees.
7. The Macedonians seem to be missing their hypaspists. It thought this was odd, until I saw phalangite/pike units labeled as hypaspists in some of the epic battles. Were these units not elite hoplites, represented by “veteran hoplites” in the game? I thought the idea behind the Macedonian army was that these flexible hypaspists (compared to pike phalanxes) and cavalry on the right wing could quickly gain a decision, while the phalangites kept the main enemy force occupied.