Army of Liberty: a Fantasy Revolutionary Warfare Quest

Voting is open for the next 2 days, 15 hours
The degree of zig-zagging and always managing to get a behind shot is actually absurd IMO. You just like it because currently it's conveniencing you.
No, I don't. I'm fully on board with limiting facing changes for movement and literally suggested this first as a balance change.
Personally, I think it's an issue with units being able to swing around to much. Maybe we should put a movement cost on changing your facing more than a set amount? Right now you can rotate every unit a tad to easy, which also enables cavalry to pull off very strong exploitation attacks.
I just think people are being way to dramatic about the impact of cavalry here to the point of overcorrecting regarding potential balance changes. That's literally it.
 
Last edited:
Okay, let's not get overdramatic. This is cavalry exploiting the rear of a loose, disorganized formation which they should be strong against.
Yes, but it demonstrates the problem: under the current rules 1 Unit of cavalry on an open field will always beat 1 Unit of infantry, even if the infantry is entrenched and braced. I don't think this is historical or as fun as it would be if infantry had clearer counter-play to cavalry.
If they were able to form a square against our cavalry, we would simple systematically smash them with infantry and fire advantage.
Yes! And that is how it should be, rock-paper-scissors! Cavalry beats infantry in a line, infantry in a line beats infantry in a square, infantry in a square beats cavalry.
If they had the freedom to move without infantry interference, the world would look quite different in the form of a very quick cavalry rout after being dragged into melee.
Honestly, I don't see it? How could cavalry get dragged into melee? There is no mechanic for preventing cavalry from disengaging currently. The only way for infantry to catch cavalry in melee right now is to charge the cavalry on their turn, which is not really an image that makes much sense. The turn-based system has made dragging cavalry into melee with infantry very difficult, since that would require the cavalry commander to knowingly leave their cavalry in a risky position.
 
in a 1v1, cavalry will easily win against infantry, being able to charge the back each turn and allowing no way for the infantry to fight back.

in a 5v5, cavalry are still easily winning cause they are so much stronger, but infantry can prevent them from just easily charging from the back everytime.

In a big battle, infantry is there to act as an obstacle while artillery and cavalry try to degrade the enemy cavalry. So at larger scales cavalry being able to rearcharge infantry doesnt matter cause if your cavalry is rearcharging infantry they are exposing themselves to the enemy in exchange for no real value except possible momentum
 
-[X] Plan Seize The Moment(um)

Overall pretty happy with the plan, though the 2nd Elv Cur. taking a less direct route means they can't do an addition attack, but we still do a good amount damage anyways (realizing that I forgot to put the cav attack in the total previously), so it should be fine. And changing the 1st Elv Cuir to melee instead of brace after charging is a positive change since if the enemy does get turn, then either a rear charge or triple attack would still do quite a bit of damage even if braced, so the best outcome is to try and get a rout.

Though looking at the battle log. Charges and flank attacks aren't cumulative for casualty advantage rolls and I didn't realize that.
52nd Hum Charges 1st Elv Cuir! (Charge Advantage)
>1st Elv Cuir Morale Check (Charged): 5+8+7=20, no effect
>1st Elv Cuir Morale Check (Flanked): 15+8+7=30, no effect
>Hits: 9, 92+10-10=92; 70 Casualties
So, redoing the calcs to account for that, it doesn't change must except for the 4th Elv Cuir. I also added the charge+attack to the 1st Elv Cuir, and looking at the casualty rolls for that it would be better to go for the rear charge and attack, to better take advantage of the morale check/advantage from cav charge and flanked. Anydice proof.

Redone Calcs: Attack on 2nd Nym, Attack on 1st Nym, Wolf Guard, 4th Elv Cuir, 1st Elv Cuir.
 
Last edited:
It's not a loose disorganized formation! It's 5000 infantrymen in a line!
They are not braced, they didn't ready actions, they were occupied with a melee. Why should the fact 5 of them stand adjacent protect them from being charged in their back?
Yes, but it demonstrates the problem: under the current rules 1 Unit of cavalry on an open field will always beat 1 Unit of infantry, even if the infantry is entrenched and braced. I don't think this is historical or as fun as it would be if infantry had clearer counter-play to cavalry.
Eh, depends on where the infantry is put. An infantry in a forest is going to have a much better time than one standing in a open field. Additionally, there is always going to be more infantry than cavalry due to relative prices and availability. I do see your point about a square formation, that is a good if pretty situational addition. Also historical, so it would add to the immersion.
Honestly, I don't see it? How could cavalry get dragged into melee? There is no mechanic for preventing cavalry from disengaging currently. The only way for infantry to catch cavalry in melee right now is to charge the cavalry on their turn, which is not really an image that makes much sense.
So, in our current situation the infantry could absolutely charge our cavalry into a bloody melee if we didn't have our line also charge, due to ending their turn in our area. Cavalry would also generally degrade faster once they start taking damage (lower size) and also be vulnerable to just being shot. There are always going to be more infantry than cavalry in an area, so that ends their turn close to them has a pretty bad time. it's a bit too late for me to entirely war game this, but there are play options to overwhelm cavalry with infantry in an open field.
 
They are not braced, they didn't ready actions, they were occupied with a melee. Why should the fact 5 of them stand adjacent protect them from being charged in their back?

Eh, depends on where the infantry is put. An infantry in a forest is going to have a much better time than one standing in a open field. Additionally, there is always going to be more infantry than cavalry due to relative prices and availability. I do see your point about a square formation, that is a good if pretty situational addition. Also historical, so it would add to the immersion.

So, in our current situation the infantry could absolutely charge our cavalry into a bloody melee if we didn't have our line also charge, due to ending their turn in our area. Cavalry would also generally degrade faster once they start taking damage (lower size) and also be vulnerable to just being shot. There are always going to be more infantry than cavalry in an area, so that ends their turn close to them has a pretty bad time. it's a bit too late for me to entirely war game this, but there are play options to overwhelm cavalry with infantry in an open field.

At one point in your plan, you have the cavalry take the long way around, going around right in front of the enemy you're targeting, go into the forest, and then attack from a direction they're not facing.

They meanwhile presumably scratch their asses and tell fart jokes to lighten the mood for their inevitable defeat.
 
They are not braced, they didn't ready actions, they were occupied with a melee. Why should the fact 5 of them stand adjacent protect them from being charged in their back?
See, the problem is that being braced does nothing to help here, since Bracing does not apply for attacks from the back. Infantry has a very limited toolkit to actually protect themselves from cavalry.
I do see your point about a square formation, that is a good if pretty situational addition. Also historical, so it would add to the immersion.
Good to hear this! This is exactly why I suggested a Square Formation, since it is npt a direct nerf to cavalry, but instead a historical and immersive addition that allows infantry to defend themselves better, but which has its drawbacks. Implementing this as an omnidirectional 2 AP Brace would in my opinion be a simple and effective change which works well with the new rules without being too difficult to track.
 
At one point in your plan, you have the cavalry take the long way around, going around right in front of the enemy you're targeting, go into the forest, and then attack from a direction they're not facing.

They meanwhile presumably scratch their asses and tell fart jokes to lighten the mood for their inevitable defeat.
Question: What does this have to do with our cavalry balance discussion? Yes, the nymphs could do counterplay against this cavalry charge if they weren't also locally outnumbered 3:1 with -7 momentum. You could also use one unit of infantry to pin them and tell three other ones to sneak into their back. Even if you replaced the cavalry with bog standard infantry, 4 infantry rolling morale at a -7 would loose against 7 infantry with a +7, it would just take another turn or two.
 
Question: What does this have to do with our cavalry balance discussion? Yes, the nymphs could do counterplay against this cavalry charge if they weren't also locally outnumbered 3:1 with -7 momentum. You could also use one unit of infantry to pin them and tell three other ones to sneak into their back. Even if you replaced the cavalry with bog standard infantry, 4 infantry rolling morale at a -7 would loose against 7 infantry with a +7, it would just take another turn or two.

...it taking another few turns actually is a big deal? You keep on saying, "Oh, but this wouldn't prevent us from winning the battle and would just make it longer and with more counterplay and possibility of bad rolls or luck or reversals" as if that's not in fact the point.
 
...it taking another few turns actually is a big deal? You keep on saying, "Oh, but this wouldn't prevent us from winning the battle and would just make it longer and with more counterplay and possibility of bad rolls or luck or reversals" as if that's not in fact the point.
Again, what does this have to do with our discussion on cavalry balance?
Being able to finish a battle faster is in itself not a sign of the balance being off, nor is the side with fewer units more likely to benefit from the battle taking longer. Given the critical hit system and the ability for the side with more infantry to concentrate more attacks on a unit and flank without exposing a weakness, they still have an advantage. Also, critical rolls benefit the side with more attack. Obviously not immediately loosing is preferable to loosing in tree turns, but I fail to see the balancing point you're making. The speed at which you can finish a certain position off is independent of the total balance of the game. Is chess unbalanced because certain board states guarantee victory in just 1 turn?
 
Question: What does this have to do with our cavalry balance discussion?
Cavalry should be good for reasons that are good, instead of being good for reasons that are bad?

This system does a good job of avoiding the sense of being 'gamey' but encouraging these sorts of zig-zag maneuvers would completely blow that out of the water. Our cavalry officers don't know that the enemy spent all of their action points and can't do anything until it's their turn again. If we told them to ride all the way around an infantry regiment well within musket shot instead of simply charging them along the shortest path, they'd think we were fucking insane! Even if that regiment was engaged in combat, even if that regiment's army was falling apart! In the real world there are dozens of reasons not to pull off that sort of maneuver, even if your enemy doesn't have a cavalry reserve to bash your head in with.

Like I'm getting a little frustrated here because I simply don't see where a defense of these sorts of maneuvers can come from. What's the point? It doesn't make any sense from a realism standpoint, it doesn't seem like particularly fun or compelling gameplay, it doesn't seem necessary from a balance perspective to make cavalry useful - why?
 
This system does a good job of avoiding the sense of being 'gamey' but encouraging these sorts of zig-zag maneuvers would completely blow that out of the water. Our cavalry officers don't know that the enemy spent all of their action points and can't do anything until it's their turn again. If we told them to ride all the way around an infantry regiment well within musket shot instead of simply charging them along the shortest path, they'd think we were fucking insane! Even if that regiment was engaged in combat, even if that regiment's army was falling apart! In the real world there are dozens of reasons not to pull off that sort of maneuver, even if your enemy doesn't have a cavalry reserve to bash your head in with.
Historical realism and balance are different discussions. Yes, some issues emerge from the simplicity of having a game. If we were to be totally accurate, we would resort to simultaneous movement and send orders that would arrive after 2 turns while most of our army could suddenly die of camp fever during march actions. This system would also be terrible for gameplay purposes nor achieve a gameplay balance, since real life isn't set up to give a napeolonic general a balanced challenge they can win. The game systems can model napoleonic warfare, but we can't model the exact behavior of an autonomous cavalry officer. due to being constrained Additionally, it is also not the case that no infantry unit ever lost against a cavalry charge in the napoleonic era. You are free to propose any ways to better simulate the pressures of napoleonic warfare, but good reforms for the gameplay are a whole different topic.

The key balance question is if the simple use of cavalry for exploitation attacks in the rear offers an unfair advantage to winning. My answer: No, not if you keep screening forces active and don't loose your artillery units. If those were able to freely fire on us now, our infantry attack would die in it's infancy. Cavalry charges are somewhat too good on a couple points and we should add counterplay on a 1 vs 1. I am not happy to engage with a discussion about balance where the goal posts are suddenly shifted towards historical realism and verisimilitude. Like excuse me for failing to defend to a point about realism when you both are responding to my statements about gameplay balance.
 
-[X] Plan Seize The Moment(um) with 1 Change
-[X] Visualization
-[X] 1st Elv. Cuir.: 2*Charge [E,NE,NE,E,SW], Melee
-[X] 2nd Elv Cuir.: 3* Charge 2nd Nymph Guard [E, 3*NW, NE, E, SE]
-[X] 4th Elv Cuir: 1* Charge [2 NW, W, SE], 2*Melee 52nd
-[X] 7th Elv Musk.: Go AFTER 2nd Elv Cuir, 3* Charge [2E, 2NE, E] 2nd Nymph Guard
-[X] 1st Hob Musk: 3*REST
-[X] 2nd Hob Musk.: 2*Charge [3*NW] 1st Nymph Guard, Melee 88th Elv.
-[X] 3rd Hob Musk.: Go AFTER 2nd Elv Cuir, 3* Charge [NE,E, 3*NE] 2nd Nymph Guard
-[X] 4th Hob Musk.: 2* Charge [2 NW,NE] 1st Nymph Guard, Melee 1st Nymph Guard
-[X] Wolf Guard: 1*Charge [W, 2*NW], 2* Melee 88th Elv
-[X] Roy Sieg. Art.: Fire at 1st Nymph Guard, Brace
-[X] HQ: Resupply Roy. Sie. Art.

Just Red Rationalist Plan except we charge the 12th with the 1st Elv. Cuir from the flank.
 
Last edited:
Just Red Rationalist Plan except we charge the 17th with the 1st Elv. Cuir from the flank.
So, this is a charge on the 12th rather than 17th. You would also need to update the visualization for your movement order, as the image doesn't match your changed order. If you want to make a modified visual for the plan, I have an publicly available inkscape file here (though it is a bit of mess due to me neglecting maintenance a bit).
 
Historical realism and balance are different discussions. Yes, some issues emerge from the simplicity of having a game. If we were to be totally accurate, we would resort to simultaneous movement and send orders that would arrive after 2 turns while most of our army could suddenly die of camp fever during march actions. This system would also be terrible for gameplay purposes nor achieve a gameplay balance, since real life isn't set up to give a napeolonic general a balanced challenge they can win. The game systems can model napoleonic warfare, but we can't model the exact behavior of an autonomous cavalry officer. due to being constrained Additionally, it is also not the case that no infantry unit ever lost against a cavalry charge in the napoleonic era. You are free to propose any ways to better simulate the pressures of napoleonic warfare, but good reforms for the gameplay are a whole different topic.

The key balance question is if the simple use of cavalry for exploitation attacks in the rear offers an unfair advantage to winning. My answer: No, not if you keep screening forces active and don't loose your artillery units. If those were able to freely fire on us now, our infantry attack would die in it's infancy. Cavalry charges are somewhat too good on a couple points and we should add counterplay on a 1 vs 1. I am not happy to engage with a discussion about balance where the goal posts are suddenly shifted towards historical realism and verisimilitude. Like excuse me for failing to defend to a point about realism when you both are responding to my statements about gameplay balance.
Please refer to my previous email:

What's the point? It doesn't make any sense from a realism standpoint, it doesn't seem like particularly fun or compelling gameplay, it doesn't seem necessary from a balance perspective to make cavalry useful - why?
I have no idea where you're getting this realism vs balance dichotomy from. People have been talking about balance this whole time! "Leaving a one-tile gap between your army and the ocean shouldn't be a death sentence" is a comment about balance! "Armies should be able to fight in open fields without dying instantly" is a comment about balance! "1 unit of cavalry will always beat 1 unit of infantry because it can always flank" is a comment about balance! Am I actually going insane right now?
 
I have no idea where you're getting this realism vs balance dichotomy from. People have been talking about balance this whole time! "Leaving a one-tile gap between your army and the ocean shouldn't be a death sentence" is a comment about balance! "Armies should be able to fight in open fields without dying instantly" is a comment about balance! "1 unit of cavalry will always beat 1 unit of infantry because it can always flank" is a comment about balance! Am I actually going insane right now?
I am getting this "realism versus balance" dichotomy from your comment. I was actually responding to the comment I was quoting.
This system does a good job of avoiding the sense of being 'gamey' but encouraging these sorts of zig-zag maneuvers would completely blow that out of the water. Our cavalry officers don't know that the enemy spent all of their action points and can't do anything until it's their turn again (unit knowledge, realism). If we told them to ride all the way around an infantry regiment well within musket shot instead of simply charging them along the shortest path, they'd think we were fucking insane! (realism, how would an officer act) Even if that regiment was engaged in combat, even if that regiment's army was falling apart! In the real world there are dozens of reasons not to pull off that sort of maneuver, even if your enemy doesn't have a cavalry reserve to bash your head in with.
If you don't see those statements about utilizing realism for your argument, I don't know how I can talk to you. In terms of game balance you attack widely different systems unrelated to cavalry (turn-based nature, enemy knowledge, unit autonomy in executing moves). This is not about unit moves, this about how a unit would realistically behaves. Maybe for you realism and good game balance are identical, but I think this a bad approach when trying to change game design.

So, in regards to your overall point: Leaving a one tile gap isn't a death sentence by itself, failing to screen that gap was. We can have our discussion about what the necessary effort to screen should be but leaving an avenue for cavalry to fall into your rear open should be highly detrimental. Secondly, I reject the relevance of infantry loosing a 1 vs. 1 against cavalry as a point about broader balance. Broader battles consist of cavalry interacting with an infantry line + cavalry screening, not single battles against isolated units. If you're going with one unit of infantry against a cavalry, you're trying to match a more expensive skirmish unit specialized in picking on isolated units with a standard one. While I think adding the square against cavalry is a good idea, I don't think this is going to be relevant in most battles.

Honestly, I am going to sleep now. We are both going to benefit from calming down here and looking more closely what the others position are.
 
Historical realism and balance are different discussions. Yes, some issues emerge from the simplicity of having a game. If we were to be totally accurate, we would resort to simultaneous movement and send orders that would arrive after 2 turns while most of our army could suddenly die of camp fever during march actions. This system would also be terrible for gameplay purposes nor achieve a gameplay balance, since real life isn't set up to give a napeolonic general a balanced challenge they can win. The game systems can model napoleonic warfare, but we can't model the exact behavior of an autonomous cavalry officer. due to being constrained Additionally, it is also not the case that no infantry unit ever lost against a cavalry charge in the napoleonic era. You are free to propose any ways to better simulate the pressures of napoleonic warfare, but good reforms for the gameplay are a whole different topic
I'd rather not separate the two, rather I use historical accuracy and realism to determine how the game balance should look. If the game mechanics and tactics we use don't make any sense, that hurts my immersion and thus my enjoyment.

An example: I dislike the idea that the best way for infantry to beat cavalry is to charge the cavalry over an open field, rather than staying in tight formation, bracing and shooting. Because surely an infantry formation breaking formation to charge at the enemy cavalry is a terrible idea? If it is not, how does that work? How do the infantrymen catch up to the cavalry? Why does the cavalry not just ride the infantry down if the infantry is not in formation?
The key balance question is if the simple use of cavalry for exploitation attacks in the rear offers an unfair advantage to winning.
I mean; you are kind of missing the point. Having cavalry hit the rear of a line formation should be devastating. That is absolutely fine. But the problem right now is that getting said cavalry to hit the rear of the line is too easy. You mention screening, but it is a bit too hard to screen cavalry with infantry right now, since the cavalry can freely move through even a small gap. It's also a bit too easy for cavalry to charge in, do damage and retreat to safety on the same turn, leaving the enemy no chance to retaliate. And it's also too easy for cavalry to beat infantry 1v1.

All of this when taken together mean that currently, only cavalry can reliably intercept enemy cavalry. Which is not ideal, infantry heavy armies should also be able to put some infantry units on the rear/flank in a square formation to dissuade cavalry.

I also don't really share your worry that we overnerf the cavalry. Unless we make them way too slow, fast-moving units will always have clear uses even if they are squishy. I would ideally see cavalry as a harassing unit and a glass cannon that can hit like a truck and break lines if they hit vulnerable enemies with a charge, but which also die easily if the charge does not have the desired effect. This is actually why I suggested disallowing Moving after charging: it would not decrease cavalry killing power but would force them to very carefully choose when to charge.
Cavalry charges are somewhat too good on a couple points and we should add counterplay on a 1 vs 1
On this we agree. Honestly we might not be too different in our viewpoints here: riskier/weaker charges and better infantry counterplay (eg. squares) would help a lot of these issues. The changes don't necessarily have to be huge.
 
Last edited:
-[X] Plan Seize The Moment(um)
-[X] Visualization
-[X] 1st Elv. Cuir.: 2*Charge [E,NE,E], Melee
-[X] 2nd Elv Cuir.: 3* Charge 2nd Nymph Guard [E, 3*NW, NE, E, SE]
-[X] 4th Elv Cuir: 1* Charge [2 NW, W, SE], 2*Melee 52nd
-[X] 7th Elv Musk.: Go AFTER 2nd Elv Cuir, 3* Charge [2E, 2NE, E] 2nd Nymph Guard
-[X] 1st Hob Musk: 3*REST
-[X] 2nd Hob Musk.: 2*Charge [3*NW] 1st Nymph Guard, Melee 88th Elv.
-[X] 3rd Hob Musk.: Go AFTER 2nd Elv Cuir, 3* Charge [NE,E, 3*NE] 2nd Nymph Guard
-[X] 4th Hob Musk.: 2* Charge [2 NW,NE] 1st Nymph Guard, Melee 1st Nymph Guard
-[X] Wolf Guard: 1*Charge [W, 2*NW], 2* Melee 88th Elv
-[X] Roy Sieg. Art.: Fire at 1st Nymph Guard, Brace
-[X] HQ: Resupply Roy. Sie. Art.
Looking at the map, a few thoughts:

-Do we want to close to melee distance with the 2nd Glade Guard? We'd only be able to get off a single charge attack with each of the units assigned, and then they can launch 3 melee attacks back. Feels like an unnecessary exposure to casualties and we might be better off closing our infantry to maximum range, shooting, and then charging next turn.

That would also give us time to use our Siege Artillery not on the 1st Glade Guard in the open, but on the 2nd in the Woods so they can demolish the terrain.
Ruined Woods: Requires 60 Hits to demolish. No additional Movement Cost for non-Infantry. +0 Concealment (from Woods +2). +0 melee attack (from Woods -10). +0 ranged attack (from Woods -20). Does not block LoS.
With a +20 to their rolls, they'd only need a 40+ to Ruin the Woods in a single shot (and they get 2 tries if we hold off on closing to melee), which IIRC would also deny the Nymphs the Advantage from being in the Woods. Either they stick in the Woods and get shelled, or they move out at which point they lose their Advantage and we can mob them next turn.

Also, might we want to see if a unit can be spared anywhere to reinforce or at least follow up on the 1st Cuirassiers (possibly moving the 2nd Cuirassiers if they're not going to be charging?) Aside from that existing Harquebusier unit that we can see, there's the other one that's unseen that they'll have to mop up.
 
Last edited:
Ok, last response.
But the problem right now is that getting said cavalry to hit the rear of the line is too easy. You mention screening, but it is a bit too hard to screen cavalry with infantry right now, since the cavalry can freely move through even a small gap.
It isn't. It really isn't. Ready Action (Move into gap/cavalry path, brace, melee). Something I also did to protect the Siege Artillery in the second turn. Such a play would add 6-9 movement cost, enough to halt most charges. I have brought this up repeatedly, with this simple counterplay option being ignored in discussion that don't make an effirt to prove the difficulty of screening mechanically. What the system allows is kind of important when we are discussing game balance.

The reason we could pull a one tile gap exploit of was due to a failure of screening, not a failure in balance.

I also don't really share your worry that we overnerf the cavalry. Unless we make them way too slow, fast-moving units will always have clear uses even if they are squishy.
So the major problem I see with radically changing cavalry is that we are dropped into a battle after this. Cavalry interactions are especially dependent on the viability of attacking and withdrawing during most of the game, so forcing a significant change like dropping hit and run would force us to drop gained knowledge again and reconsider this in a high stakes situation. A lot of pressure on the plan makers there and I would be fairly frustrated if we lost due to misjudging untested mechanical changes.
 
Last edited:
So the major problem I see with radically changing cavalry is that we are dropped into a battle after this. Cavalry interactions are especially dependent on the viability of attacking and withdrawing during most of the game, so forcing a significant change like dropping hit and run would force us to drop gained knowledge again and reconsider this in a high stakes situation. A lot of pressure on the plan makers there and I would be fairly frustrated if we lost due to misjudging untested mechanical changes.

...all of these cavalry interactions are brand fucking new! Like, they didn't exist in this way in the old system, and the point of this test is in fact to figure this stuff out!

The entire point of this was to give a test run of the new mechanics in order to suggest changes to them!
 
Looking at the map, a few thoughts:

-Do we want to close to melee distance with the 2nd Glade Guard? We'd only be able to get off a single charge attack with each of the units assigned, and then they can launch 3 melee attacks back. Feels like an unnecessary exposure to casualties and we might be better off closing our infantry to maximum range, shooting, and then charging next turn.

That would also give us time to use our Siege Artillery not on the 1st Glade Guard in the open, but on the 2nd in the Woods so they can demolish the terrain.
I think that's a fair point, but if we're are doing that I also think we should use the siege artillery on the 1st, becuase if we rout the rest of the infantry, then at that point the enemy would probably just retreat instead of continuing to fight a losing battle. I do have a concern with leaving open room for the Wolf Guard to charge, and if they might decide to charge and attack the Nymphs instead because they think it's more honorable to fight a stronger opponent or something.

Though without the 4th Hob charge on the 1st Nym, (since that would move them adjacent to the 2nd), I'm not sure exactly how the morale checks and going to play out, and without the artillery I'm a bit concerned we're not going to do enough damage to the 1st Nym. Though I have the bones of a plan if you want to do something with it, not really in the mood to make a new plan right now though since I realized I messed up some calcs (not noticing the 4th actually attacking the 88th) and I'm going to focus on fixing that.

-[] Plan
-[] Visualization
-[] 1st Elv. Cuir.: 2*Charge [E,NE,NE,E,SW], Melee
-[] 2nd Elv Cuir.: Charge 1st Nymph Guard [NE, NE, NW], Attack, Move [SW, SW] and face NW
-[] 4th Elv Cuir: 1* Charge [2 NW, W, SE], 2*Melee 52nd
-[] 7th Elv Musk.: Move [2E], Fire 1st Nymph Guard
-[] 1st Hob Musk: 3*REST
-[] 2nd Hob Musk.: Move after 2nd Elv Cuir, 2*Charge [3*NW] 1st Nymph Guard, Melee 88th Elv.
-[] 3rd Hob Musk.: Move [NE,E], Fire 1st Nymph Guard
-[] 4th Hob Musk.: Move after 2nd Elv Cuir, Move NW, Fire 1st Nymph Guard
-[] Wolf Guard: 1*Charge [W, 2*NW], 2* Melee 88th Elv
-[] Roy Sieg. Art.: Fire at 1st Nymph Guard, Brace
-[] HQ: Resupply Roy. Sie. Art.
 
It isn't. It really isn't. Ready Action (Move into gap/cavalry path, brace, melee). Something I also did to protect the Siege Artillery in the second turn. Such a play would add 6-9 movement cost, enough to halt most charges. I have brought this up repeatedly, with this simple counterplay option being ignored in discussion that don't make an effirt to prove the difficulty of screening mechanically. What the system allows is kind of important when we are discussing game balance
While this might work before the infantry lines engage, doing this becomes very difficult once the infantry is busy. The movement range of cavalry is so high that you have to cover multiple approaches, so doing this with infantry becomes really, really difficult. You would need 3-4 units of infantry in reserve per 1 unit of enemy cavalry to ensure there are no gaps the cavalry can explot.
The reason we could pull a one tile gap exploit of was due to a failure of screening, not a failure in balance.
To clarify, I am quite ok with how this battle turned out. We moved our entire army to the east to make use of a gap, we charged in a concerted manner with infantry and cavalry and used combined arms to win. That is fine, a earned victory.

It's the zigsag movements that bother me, and how little counterplay isolated infantry units have for stabilising the situation once the cavalry gets in. Due to their speed, cavalry will always be able to establish local superiority in chaotic situations. They don't also need to be able to freely hit the rear without counterplay.

Honestly, I think the biggest red flag for me in this battle was your initial T1 plan of charging in and hitting a Braced infantry unit that is surrounded by allies, and then retreating back to the initial position. This should not be how cavalry is used, in my opinion, since it breaks my immersion pretty badly that the cavalry can retreat safely after this without being tar-pitted by the infantry.

@Photomajig actually pulled this Charge-Retreat strategy on us as well, when our Curassiers were routed on the Eastern flank. Honestly, being on the receiving end of that felt a bit bad. It felt unfair that an enemy could charge in, hit our cavalry and then return to their initial position while all our units were just standing around. This highlights the weaker aspects of the turn-based system, in my opinion, which is why it would be good to change the rules to discourage this kind of stuff.
Cavalry interactions are especially dependent on the viability of attacking and withdrawing during most of the game, so forcing a significant change like dropping hit and run would force us to drop gained knowledge again and reconsider this in a high stakes situation.
Given the above, I really think hit and run has to be limited in some way in order to feel fair in a turn-based system. However, my proposed change to Charging would not eliminate hit and run: you could do Move-Attack-Move to get one single attack in and then retreat to safety. This would allow you to trigger flanking Morale checks and hurt squishy units, but would do much less damage than a full Charge.
A lot of pressure on the plan makers there and I would be fairly frustrated if we lost due to misjudging untested mechanical changes.
You are not wrong about the pressure, but I do feel like that is always there. In a sense, I would have less pressure with a new system since we are all still in the process of learning. I also trust @Photomajig to not purposefully screw us over with a new system. And finally, I would not mind losing every once in a while. A loss makes for good story opportunities and character development for Raka. Even Napoleon did not win every battle.
 
Last edited:
-[X] Plan Seize The Moment(um) with a Few Changes
-[X] Visualization
-[X] 1st Elv. Cuir.: 2*Charge [E,NE,NE,E,SW], Melee
-[X] 2nd Elv Cuir.: Charge 2nd Nymphs [NW,NW,NW,NE,SE], Melee
-[X] 4th Elv Cuir: 1* Charge [2 NW, W, SE], 2*Melee 52nd
-[X] 7th Elv Musk.: Go AFTER 2nd Elv Cuir, 3* Charge [2E, 2NE, E] 2nd Nymph Guard
-[X] 1st Hob Musk: 3*REST
-[X] 2nd Hob Musk.: 2*Charge [3*NW] 1st Nymph Guard, Melee 88th Elv.
-[X] 3rd Hob Musk.: Go AFTER 2nd Elv Cuir, 3* Charge [NE,E, 3*NE] 2nd Nymph Guard
-[X] 4th Hob Musk.: Move BEFORE 2nd Elv Cuir, 2* Charge [2 NW,NE] 1st Nymph Guard, Melee 1st Nymph Guard
-[X] Wolf Guard: 1*Charge [W, 2*NW], 2* Melee 88th Elv
-[X] Roy Sieg. Art.: Act First, Fire at 2nd Nymph Guard, Brace
-[X] HQ: Resupply Roy. Sie. Art.

Made a few adjustments, mainly switching the Roy Sieg. Art to the 2nd Nymphs to try to hopefully destroy the woods they are on to reduce casualties. And moving up the 4th Hob Musk before the 2nd Elv Cuir so that they with their defensive genius can "absorb" attacks by the 2nd Nymphs, which means the 2nd Elv Cuir can take a more direct path and so get off an attack.

Also, instead of specifying which units move in which order, it might just be better to have units act in the order we place them in the plan. The unit on top moves first, the unit on the bottom moves last.

Edit: Realized the visualization is inaccurate but that doesn't really matter at this point.
 
Last edited:
Voting is open for the next 2 days, 15 hours
Back
Top