I'm curious if there is a game design reason for choosing to make skirmishers need 3 ranks to be effective but with a breakpoint of 1/3.
It seems to me they would function almost identically if they were effective in 2 ranks and broke on 1/2 (the same as TUGs), numbers and SUG sizes were reduced by 1/3 and points increased by 3/2 (so same cost per effective base frontage).
"almost" but the 3 rank deep makes their use very different from 2 rank deep especially if they must go or just move through another TUG
Simon likes deep formations of skirmishers. Believes this better reflects how they behaved historically.
But yes, basically you are correct in that you could have them 2 deep. It is how Magna and Pacto handle them.
Richard
True
but with side effect : a long 9 strong thin line , 1 deep , of skirmishers makes for a white 1/4 turn , gets to legal , no more than 4 deep .... And nicely out of the way to allow charge .
I agree skirmishers should behave and be considered as an « evasive , irritating cloud » but are maybe not that actually to date under MEG . 😉
I would advocate 2 deep in a future version 😈
There are no plans to change the rules regarding depth of skirmishers. I am interested in why you would think skirmishers are not an evasive, irritating cloud under MeG?
Thanks for asking, In part they are .MEG is already a great improvement over some other rules where a mere cloud of a few dozens skirmishers might stop the movement of a phalanx of a thousand men or more .
My point remain in all cases where suddenly the cloud changes to stone
- 2nd movement of a TUG
- Evade of a TUG
- You name it ...
To me , I may err , under MEG those that may gain some consistency are rated flexible ... other dispersed order are ... dispersed , dispersable , cloud ... not in the mood for closing in .
I may not be literate enough but am still looking for seriously documented cases where skirmishers clouds became solid enough to deal with line units .
Even at Lechaion , skirmishers needed assistance to conclude.
An other discussion occurs when dealing about last hit to be delivered to a TUG . How would the cloud miraculously solidify and become conscious that « hey guys those are about to break , we may get in » !
Well it's already better than some
The one thing i have trouble with is skirmishers being pushed back behind a tug with no possibility to shoot. it is often more interesting to push back than to charge them. As when you push back there is no shooting.