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Messages - garyp

#1
Player Discussion / Re: pikes - what are we missing
January 28, 2021, 04:27:00 AM
So our experience yesterday:

8 average protected pike bases in two files approch 8 average protected bow bases in 4 files.

Ignoring that the pike might lose a base on the way in to shooting, in the charge combat the pike are up 2 so two yellow vs two white combat dice - statistically on average the pike will do five sixths of a kill, while the bow will do two sixths of a kill. A shove outcome may improve that a little for the pike. Lets say the bow are one base down.

In the melee the pike remain up 2, so again, two yellow combat dice vs two white plus two black for the bow overlaps. The pike could move their 4th rank bases out to make it two green vs green combats on the outer files but that may be better for the bows? Again maybe a loss of a base for the bow and by now probably a loss of a base for the pike.

At this "average" rate of attrition the pike will win, but it will take 3 to 5 or even 6 turns depending on luck of the rolls - not exactly a walk-over for the pikes.

Against Polearms or 2HCC the pikes are less advantaged.

Given the cost of the pikes (x4 bases per file), they seem a little weak/expensive on a per file basis.


#2
Player Discussion / pikes - what are we missing
January 27, 2021, 04:32:17 AM
Still very new to the game but we are thinking that pikes are somewhat weak?

They are very expensive on a file-by-file basis considering that you need to pay for 4 ranks.

Factor wise they are good at stopping cavalry frontally, but no-one is going to attack them that way, and against infantry they are stuck in deep formation while other weapons can expand and get overlaps.

Same probably applies to long spear but to a lesser extent as they only need two ranks deep to be at their best factors.

Alexander's Macedonians should be quite a strong army based on their historical performance - but it does not seem to work out that way. Any advise and hints on how to use pikes (and long spear) would be most appreciated.
#3
Player Discussion / Re: Command range - skirmishers
December 09, 2020, 12:40:53 AM
I agree that the command ranges mean you need to plan where your generals need to be which is good.

However it is my perception that skirmishers were told off (quite likley very brusquely at that!) and then largely operated automously.

Game balance is also important and command control seems about right at the moment - just wondering out loud.
#4
Thanks Nik - yes my original wording could have been better. Thanks for the confirmation.
#5
Player Discussion / Command range - skirmishers
December 08, 2020, 09:42:56 AM
Anyone think it would be good to have skirmishers allowed to operate a little further away from their Generals - the command range is quite restricting and means you need to keep your skirmishers quite close to avaoid the second command card penalty for out of command.
#6
Thanks for the reply Richard but this does not answer my question - it is referring to units in ONLY corner to corner contact I think? In my example, my 3 file UG is lined up in front edge to edge contact and also corners to corners with just the one file overlapping.
#7
Player Discussion / Going from overlap into flank contact
December 08, 2020, 03:49:00 AM
I have a 3 file UG lined up neatly corner to corner in contact with a 2 file UG - so the 3 file UG will have a 1 file overlap.

If the combat goes into a second turn, can I wheel the overlapping file of the 3 file UG into contact with the flank of the 2 file UG - and if so, at what stage of the turn?

I think the answer is NO as this does seem to be specifically covered anywhere on the Prompted Action Table that i can see.

Thanks.