Omnius wrote:tyrex,
While it would take some reworking of combat to model ancient battles I think it could be done within the existing AGE engine. Archers might have a range of 1 so we see some precontact firing and don't forget that the Romans and others had plenty of "artillery" pieces like the ballista that would have had a longer range though certainly poor aim. If the AGEOD crew could figure out how to model combat with 17th-19th century combat then I'm confident they could make ancient battles work too.
As for combat results I certainly see a lot of units die in large battles and the combat losses could be tweaked to be more bloody through leader attributes where some leaders like Hannibal were rather prolific at winning lopsided victories. Unit quality is modeled in the AGE engine and does a nice job of showing how large masses of poorly trained troops not faring so well in battle and those forces tend to lose large numbers in battle. Pursuit is handled already in AGEOD games mainly through the cavalry differential between attacker and defender so I don't see this as a problem either.
The area concept would work well with ancients, like the board games that SPI and now Strategy & Tactics Press are producing on ancient campaigns. Movement would work much as it does now in NCP or any other AGEOD game.
Philippe,
Thanks for showing how creative you can be with your awesome AGE game system! It is sad that ancient battles aren't more popular, there were many interesting campaigns and battles to model. It would be fun to see ancient campaigns done AGEOD style on the computer.
PhilThib wrote:Des moddeurs ont testé et il y a des pistes....quand ils auront avancé dessus, je serai ravi de vous proposer d'évaluer les choses...
Le moteur dispose d'une phase de poursuite, que l'on peut régler par de nombreux paramètres...à mon avis cela peut se 'modder'
Omnius wrote:tyrex,
Yeah it is a pity that the first to flee were the first to survive and that meant the cowards survived while the heroes died.
You really need to expand your imagination as to how the AGE engine can be used to model ancient battles. Don't forget that in all of the AGEOD games there are so many different types of infantry, cavalry and artillery modeled that there certainly is room to model ancient troops as well. You also seem to think that all ancient battles ended up as slaughters which is wrong, not every ancient battle ended like Trebbia or Canae. Most ancient battles ended with one side losing morale and routing away.
Range is something that could and should be modified downwards in scale for ancient battles. That way archers and javelin throwers and the like could have a range of 1 for fire combat to give them the proper historic pop of softening up an attacker right before contact.
You really need to bone up on your knowledge of the Roman army as they used their "artillery" extensively in field battles and not just sieges. Every legion had it's own artillery component and they knew how to use them. :cool
tyrex wrote:You can't give javelineers and archers the same range. Do so and you get roman manipule too deadly as they could match easily archers and horse archers (don't forget they got javelin with the pilum). No way then to reenact Carrhes. So it's definitively not the solution.
Omnius wrote:
From what I've read about Roman battles they did more than protect the camp with their artillery, they used it in battle as a standard so I'm not that impressed by your claim of having degrees in this subject matter.
Omnius wrote:From what I've read about Roman battles they did more than protect the camp with their artillery, they used it in battle as a standard so I'm not that impressed by your claim of having degrees in this subject matter.
marcusjm wrote:For that period there is an easier task. Get the rights to do Kingmaker (right this time).
Best boardgame ever.
gchristie wrote:A very popular idea these days...not sure how to game it out...
"Topple the Middle Eastern Strong Man."
Who can keep the cohesion of their street forces up the longest?
Go Democracy it all it's messy forms!
caranorn wrote:Kingmaker actually takes place after the HYW (that is it's the War of the Roses). I didn't find AH's computer version bad either, considering how long ago it was published...
Narwhal wrote:WWII is out of question with the current engine, for two reasons :
- The "turn" duration of 15 days would be much too long in my opinion. It is already close to the limit for RUS.
- In WWII, it is not "columns" anymore, it is a "continuous" front. AGE cannot represent this for now.
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