We have used warband armies a lot in the Themed Event this time. The quarter-final match-up sees Frankish war bands take on Burgundian war bands and, so far, the four results in have been very one sided (one was 70-6!). I designed the scenarios we are using myself and the Franks have an extra war band, that's about it, so RNG is playing a very big part in these results.SnuggleBunnies wrote: ↑Mon Mar 11, 2019 11:59 pm
1) Warbands have a tendency to double drop in order to simulate their nature - aggressive and unreliable. If you pick Warbands for your army, you are taking a calculated risk - fearsome Impact and large unit size, but a tendency to chain rout if things start going wrong.
I really disagree here. Sometimes what you are saying is true, but certainly not always. A third of the winning margins in my sample were huge, over 30 points. They were not close games at all. But equally, if you lose a match, say, 42-17, then that might be the sort of match you describe or it could be a match in which the losing player gets a couple of late routs to make it look respectable.2) I really don't see winning margins as a good measure of how close a match was. Most often, the battle opens with indecisive skirmishing before the melee begins. At this point, both armies might be relatively close in rout % (say, 5%-15%), yet the battle will hang in the balance with casualties mounting, disrupts and frags occurring, and one side or another attempting to wheel their victorious cavalry in from the flank. At that point, one side often suddenly collapses. Not only does this make for exciting gameplay, it captures what I feel is the essence of battles in the era.
If 2 v 1's or 3 v 1's had been the key mechanism for getting on top in a melee from the start then I think you might be feeling a bit different about flank attacks causing cohesion drops now. I vaguely remember this issue being discussed before somewhere and there were supporters on both sides of the argument. And btw, yes, some real battles were over very quickly (particularly if the C-in-C was killed e.g. Bosworth), but others went on all day (e.g. Hastings, Towton).3) I strongly disagree that flank attacks shouldn't cause an automatic cohesion drop. It's one of the main mechanics of the game that maneuvering centers around, and is key to several unit interactions, and, finally, is realistic; hell, if the game wanted to be more realistic, the mere presence of foes on the flank should cause a cohesion test every turn. The simple rumored presence of enemies to the rear, which were in reality friendlies, caused men to flee! Troops in FoG2 already stick around to fight much more tenaciously than their historical counterparts, who, being human, tended to be rather skittish.
I am not sure what this point refers to. It is nothing to do with what I have written, anyway.4) If you stick a general in your unit and he dies, well... that was also a calculated risk. That +50POA isn't free, and if your whole battle plan collapses because of one lost combat, you probably screwed up the maneuvering anyway.
In the FOG2DL, I think players need to pick more balanced armies than what might be called "one-trick pony" armies so that they can mitigate the worst effects of a difficult map. So something like the Carthaginians that offers a good balance of HF, MF, skirmishers, and cavalry/chariots will usually do better than a list such as the Spartans, who are predominantly HF. So that is a "skill" as far as I am concerned. Knowing the terrain is "pot luck", you need to pick an army that can perform on many types of terrain.5) Terrain is sort of a legitimate point; but I think this is more a weakness of the Digital League format, in which players choose an army to fight with in a variety of possibly unsuitable battlefields/matchups. This form of bad luck wouldn't be a factor anyway if the league could find a way to incorporate mirror matches, which is mostly what I've been playing of late (Potluck armies (Geographcial filter off), Potluck terrain, 1200 pts, Open Battle, Mirror Match) - if I roll Cappadocians vs Romans, well, I get to see if I can outperform my opponent in getting massacred.
I wasn't specifically focusing on rallies, although they can have great influence on the outcome of a battle, particularly if routed units rally on their fifth opportunity right down near their baseline so that the other player cannot reach them. But when you get a match where your opponent gets far more rallies than you, even with the variations of situation you have indicated, then you are toast, even when you might be playing as well as them. So it can be a very big influence in a game.6) Rallies are a very common source of complaints regarding luck. And, yes, luck is a factor. You know what else is? How many units were broken at once, how many have generals attached, unit quality of said units, and how many casualties those units took before breaking. It's common for many units to be broken earlier in a battle with relatively light losses in rapid succession, due to chain breaks or flank charges. The fact that a few of these will rally around the same time makes sense.
This is an idea from Cunningcairn. I will poll it to see if people want to try it out. But I am not going to impose it, or anything draconian like that. Maybe 1600 pts, rather than 2000 would be the place to start.7) Battle size. I personally really dislike playing Large battles any more than once in awhile. It makes everything take longer, and I don't have infinite free time. I suspect it might change the balance between certain army types, but that doesn't particularly bother me.
But I have been very careful not to do this. Please see my analysis of my own matches in the FOG2DL this season (earlier in this thread) where I have indicated where I feel either good luck or bad luck has influenced the result. To be perfectly clear, I do not think that I am an unlucky player, or have been hard done by this season. But I have been keeping a close eye on the way RNG works out in my matches and sometimes there have been massive imbalances that have made the result inevitable. This is not skill, it is luck.I have to agree with Mike that the vast majority of the time people see bad luck, they are minimizing their own good luck, either in that battle or earlier ones, or not seeing that being put in a situation where bad luck loses you the battle is often your own fault.
Well, I find this claim remarkable. Just one match out of all the dozens you have played? Really? In my sample this season, I would say around half the matches were affected either moderately or severely by the whims of the RNG.I really only remember a single occasion clearly in which bad luck lost me a battle, and I really hadn't done anything wrong. I was facing RBS in a Hellenistic phalanx slugging match. In the first round of combat, my C-in-C, embedded in a central unit of Veteran Pikes, got stabbed in the face and died, causing a ripple of unease in my line. RBS's phalangites pressed the advantage, and my line collapsed. But let's face it - I took a risk putting my general there, and I didn't have a backup plan. I deemed the risk acceptable, and, well... it didn't work out. Things usually didn't for armies when their general got stabbed in the face, so I accepted that "these things happen" and moved on.
Yes, skill is an important part of the game, but it can be completely overwhelmed by the RNG. I have suggested ways in which the balance might be shifted towards skill a bit more. I would like to see FOG2 modified once more, in the same way that it has undergone many modifications already. It would still be FOG2.There is still a HIGH skill ceiling in this game. I consider myself pretty good, but not in the top tier, and there are a number of players who regularly demolish me. Against those who I tend to break even against in the long run, initial army comp, deployment, who has the better plan, skill at maneuvering and skirmishing have generally played a larger role in who comes out alive than luck. In my opinion, the luck factor is in a good place, and I would not want to see it altered. I think you want this to be a different game than it is, with a different design philosophy; if that game existed, it's possible I would play it and enjoy it, but I don't want FoGII to substantially change in its approach.