Kill List

Field of Glory II is a turn-based tactical game set during the Rise of Rome from 280 BC to 25 BC.
sIg3b
Staff Sergeant - StuG IIIF
Staff Sergeant - StuG IIIF
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Re: Kill List

Post by sIg3b » Fri Jun 14, 2019 9:13 pm

rbodleyscott wrote:
Fri Jun 14, 2019 11:20 am
MVP7 wrote:
Fri Jun 14, 2019 10:37 am
I wouldn't mind counter like this, although I don't think it describes the unit's performance in any meaningful way as casualties are a very small factor in the real performance of the unit. In some cases large number of inflicted casualties might actually mean ineffective use of the unit.

More importantly, I think it would be waste of space on the unit card: I'd rather see if the unit is in open or defending obstacle; if it's disordered under disruption; if the flank is exposed; or if the unit has already used free rotation. Arbitrary casualty counter is the last thing on the list of additional information that would be useful to see on the unit card.
There isn't really room for it on the card anyway - some unit types already take up all the space. If we do do something like this, it will probably be in an end-battle report.
Sounds like a fair compromise. Can live with. :)

sIg3b
Staff Sergeant - StuG IIIF
Staff Sergeant - StuG IIIF
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Re: Kill List

Post by sIg3b » Fri Jun 14, 2019 9:46 pm

Mord wrote:
Fri Jun 14, 2019 7:13 pm
Now you're talking! I'd be fine with all of that. It gives depth to the post-game. I love that kind of stuff. Whatever helps tell the tale of a unit after the battle. I know most of the dudes on here are about tournaments — getting ranks — they enjoy the competitiveness and all that but I enjoy immersing myself in the stories that play out on the battlefield and stats like you suggest further that. It brings me closer to the men and their history in THE history. All my most favorite games are the ones that create stories for me whether they intend to or not. Even with the abstractions I find FoG II running away with my imagination all the time. I don't think having more of that would be a bad thing. But I'll take what I can get!

Great ideas, MVP7! +100!

Mord.

P.S. And yeah, I am the kinda guy that will cruise the end-game battlefield in CM studying the hit decals on knocked out tanks. LOL. I even made a forensic mod to highlight the holes better.
OK, but I have a better idea: How about adding a creepy algorithm/test feature that gives a psychological evaluation of the player at the end of the campaign, similar to the Tender-Loving-Care game. :lol:
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Mord
Senior Corporal - Ju 87G
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Re: Kill List

Post by Mord » Fri Jun 14, 2019 9:57 pm

I have dabbled in bizarre tactical acts
1.) Occasionally
2.) Once or twice with a Peltast
3.) Never with a Gaul
4.) Only in Rome


Mord.

oscarius
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Re: Kill List

Post by oscarius » Sat Jun 15, 2019 1:23 am

Aren't the kills readjusted after battle anyway (otherwise 'historic' victories of one side suffering very light losses and another suffering immense would be very rare) to drop on the winning side and rise on the loser? I see 'strength' as more of an abstracted morale, fatigue, general combat readiness gauge than strictly how many men have been killed or incapacitated

Mord
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Re: Kill List

Post by Mord » Sat Jun 15, 2019 1:40 am

I should've never used the word "kill". I basically said it because that's what we've always called the list whether it was dead guys or wounded guys or whatever.

Mord.

uneducated
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Re: Kill List

Post by uneducated » Tue Jun 18, 2019 7:05 pm

That is a nice idea, Mord!

Kils: this battle = 10; lifetime = 100...

Mord wrote:
Wed Jun 12, 2019 5:55 pm
The game already calculates who causes what casualties during every impact and melee round, is there some chance we could get a tally on the unit cards during battle so we could know which units caused the most hurt throughout the scenario? The end of the battle briefing is pretty good but it'd be nice to see something on a unit by unit basis that we could either examine as we play or view on the map at the end of the battle. I guess it could be as basic as keeping track of foot and cav kills. Something like this:

Image

Or it could cover siege engines and elephants too. Whatever makes sense. It wouldn't have to be called "Kills" it could be called "Victories" or whatever else sounds good. This is one of those immersive little features that so many wargames leave out. It was/is always one of my favorite parts of the after-battle postmortem in Combat Mission (old and new) and Medieval II (which really went into depth), seeing which units fought the hardest causing the most damage and gaining the most glory. We have a way to know how many were lost via man count on the cards, it would be killer to know what our guys (and the enemy) accomplished, as well.



Mord.

bodkin
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Re: Kill List

Post by bodkin » Tue Jun 18, 2019 10:21 pm

Not saying this is a bad idea but weren't kills/casualties during the game period actually quite low during hand to hand fighting. Most kills occurred after one army broke and were run down during the rout. Until this happened it was just as much a contest of fatigue and morale.

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