I posted most of this in the Units Thread long ago, just learned that Units thought it belonged in Combat and wasn’t Summarizing it. Therefore, taking a leaf from the many folk who multiple-post to make sure they get their ideas out, here goes (belatedly)...
Battle Board or Battle Display.
CtP had a not bad idea, but as usual with that game, mucked up the execution. Note that a Battle Display can quickly lead to micromanagement or a game unbalanced in favor of a human player: I’ll deal with specifics on that as we get to them.
The Simple Battle Board.
The display has 15 tiles on a side for units. They are arranged in 3 rows, each 5 wide. They are labeled Right Flank, Right Center, Center, Left Center, Left Flank, and, from nearest the enemy: Front, Support, Reserve (row).
Ranged units are identified with 2 possible ranges: Short and Long. Short Ranged units (bows, muskets, rifles, machineguns, tanks) can range 2 rows (own support to enemy front, for example). Long Range units (catapults, cannon, artillery, howitzers) can range 3 rows (own support to enemy support, for example). With suitable advances, like Radio applied to Tactics, aircraft can be assigned to the army and used as Ranged Units to hit anything in the display. -This should not include Heavy Bombers until the late modern period, perhaps after an Advance like RADAR and Computers (digital commo).
Simple Battles. You assign your troops to their tiles. You must occupy the Front row, starting with the Center tile and covering the entire enemy front to either side if you have enough units. Ranged units with no attack factor (archers, catapults) go in the Support row. All units have Default Orders, similar to the AI Usage assigned to units in CivII: mobile units Attack, infantry units Defend.
This can be modified for certain units, as follows:
Horse Archers: Default Orders Evade - they retreat in front of an attack, firing as they go. If enemy keeps attackng, they may leave the field without loss.
Legion or Phalanx: Default Orders Attack - these were assault units, though infantry.
Horse Artillery (see Units Thread): Default Orders Evade - these mobile units advance to close range and attack, limber up and Evade if attacked.
Knights, Crusaders, Fanatics: Default Orders All Out Attack - unless the General is stacked with them, these units attack straight ahead, don’t stop attackng until they are off the board or destroyed. They cannot be given Defend Orders or turned.
If only Default Orders are used, then after you set up, push de button, and the battle fights itself. IF you want to micromanage some, and unbalance the game in favor of the Human player versus the AI, then allow units to be given any order you desire. This makes the Human-controlled army much more flexible, especially if you have a General with a Reserve.
Generals. If separate units, can be stacked or attached in the same tile with any other unit. Default would be Center Front, Support, or Reserve row. If in reserve with a unit, that unit can be given any desired orders regardless of type.
If any unit reaches the enemy Front, Support, or Reserve row, other than those All Out types listed above, it may turn and attack enemy units in the flank or rear. Big bonuses in this attack. Also, any enemy unit sitting in your Front, Support, or Reserve row causes Morale loss in your army, may cause troops to quit the field (retreat regardless of your wishes) - Morale loss gets worse the further back the enemy gets.
Certain units get Pursuit Effects: all mobile units, with pluses for really fast stuff: Light Cavalry, Horse Archers, Light Armor, Motorized Units, etc. If the enemy starts to retreat away from battle, they can be ordered or go Default Order: Pursue. They attack the retreaters with major combat bonuses. Historically, most losses were when trying to disengage and retreat.
If all of this were adopted, Humans would get a lot more control and probably a serious advantage over the AI in battles involving multiple units. Therefore, Battle Control should probably be an Option which lowers your Civ Score for Conquest, since it makes it easier.
Finally, the Battle Board display should reflect the terrain tile in which the battle takes place. If the defending army is in a river tile, that river should appear across its front, with suitable Defensive Bonuses. In Forest/Woods maptile, then the battlefield should have woods in certain tiles (random, not all or most armies couldn’t fight at all!). Woods tiles are impassable to most Mobile units. In farmed or improved maptiles, a village or two should appear (random) which can form Strong Points for foot units (defensive bonuses). Woods and villages block Short Range fire. Other possible terrain effects could be added ad nauseum, but it makes the display more and more complicated, and if the player is setting up his troops, more terrain gives the human player more and more of an advantage over the AI.
This adoption, with the CtP stacked unit system modified perhaps by General units (see earlier posts in Units/Combat threads) would also do away with the problems associated with the 'all or nothing' multiple unit combat in CivII.
Multiple Unit Naval battles can use the same type of Battle Board, but obviously without the terrain. In the ancient period almost no units would have Range effects (a few Polyremes with catapults, perhaps) in the Gunpowder period Short Ranges, and in the modern period all Long Range (keep your aircraft carriers in the Reserve Row!). Tactical variations in naval combat might be to give major bonuses to short range attacks by destroyers, Fire Triremes/Polyremes and Submarines ('Greek Fire' projectors, torpedo attacks).
Air battle Battle Display would be a simple line up: fighters attack, Bombers defend, if you have fighters with bombers the fighters go in the Front row as escorts which have to be cleared away before the enemy gets to the bombers. Flank attracks do not apply, since each air unit represents a formation of aircraft already, in which aircraft will maneuver independantly.
I am not myself certain that all of this should be adopted as a whole.I do think that a Land Battle Display reflecting the actual terrain fought on, with some option for initial set-up by the player and Flank, Pursuit, and multiple-range effects would add a great flavor to the battles without excessive Micromanagement.
Battle Board or Battle Display.
CtP had a not bad idea, but as usual with that game, mucked up the execution. Note that a Battle Display can quickly lead to micromanagement or a game unbalanced in favor of a human player: I’ll deal with specifics on that as we get to them.
The Simple Battle Board.
The display has 15 tiles on a side for units. They are arranged in 3 rows, each 5 wide. They are labeled Right Flank, Right Center, Center, Left Center, Left Flank, and, from nearest the enemy: Front, Support, Reserve (row).
Ranged units are identified with 2 possible ranges: Short and Long. Short Ranged units (bows, muskets, rifles, machineguns, tanks) can range 2 rows (own support to enemy front, for example). Long Range units (catapults, cannon, artillery, howitzers) can range 3 rows (own support to enemy support, for example). With suitable advances, like Radio applied to Tactics, aircraft can be assigned to the army and used as Ranged Units to hit anything in the display. -This should not include Heavy Bombers until the late modern period, perhaps after an Advance like RADAR and Computers (digital commo).
Simple Battles. You assign your troops to their tiles. You must occupy the Front row, starting with the Center tile and covering the entire enemy front to either side if you have enough units. Ranged units with no attack factor (archers, catapults) go in the Support row. All units have Default Orders, similar to the AI Usage assigned to units in CivII: mobile units Attack, infantry units Defend.
This can be modified for certain units, as follows:
Horse Archers: Default Orders Evade - they retreat in front of an attack, firing as they go. If enemy keeps attackng, they may leave the field without loss.
Legion or Phalanx: Default Orders Attack - these were assault units, though infantry.
Horse Artillery (see Units Thread): Default Orders Evade - these mobile units advance to close range and attack, limber up and Evade if attacked.
Knights, Crusaders, Fanatics: Default Orders All Out Attack - unless the General is stacked with them, these units attack straight ahead, don’t stop attackng until they are off the board or destroyed. They cannot be given Defend Orders or turned.
If only Default Orders are used, then after you set up, push de button, and the battle fights itself. IF you want to micromanage some, and unbalance the game in favor of the Human player versus the AI, then allow units to be given any order you desire. This makes the Human-controlled army much more flexible, especially if you have a General with a Reserve.
Generals. If separate units, can be stacked or attached in the same tile with any other unit. Default would be Center Front, Support, or Reserve row. If in reserve with a unit, that unit can be given any desired orders regardless of type.
If any unit reaches the enemy Front, Support, or Reserve row, other than those All Out types listed above, it may turn and attack enemy units in the flank or rear. Big bonuses in this attack. Also, any enemy unit sitting in your Front, Support, or Reserve row causes Morale loss in your army, may cause troops to quit the field (retreat regardless of your wishes) - Morale loss gets worse the further back the enemy gets.
Certain units get Pursuit Effects: all mobile units, with pluses for really fast stuff: Light Cavalry, Horse Archers, Light Armor, Motorized Units, etc. If the enemy starts to retreat away from battle, they can be ordered or go Default Order: Pursue. They attack the retreaters with major combat bonuses. Historically, most losses were when trying to disengage and retreat.
If all of this were adopted, Humans would get a lot more control and probably a serious advantage over the AI in battles involving multiple units. Therefore, Battle Control should probably be an Option which lowers your Civ Score for Conquest, since it makes it easier.
Finally, the Battle Board display should reflect the terrain tile in which the battle takes place. If the defending army is in a river tile, that river should appear across its front, with suitable Defensive Bonuses. In Forest/Woods maptile, then the battlefield should have woods in certain tiles (random, not all or most armies couldn’t fight at all!). Woods tiles are impassable to most Mobile units. In farmed or improved maptiles, a village or two should appear (random) which can form Strong Points for foot units (defensive bonuses). Woods and villages block Short Range fire. Other possible terrain effects could be added ad nauseum, but it makes the display more and more complicated, and if the player is setting up his troops, more terrain gives the human player more and more of an advantage over the AI.
This adoption, with the CtP stacked unit system modified perhaps by General units (see earlier posts in Units/Combat threads) would also do away with the problems associated with the 'all or nothing' multiple unit combat in CivII.
Multiple Unit Naval battles can use the same type of Battle Board, but obviously without the terrain. In the ancient period almost no units would have Range effects (a few Polyremes with catapults, perhaps) in the Gunpowder period Short Ranges, and in the modern period all Long Range (keep your aircraft carriers in the Reserve Row!). Tactical variations in naval combat might be to give major bonuses to short range attacks by destroyers, Fire Triremes/Polyremes and Submarines ('Greek Fire' projectors, torpedo attacks).
Air battle Battle Display would be a simple line up: fighters attack, Bombers defend, if you have fighters with bombers the fighters go in the Front row as escorts which have to be cleared away before the enemy gets to the bombers. Flank attracks do not apply, since each air unit represents a formation of aircraft already, in which aircraft will maneuver independantly.
I am not myself certain that all of this should be adopted as a whole.I do think that a Land Battle Display reflecting the actual terrain fought on, with some option for initial set-up by the player and Flank, Pursuit, and multiple-range effects would add a great flavor to the battles without excessive Micromanagement.
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