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0adsv:battle_pace [2016/07/19 18:54]
karamel created
0adsv:battle_pace [2017/07/11 11:49] (current)
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-===== Battle pace =====+====== Battle pace ======
  
 The battle pace should be slow enough to have some time to understand what's happening, see what can be done and order it. The battle pace should be slow enough to have some time to understand what's happening, see what can be done and order it.
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 But it has to be fast enough not to be boring, add a little stress and get advantage of the surprise effect. But it has to be fast enough not to be boring, add a little stress and get advantage of the surprise effect.
  
-==== Goal ====+===== Goal =====
  
 There is a balance to find between long battles that allows smart manoeuvres to reverse the situation and fast enough to allow raiding. There is a balance to find between long battles that allows smart manoeuvres to reverse the situation and fast enough to allow raiding.
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 If battles are too short: units will die very quickly and the outcome will be known before the battle is engaged by just evaluating the forces. There won't be time to put some orders and most units would even act better striking once or twice before dying instead of trying to do something smart with them. If battles are too short: units will die very quickly and the outcome will be known before the battle is engaged by just evaluating the forces. There won't be time to put some orders and most units would even act better striking once or twice before dying instead of trying to do something smart with them.
  
-==== Implementation ====+===== Implementation ​=====
  
 The aim is be able to pick units or groups of units and do something more that rush in the pack. Like using the speed of cavalry to go around the main infantry line to pick the support line from the back and then outnumber this front line (or cut retreat). This could also be hit'n running, splitting troops to open a gap... The aim is be able to pick units or groups of units and do something more that rush in the pack. Like using the speed of cavalry to go around the main infantry line to pick the support line from the back and then outnumber this front line (or cut retreat). This could also be hit'n running, splitting troops to open a gap...
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 But this should not give enough time for an unprepared army to set in order and fight back effectively (balance between fast skirmish and ordered battle). But this should not give enough time for an unprepared army to set in order and fight back effectively (balance between fast skirmish and ordered battle).
  
-=== Building figures ===+==== Building figures ​====
  
 For a raid to be feasible without having to mass units, a 5 ranged to 1 would result almost in an instant kill. Because it's a lot harder to be 5 on 1 in melee, 3 should sufficient. For a raid to be feasible without having to mass units, a 5 ranged to 1 would result almost in an instant kill. Because it's a lot harder to be 5 on 1 in melee, 3 should sufficient.
0adsv/battle_pace.txt ยท Last modified: 2017/07/11 11:49 (external edit)
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