nijis -> RE: Man for man, pike and shot seem terribly ineffective in Pike and Shot (9/8/2015 4:45:19 PM)
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quote:
It was a trade-off. The new formations protected the shot so they could fight in the open without being run over by enemy pikes or cavalry, and fend off enemy shooters (such as reiters) from the pikes. The trade-off was a partial reduction in frontal close combat power. I understand this, but I would argue the game exaggerates the trade-off. The game implicitly acknowledges this with its point values. There aren't pure shallow pike formations so any comparison is a bit apples-and-oranges, but I think the below should illustrate. Four units of missile troops almost always will have a point value higher than one "deep" unit, even though they represent the same amount of troops. A 1500 French Landsknecht unit (Above Average) is worth 120 points for 2000 men. Four foot arqubusiers (also 2000 men, but only average) are worth 144 points - even though historically, albeit in later periods, pikemen tended to get higher wages than gunners. Crossbows aren't priced in skirmish mode but I suspect they were about the same. The rule holds true in later periods as well. 2000 early Polish pike and shot are less expensive than the equivalent numbers of Haiduks or Streltsy. I would argue that the more "sophisticated" deep heterogeneous formations should cost more than the equivalent in homogeneous formations, although less than later shallow heterogeneous formations. Pike and shot wasn't just more cost-effective, man for man, than separate melee and missile formations, it was more effective-effective. quote:
The inefficiency of the earlier units is not entirely reflected in their points cost, because the game is about representing military development over the period, and demonstrating the reasons for this development, and not about ensuring that all unit types are equally cost-effective. Fair enough - but I would argue that while the game shows well the evolution from deep to shallow, it shows less well why those deep early mixed formations were adopted in the first place. Personally, I would love to see two separate point values for troops - one representing the actual cost to field it, and the other representing its in-game effectiveness, for balance. Also, sometimes the fragility of deep formations leads to odd tactics. In some games I find I need to keep them as far away from the combat as possible, hidden behind forests if possible to protect from enemy cannon fire less they break and make my percent-routed jump. quote:
Reiters aren't very good, but you have to bear in mind that they were mercenaries, without any special elan, and that the unit you should be comparing them with is Demilancers (rather than Gendarmes), because that is what they would be if they had not switched to reiter tactics. Cuirassiers are very good in their heyday. Not sure why you are having problems with them. In later battles they tend to get swarmed by cheaper, smaller, and hence more numerous enemy cavalry units. This is good to know. I was treating cuirassiers and reiters as two variations on the same theme, both comparable to gendarmes, so that probably distorted my impression.
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