Author Topic: A change to cavalry charges (distance, not damage)  (Read 12683 times)

Velax

  • Honourable King
  • *****
  • Posts: 2071
  • House de Vere
    • View Profile
That's actually a reasonable explanation, but it's not one I personally agree with. I still think this is an error that should be fixed.

I'm not sure why some people are so against this. How fast would people complain if your infantry sometimes decided not to use their siege engines because they started in the middle line rather than the front line? Or if archers just randomly moved forward into melee instead of firing? Oh, wait, what? That does happen? And it's being fixed?

De-Legro

  • Honourable King
  • *****
  • Posts: 3838
    • View Profile
That's actually a reasonable explanation, but it's not one I personally agree with. I still think this is an error that should be fixed.

I'm not sure why some people are so against this. How fast would people complain if your infantry sometimes decided not to use their siege engines because they started in the middle line rather than the front line? Or if archers just randomly moved forward into melee instead of firing? Oh, wait, what? That does happen? And it's being fixed?

Because at the moment, the system allows us to counter cavalry if we plan carefully and have some luck. Otherwise the game risks breaking down into specialised forces. Mass Cavalry for any open field battles, and mass infantry for defence/siege work. That in turn only encourages people to violate the IA and try to order people to recruit the unit types they need in order to be effective.
Previously of the De-Legro Family
Now of representation unknown.

songqu88@gmail.com

  • Guest
They can charge the next turn if circumstances permit, or the turn after that or the turn after that, or the 15th turn after having fought in melee combat for 10 rounds. Try another argument.

You never played those games where bullets have their own black holes they summon on the ground underneath them, forming a region of infinite gravitational force once their maximum range has been reached, have you? So when you aim for the head and the target is one centimeter out of range, it hits nothing (Presumably the ground, or it gets sucked into that black hole it created). Moving forward by a centimeter and firing at the same spot hits the target precisely where you aimed. It's actually pretty common in some early 21st century FPS games.

I decided to add it into this part as a gag. Obviously it makes less logical sense, but sometimes game mechanics skew the laws of the universe to entertaining results. And I do find it entertaining to imagine a bunch of horses going strong for those two spaces, however long that is in our real world units of position. Then once they reach the border of their charge range the horses suddenly brake to a stop and give a disgruntled neigh, the message being "Heck no, we carried you this far. Our union doesn't pay us to go any further than two spaces for a charge attack. Go fight in close combat you lazy human."

Foundation

  • Honourable King
  • *****
  • Posts: 2526
  • Okay... you got me
    • View Profile
    • White Halmos
Cavalry can charge multiple times, 100% true, Matt. 8)
The above is accurate 25% of the time, truthful 50% of the time, and facetious 100% of the time.

Indirik

  • Exalted Emperor
  • ******
  • Posts: 10849
  • No pressure, no diamonds.
    • View Profile
Cavalry can charge multiple times, 100% true, Matt. 8)
And they can charge forward a single row, too. They don't *need* two lines to charge, but they *can* charge two lines. I'm pretty sure they can turn around, and charge back, as well, if they destroy the enemy's back ranks before the front rank all dies.
If at first you don't succeed, don't take up skydiving.

Geronus

  • Honourable King
  • *****
  • Posts: 2332
  • Dum dee dum dee dum
    • View Profile
We all know the combat system is imperfect. I accept that the positioning of cavalry to avoid the situation described by the OP is a vital part of good tactical planning for a marshal. The combat system is a huge abstraction from anything approaching a real medieval battle. That means that things aren't going to always make sense, but if you accept it for what it is, it has its own tactical ins and outs that are inherent to the rules it operates under. One of those rules is that cavalry will only charge on their turn, and then only if an enemy is in range. Smart marshals plan extensively around that fact.