• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Magnar

Second Lieutenant
79 Badges
Nov 6, 2010
169
195
  • Crusader Kings II: Charlemagne
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Pre-order
  • Rome: Vae Victis
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Semper Fi
  • Rome Gold
  • Europa Universalis IV: Res Publica
  • March of the Eagles
  • Heir to the Throne
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Knights of Pen and Paper 2
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Conclave
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Rise of Prussia
  • Pride of Nations
  • Europa Universalis IV: El Dorado
  • 500k Club
  • War of the Vikings
  • Victoria 2
  • Hearts of Iron IV: No Step Back
  • Europa Universalis III Complete
  • Europa Universalis III Complete
To start in spoilers is a simplified outline of how the current mechanics work
Battle

Battle grid

each tick a unit attacks another unit that is within its range.
Terrain bonus and commander bonuses applied to unit damage rolls.
If a unit dies/routed it is replaced with a unit in reserve, otherwise the units will move in together 1 square per tick.

Wing units start on sides but otherwise act as normal units in that they also asttack a unit in range and move closer to center to fill gaps each tick.

The army that kills or routs every enemy unit in these unit v unit engagements wins.

Tactics
Offers a bonus to certain units effectiveness if the tactic counters the enemy tactic. Vice versa for wrong tactic.

Units
Stats are relative to other units and can have modifiers eg less/more morale/damage taken

Proposed changes to make battles/tactics more immersive, interesting, realistic.

1) Order Of Battle
Army Structure
The army is divided into 4 groups
Skirmish - 1 row deep. Restricted to lighter unit types (LI, Archers, LC, Skirmish Cav, Chariots). Does not suffer breakthrough penalties.
Center - 2 rows deep
Left / Right Wings - 2 rows deep

The legate controls the center and each wing and the skirmish line is controlled by 1 of the tribunes, offering a minor morale modifier based on the characters skills/traits.

Each section of the army works as its own unit rather than blobbing all together and benefits from different modifiers throughout the battle.
- Each wing will fight the enemy wing until 1 wing is victorious before attacking the flank of the center
- Skirmish units that survive the positioning phase will reinforce the main line from the rear.

Combat Width
Not only is combat width variable but so is flank width. in mountainous terrain there may be no flank width and the flank units are simple used as reserves for the center. This results in the need for the army to switch tactics to the appropriate terrain.

2) Rules
- If a unit is engaged with a unit in front of it, then it can not move other than to retreat. Units in the 2nd line can move horizontally to fill gaps that form.

- If the center of the army routs/dies then the army loses and must retreat as this resembles the general himself beign forced to retreat sending a mass morale drop throughout the rest of the army eg guagamela. This could be represented with a flag or something on the sqauare signifying its importance.

3) Phases Of Battle
Positioning Phase
In this phase the skirmish lines will engage each other in low damage unit to unit engagements.

Terrain Advantage - During this phase the terrain advantage will be determined.
Tactic Success - During this phase the success chance of the tactic chosen will be decided.

The defender starts with the terrain advantage of the territory eg river crossing/mountain etc. etc.
The positioning phase has a set duration that can be modified by tactics and perhaps by military traditions or commander traits.
Every tick the attacker has the chance to reduce the advantage or the defender the chance to restore it.


The chance to change terrain advantage and tactic success would be dependent on:
- Commander skill
- Dice Roll of the phase
- Tactic chosen
- Units dying/routing
- Tactics could also take from the current system of counter play and use that as a modifier to tactic success in this phase.

Melee Phase
The two armies meet in full combat with normal damages applied

Retreat Phase
Routing army suffers casualties, attacking army doesn't.
Casualties are modified by maneuver differential of opposing units

4) Battlefield Events
Depending on what happens on the battlefield certain modifiers can be obtained/inflicted
Army wide events
- Flanked - 1 wing lost the army gets a debuff to morale
- Enveloped - Both wings dead/routed = massive debuff to center. Extra damage dealt in retreat phase.

Inter Group Events
- Breakthrough - If a hole of 3 or more squares forms in the middle of a wing/center formation the whole formation will recieve a morale debuff

Situational Events
- No Skirmish units left in positioning phase -Increased chance to lose terrain bonus
- Eagle captured (as per rule description above) - massive army wide morale debuff

5) Tactics
Rather than the current counter tactic gameplay, tactics would instead put a focus on a specific behaviours in different battle phases. Only 1 tactic would succeed and would be determined in the positioning phase of the battle.

Using the existing tactic names as a base here are some examples of potential effectsi f successful:

Bottleneck - reduced combat width (can be reduced to such an extent so as to remove wings entirely eg in mountain terrain)
Deception - enemy get morale debuff
Envelopment - Reduced morale damage to center units (ie center buys time for flanks to surround by giving up ground)
Shock Action - Reduces positioning phase duration
Skirmishing - Increases positioning phase duration
Cavalry Skirmish - Reduced damage to wing units ie holds the wings longer
Hit and Run - Reduce time for retreat to be enabled (ie harder to stackwipe)
Padma Vyuha - Significant reduction to battlefield event penalties
Phalanx - Reduced morale/strength damage dealt/received to center
Triplex Acies - Increased maneuver of center units, small reduction in flanked debuff strength

6) Custom Army Setup
As outlined above, the new battlefield events and that each group of the army acts independently until it wins its group v group engagement there is a greater importance on positioning of units on the battlefield and within each part of the army groups. As such a new mechanic would be added to enable a custom army positioning prior to the engagement. This further adds greater utility to more diverse army set ups as opposed to the encouraged 3 unit (skirm, main, flank) army set up.

Vanilla Battle Examples
1606735401708.png

Possibilities with new method (center dormations)
Strong Flank - Attempt to gain an advantage on enemy flanks of the main line
1606736523818.png

Hammer - Attempt to break through the enemy center, with 2 lines of heavy infantry or elephants
1606737718705.png

Protected Flanks - Attempt to hold out for as long as possible against a wider stronger army by minimising the erosion of the flanks and using numbers to reinforce the middle
1606737915727.png

Hold The Line - heavy units in reserve line spread far enough apart to hold off a quick break through (3 empty squares).
1606738331155.png

Skirmish - Encourage a rout via brakthrough and use high maneuvre units to minimise casualties during retreat phase
1606738791268.png

These and many more variations open the means to attain victory or other goals for the savvy player.

7) Examples
You pick 1 same as now however the tactic has more an impact on how battles will play out, how many men you lose, how you set up your armies. Additionally the tactic for the whole battle will be determined at the start of a battle and not switched by gamey mechanics half way through a battle.

Examples:
1) Tactic Terrain Considerations
Tactics
Attacker - Skirmishing
Defender - Bottleneck

Vanilla:
Skirmishing army gets bonus vs bottleneck and both sides take 25% less casualties for the entire fight. Attacker gets bouses to lighter units.

This method:
Terrain Mountain
Mountains give greater chance to bottlenecks success chance. Perhaps also get a bonus from being the defender. May result in bottleneck being the successful tactic.
If successful, the enemy will have no flank units ie its cavalry will be relatively useless. A heavy infantry army here would then be matched up against lighter units in terrain where their lack maneuverability will be less important. A center stacked, small to no wings army of heavier units would thus beat a lighter wing orientated army. The whole battle would occur for a much longer time as the wing units would all have to go through a narrow center with small combat width. Even a smaller defending heavy army here would hold larger armies at bay for quite some time and possibly win. Even the extended skirmish phase duration would have little benefit for reinforcing armies.

Terrain Plains
Plains would give a large malus to bottleneck tactic. The defending center stacked heavy unit army would then find its flanks overwhelmed and killed off quickly and thus suffer a heavy envelopment penalty and rout fairly quickly. This battle would not last long as the morale malus due to envelopment would force a quick rout of the center.

2) Potentially Faster Battles

Battles werent usually won when one side killed or routed each unit individually. Often the entire army would rout due to morale colapse caused by certain events eg Alexander in Gaugamela.

Battlefield event add the option for such morale crushing events to rout entire armies that are not prepared to fight the enemy appropriately.

Army 1: Small light infantry center
Army 2: Large Heavy infantry center

Vanilla:
Army 1 loses LI against HI and wind units trickle in to the center til they are also killed and routed.

This method:
Army 1 suffers a break through in the center and the morale debuff causes the wings to rout almost immediately or soon after.

3) Greater unit utility
Vanilla:
Unit utility determined by supply considerations, tactic of choice and expected enemy. Use 3 unit types. LI for low supply areas or sieging otherwise HI for center where possible.

This Method:
LI: Increased utility to fill holes and reduce breakthrough likelihood
Elephants: Used in center to try create a breakthrough rather than just 1 unit kill at a time
LC: Greater mobility allows them to mop up in retreat phase at end of battle.

4) Greater importance of commander ability

Just because someone decides to make an ambush against the right counter tactic doesnt mean its necessarily going to be successful. The ability of the commander should play a part in determining whether a tactic is successful not merely a scissors paper rock.

Example:
Alexander The Great (100 martial) vs John Smitherix (1 Martial)

Vanilla: John Smitherix has an equal chance to do a an ambush as alexander or to pull off any of the tactics despite being a blind deaf mute with 2 left feet and being one shy of a full deck as long as he happens to pick the right counter tactic.

This Method: Despite picking a good counter tactic, the significant different in ability would mean that Alexander would find a way to over come John Smitherix's tactics the vast majority of the time. eg his ambushes would discovered, his bottlenecks would have paths around, his padma vyuha would have weak spots, his triplex acies would have bad spacing etc etc etc.

The ability for an army to carry out a generals orders is considered in this method.

5) Greater Casualties Chance or tactical opportunity
Retreat phase add chance to kill off larger armies that you have routed as they are running away if you have the right unit types to do that. Alternatively the retreat phase can expose an enemies weakness in chasing down skirmishing units ie heavy infantry/elephant focused armies without light support will struggle to exploit a routing enemy.
 

Attachments

  • 1606737691192.png
    1606737691192.png
    57,2 KB · Views: 0
Last edited:
  • 4Like
  • 1
Reactions:
Upvote 0
To start in spoilers is a simplified outline of how the current mechanics work
Battle

units formed in 2 lines with 2nd line reinforcing the second wjhen their units die/rout

each tick a unit attacks another unit that is within its range.
Terrain bonus and commander bonuses applied to unit damage rolls.
If a unit dies/routed it is replaced with a unit in reserve, otherwise the units will move in together 1 square per tick.

Wing units start on sides but otherwise act as normal units in that they also asttack a unit in range and move closer to center to fill gaps each tick.

The army that kills or routs every enemy unit in these unit v unit engagements wins.

Tactics
Offers a bonus to certain units effectiveness if the tactic counters the enemy tactic. Vice versa for wrong tactic.

Units
Stats are relative to other units and can have modifiers eg less/more morale/damage taken

Proposed changes to make battles/tactics more immersive, interesting, realistic.

1) Order Of Battle
The army is divided as it is currently with a center and 2 wings.

The difference being that each section of the army works as its own unit rather than blobbing all together.
ie: Each wing will fight the enemy wing until 1 wing is victorious before attacking the flank of the center

Not only is combat width variable but so is flank width. in mountainous terrain there may be no flank width and the flank units are simple used as reserves for the center. This results in the need for the army to switch tactics to the appropriate terrain.

2) Rules
- If a unit is engaged with a unit infront of it, then it can not move other than to retreat. Only units in the 2nd line can move to fill gaps that form.
- If the center of the army routs/dies then the army loses and must retreat

3) Phases Of Battle

Positioning Phase
Here assigned skirmish units + wing units will engage each other in low damage unit to unit engagements.

Terrain Advantage - During this phase the terrain advantage will be determined.
Tactic Success - During this phase the success chance of the tactic chosen will be decided.
The defender starts with the terrain advantage of the territory eg river crossing etc.
Every tick the attacker has the chance to reduce the advantage or the defender the chance to restore it.
The positioning phase has a set duration that can be modified by tactics.

The chance to change terrain advantage and tactic success would be dependent on:
- Commander skill
- Dice Roll of the phase
- Tactic chosen
- Units dying/routing
- Tactics could also take from the current system of counter play and use that as a modifier to tactic success in this phase.

Melee Phase
The two armies meet in full combat with normal damages applied

Retreat Phase
Routing army suffers casualties, attacking army doesnt.
Casualties are modified by maneuver differential of opposing units

4) Battlefield Events
Depending on what happens on the battlefield certain modifiers can be obtained/inflicted
- Flanked - 1 wing lost the army gets a debuff to morale
- Enveloped - Both wings dead/routed = massive debuff to center. Extra damage dealt in retreat phase.
- Breakthrough - If a hole of 3 or more squares forms in the middle of a wing/center formation the whole formation will recieve a debuff
- No Skirmish units left in positioning phase -Increased chance to lose terrain bonus

5) Tactics
Rather than the current counter tactic gameplay, tactics would instead put a focus on a specific behaviours in different battle phases. Only 1 tactic would succeed and would be determined in the positioning phase of the battle.

Using the existing tactic names as a base:
If successful:
Bottleneck - reduced combat width (can be reduced to such an extent so as to remove wings entirely eg in mountain terrain)
Deception - enemy get morale debuff
Envelopment - Reduced morale damage to center units (ie center buys time for flanks to surround by giving up ground)
Shock Action - Reduces positioning phase duration
Skirmishing - Increases positioning phase duration
Cavalry Skirmish - Reduced damage to wing units ie holds the wings longer
Hit and Run - + Morale Damage taken, - Strength Damage received
Padma Vyuha - Significant reduction to battlefield event penalties
Phalanx - Reduced morale/strength damage dealt/received to center
Triplex Acies - Increased maneuver of center units

How many tactics can you choose?

What are the main differences with the current system besides realism? Will battles finish earlier? I mean, I cannot see the consequences without testing it live. Can we have an example with both systems running?
 
You pick 1 same as now however the tactic has more an impact on how battles will play out, how many men you lose, how you set up your armies. Additionally the tactic for the whole battle will be determined at the start of a battle and not switched by gamey mechanics half way through a battle.

Examples:
1) Tactic Terrain Considerations
Tactics
Attacker - Skirmishing
Defender - Bottleneck

Vanilla:
Skirmishing army gets bonus vs bottleneck and both sides take 25% less casualties for the entire fight. Attacker gets bouses to lighter units.

This method:
Terrain Mountain
Mountains give greater chance to bottlenecks success chance. Perhaps also get a bonus from being the defender. May result in bottleneck being the successful tactic.
If successful, the enemy will have no flank units ie its cavalry will be relatively useless. A heavy infantry army here would then be matched up against lighter units in terrain where their lack maneuverability will be less important. A center stacked, small to no wings army of heavier units would thus beat a lighter wing orientated army. The whole battle would occur for a much longer time as the wing units would all have to go through a narrow center with small combat width. Even a smaller defending heavy army here would hold larger armies at bay for quite some time and possibly win. Even the extended skirmish phase duration would have little benefit for reinforcing armies.

Terrain Plains
Plains would give a large malus to bottleneck tactic. The defending center stacked heavy unit army would then find its flanks overwhelmed and killed off quickly and thus suffer a heavy envelopment penalty and rout fairly quickly. This battle would not last long as the morale malus due to envelopment would force a quick rout of the center.

2) Potentially Faster Battles

Battles werent usually won when one side killed or routed each unit individually. Often the entire army would rout due to morale colapse caused by certain events eg Alexander in Gaugamela.

Battlefield event add the option for such morale crushing events to rout entire armies that are not prepared to fight the enemy appropriately.

Army 1: Small light infantry center
Army 2: Large Heavy infantry center

Vanilla:
Army 1 loses LI against HI and wind units trickle in to the center til they are also killed and routed.

This method:
Army 1 suffers a break through in the center and the morale debuff causes the wings to rout almost immediately or soon after.

3) Greater unit utility
Vanilla:
Unit utility determined by supply considerations, tactic of choice and expected enemy. Use 3 unit types. LI for low supply areas or sieging otherwise HI for center where possible.

This Method:
LI: Increased utility to fill holes and reduce breakthrough likelihood
Elephants: Used in center to try create a breakthrough rather than just 1 unit kill at a time
LC: Greater mobility allows them to mop up in retreat phase at end of battle.

4) Greater importance of commander ability

Just because someone decides to make an ambush against the right counter tactic doesnt mean its necessarily going to be successful. The ability of the commander should play a part in determining whether a tactic is successful not merely a scissors paper rock.

Example:
Alexander The Great (100 martial) vs John Smitherix (1 Martial)

Vanilla: John Smitherix has an equal chance to do a an ambush as alexander or to pull off any of the tactics despite being a blind deaf mute with 2 left feet and being one shy of a full deck as long as he happens to pick the right counter tactic.

This Method: Despite picking a good counter tactic, the significant different in ability would mean that Alexander would find a way to over come John Smitherix's tactics the vast majority of the time. eg his ambushes would discovered, his bottlenecks would have paths around, his padma vyuha would have weak spots, his triplex acies would have bad spacing etc etc etc.

The ability for an army to carry out a generals orders is considered in this method.

5) Greater Casualties Chance
Retreat phase add chance to kill off larger armies that you ahve routed as they are running away if you have the right unit types to do that.
 
Last edited:
  • 2
Reactions:
I like the idea.

The lack of combat phases is something that has bugged me ever since release, and separating the flanks into wings (perhaps with its own sub-commander) sounds pretty neat as well. Personally, I've argued for a more automatic combat system where the general (and sub-commanders) pick tactics based on their skills, traits, terrain, and troop composition like we saw in CK2, and I think that's more likely to be achieved with your proposal than with how it currently works, so I'm all for it.
 
I have made a suggestion this week at the Senatus Populusque implementing kind of a movement and attack phase for combat. This system could be use as a base system to implement something as @Magnar suggests with discrete actions for each phase to be chosen by each general. To do this, the devs shall develop a proper battle simulator with decision making.