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    Real Strategy Requires Cunning

Johan

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Hi everyone and welcome to the 9th developer diary for March of the Eagles. Today we'll be talking about land combat.

Your armies are divided into four parts. You have a center, two flanks and the reserves, and each can have a separate leader appointed and the leader of the reserves will also give a slight bonus to all the troops in the center and flanks.

The leaders of each flank decide on a tactic to use during the battle. The player can choose to a preferred tactic for each flank, but if not, the leader will use his best judgment as to which tactic to employ. There are numerous tactics to choose from for each part of the army, among them feints, holds and counterpunches.

The combat events that occur during the battle are often reliant on the tactics in play whenever the armies meet.

When you army enters battle, your center and flanks fight the enemy's center and flanks. Combat starts out in a bombard phase, where artillery is king – this is where the cannon you bring to the field will have their greatest impact. But with the right tactics in place, leaders of the opposing sections of the battlefield will try to maneuver themselves either to prolong the bombard phase or, if they are at a disadvantage, shorten it, depending on their own troops ability to strike at the enemy and the the enemy's ability to strike at their own troops. The leader with the best maneuver skill will have the advantage in all encounters between sections on the field.

When the bombard phase is over, the armies clash in close combat. Brigades attack other brigades, but cannot target artillery troops if screening troops are present.

If a flank breaks, it will retreat and the opposing section will start to pursue. Note that,because of their speed, cavalry is especially good at hunting down fleeing troops.

The efficiency of the troops in a section is greatly influenced by the number of troops present and the “frontage” provided by the terrain. Think of frontage as the number of guns you can bring to bear (and men you can expose to danger) because of the width of the battlefield. In open terrain, frontage will be generous and huge armies can fight, but when combat starts in mountain passes or if you are assaulting a fort, frontage will be much lower. If you are on the attack and have superior numbers, you will want maximum frontage so you can use these advantages.

If the available troops ideally need more frontage than the terrain provides, then they will deal less damage than the balance of forces might otherwise suggest. But the commander of the reserves can pull troops from the flanks in order to make sure frontage is balanced. He can also choose to reinforce a flank in order to secure it from breaking or forcefully commit the guard to overpower the enemy in one flank.

In each combat phase, brigades have to wait until enough combat rounds have passed until they're able to strike. This is the initiative of the brigade. Light infantry and cavalry have good initiative ratings, for example, and can harass the enemy forces before they are able to strike back.

Cheers,
Johan

Ps. And don´t forget to watch March of The Eagles video walkthrough by King at Gamespot!
http://www.gamespot.com/march-of-th...-of-the-eagles-developer-walkthrough-6399828/

MotE_1.png
 
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unmerged(473486)

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Awesome!
 

roplox

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Has Paradox really read my forum post? I really hope we will get to see war of Finland.
 

safferli

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Frontage was an awesome concept (back in V2?), and I do believe it will be great in MoE :)
 

ikki

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Wonder what those trooptypes are.
Line? Supply? cavalry (just a single pile?), Artillery, Militia? Something? Guard?
 

Letar

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Frontage was an awesome concept (back in V2?), and I do believe it will be great in MoE :)
Back in HoI3 even :) Although it was of course in V2 as well.
 

King

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How are Leaders chosen to the fronts?
If you have more than four leaders, how are they chosen? Some kind of seniority ranking?
It's your Empire/Kingdom/Republic (please delete as appropriate) so you pick.
 

Searry

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Sounds like and improvement over the previous games definitely. But could we have a whole dev diary about maneuvering?

EDIT: Ok. After watching the video I was really disappointed. Looks like it still doesn't matter enough where you put your units and how you move them.
In AGEOD games there are roads which are very important strategically so you can't just move large armies trough a marsh or a thick forest.

It's your Empire/Kingdom/Republic (please delete as appropriate) so you pick.
This is also a bad. It ignores the whole system armies are built on, and that is ranks.
 
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ashandresash

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Quite good! A question has come to my mind, and I don't remeber if it's been anwered before... will weather be influencing the combat?
 

ParadogsGamer

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It's your Empire/Kingdom/Republic (please delete as appropriate) so you pick.
King, so if you are engaged with a whole corps, you would potentially have a lot of leaders to chose from right? If there's a leader in every Brigade, a Corps would consist of 6-10 Brigadier Generals, plus 3-4 Divisional Generals and the Corps Marshall.
Even multiple corps battles were normal at the time.
Assigning them manually would require a pause. How does that work in MP?
 

King

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King, so if you are engaged with a whole corps, you would potentially have a lot of leaders to chose from right? If there's a leader in every Brigade, a Corps would consist of 6-10 Brigadier Generals, plus 3-4 Divisional Generals and the Corps Marshall.
Even multiple corps battles were normal at the time.
Assigning them manually would require a pause. How does that work in MP?
You can only assign 4 leaders to a stack. One to each of the flanks and reserve (who doubles as over all commander). You also don't structure your units into divisions and corps you simply structure them into flanks. Divisions and Corps structure are ideas that give your army bonuses and we assume that your leaders will take care of the business of organising the brigades under their command for you. After all what are you paying these guys for anyway?
 

Seblivion

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The idea of a frontage sounds great. It gives something more to have in mind, and that's of importance as this game will be focused on warfare mainly.