Scouting:
Would be determined by the types of units in an army. Heavy units would add less scouting than light units. Mounted units would add more scouting than lighter units and light cavalry being the best scouts.
The scouting value would determine the minimum visibility army that would be visible to you. Armies of full heavy units would thus be exposed to ambush from small lightly armoured units especially in rough terrain.
Visibility:
Similar to unit weight, each additional unit in an army would add to its visibility, the larger and heavier an army the more easy it would be to find.
An army on the move has its visibility increased.
Home Territory:
The larger the population in your home settlements the better their base scouting. Enemy armies in your sparsely populated settlements will still be able to hide.
Forts:
Would add a moderate amount of scouting to all adjacent tiles similar to how they remove FOW. This would add further utility to forts eg border forts quite common in the roman empire.
Navies
Moderate scouting in adjacent land regions similar to forts.
Modifiers:
Terrain: Visibility would be modified by terrain type e.g. forests would reduce terrain significantly whilst plains and farmland not at all.
Traditions/Cultures/Characters/Legion Honours: Can impact both.
Scenarios & Benefits:
The Ambush
Your enemy has a strong heavy infantry army that you want to kill but he wont engage your armies.
You place a small low visibility army in the forest you expect him to go through and some larger supporting armies a bit further back. Once he enters that settlement the battle begins and you are able to force him to engage.
Regrouping
You have suffered a heavy defeat and need some time to regain morale. The enemy however, wishes to destroy your army entirely. You move deeper into your territory and split your army placing it in rough terrain to make it harder for them to find you thus buying you some time to recover your army enough to reengage.
Unpredictability
Hide smaller supporting units in low visibility terrain as additional support that the enemy hadn't expected and gain advantage.
Screening / Skirmishing
Adds the need to scout bad terrain ahead of larger armies to ensure your army isnt forced to fight with a bad terrain modifier.
Would be determined by the types of units in an army. Heavy units would add less scouting than light units. Mounted units would add more scouting than lighter units and light cavalry being the best scouts.
The scouting value would determine the minimum visibility army that would be visible to you. Armies of full heavy units would thus be exposed to ambush from small lightly armoured units especially in rough terrain.
Visibility:
Similar to unit weight, each additional unit in an army would add to its visibility, the larger and heavier an army the more easy it would be to find.
An army on the move has its visibility increased.
Home Territory:
The larger the population in your home settlements the better their base scouting. Enemy armies in your sparsely populated settlements will still be able to hide.
Forts:
Would add a moderate amount of scouting to all adjacent tiles similar to how they remove FOW. This would add further utility to forts eg border forts quite common in the roman empire.
Navies
Moderate scouting in adjacent land regions similar to forts.
Modifiers:
Terrain: Visibility would be modified by terrain type e.g. forests would reduce terrain significantly whilst plains and farmland not at all.
Traditions/Cultures/Characters/Legion Honours: Can impact both.
Scenarios & Benefits:
The Ambush
Your enemy has a strong heavy infantry army that you want to kill but he wont engage your armies.
You place a small low visibility army in the forest you expect him to go through and some larger supporting armies a bit further back. Once he enters that settlement the battle begins and you are able to force him to engage.
Regrouping
You have suffered a heavy defeat and need some time to regain morale. The enemy however, wishes to destroy your army entirely. You move deeper into your territory and split your army placing it in rough terrain to make it harder for them to find you thus buying you some time to recover your army enough to reengage.
Unpredictability
Hide smaller supporting units in low visibility terrain as additional support that the enemy hadn't expected and gain advantage.
Screening / Skirmishing
Adds the need to scout bad terrain ahead of larger armies to ensure your army isnt forced to fight with a bad terrain modifier.
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