Lord_Valentai
Member
The M&P engine and the REN game is one my my favourites for its design bredth but also the way the engine can be used my the modder.
There are some things though I wish would be added either to later updates or to future games which would make the game truly a joy to play.
- Routed units. I've never been really happy with the treatment of routed units in the JT Games. They seem to rout too easily and recover too easily. Since I mostly play against the AI I have routed units with 10% strength and 900 fatigue appearing out of the woodwork in areas behind your lines trying to rejoin the battle. I wish routed units under 25 or 50% strength and/or high fatigue would just keep running.
- Pursuit. Linked to the above, it's rarely worth it chasing down retreating enemies because even cavalry charging routed troops hurts you as much as the enemy by disrupting and losing you casualties. My wish is that routed troops don't disrupt an enemy if there are only routed units in a hex. Furthermore, charging cavalry overruns and removes routed troops automatically provided they are of a certain ratio (up to 2-1 maybe). Since most casualties in these battles were caused by one side breaking and running, it gives the swarms of light cavalry something to do.
If that's too difficult or too complex, simply reduce routed units to counting as a quarter strength rather than half. As it is, the high cost of cavalry rarely makes it worthwhile meleeing with routed troops because of the casualties you take in return.
- More intelligent AI pike use. Right now it still seems to treat pike block formation like Napoleonic Square. This means a pike unit against infantry will often blunder in column into an attack and be unable to fight. Furthermore, allowing a certain ratio of troops to be in the hex and not be skirmishers whilst retaining pike protection would be fantastic.
- Meleeing cavalry with infantry. Right now non missile and non pike infantry can't do anything against cavalry. Adding the ability for infantry to melee disrupted or cavalry not in open ground (at a disadvantage of course) would tilt the balance back somewhat.
Any thoughts?
There are some things though I wish would be added either to later updates or to future games which would make the game truly a joy to play.
- Routed units. I've never been really happy with the treatment of routed units in the JT Games. They seem to rout too easily and recover too easily. Since I mostly play against the AI I have routed units with 10% strength and 900 fatigue appearing out of the woodwork in areas behind your lines trying to rejoin the battle. I wish routed units under 25 or 50% strength and/or high fatigue would just keep running.
- Pursuit. Linked to the above, it's rarely worth it chasing down retreating enemies because even cavalry charging routed troops hurts you as much as the enemy by disrupting and losing you casualties. My wish is that routed troops don't disrupt an enemy if there are only routed units in a hex. Furthermore, charging cavalry overruns and removes routed troops automatically provided they are of a certain ratio (up to 2-1 maybe). Since most casualties in these battles were caused by one side breaking and running, it gives the swarms of light cavalry something to do.
If that's too difficult or too complex, simply reduce routed units to counting as a quarter strength rather than half. As it is, the high cost of cavalry rarely makes it worthwhile meleeing with routed troops because of the casualties you take in return.
- More intelligent AI pike use. Right now it still seems to treat pike block formation like Napoleonic Square. This means a pike unit against infantry will often blunder in column into an attack and be unable to fight. Furthermore, allowing a certain ratio of troops to be in the hex and not be skirmishers whilst retaining pike protection would be fantastic.
- Meleeing cavalry with infantry. Right now non missile and non pike infantry can't do anything against cavalry. Adding the ability for infantry to melee disrupted or cavalry not in open ground (at a disadvantage of course) would tilt the balance back somewhat.
Any thoughts?
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