The tactics of Alexander

Awesome read!
 
Interesting, but the author obviously didn't use the original sources: Diodorus Sicilus, Curtius, Arrian, or Asclepiodotus, because he missed the Key Component of Alexander's (and his father, Phllip's) army: The Combined Arms Effect. Alexander's victories were won by combining the effects of heavy and light infantry and heavy and light cavalry in mutually-supporting tactics.

For instance, the Pezhetairoi ("Foot Companions", the Macedonian sarissa-wielding infantry) did not destroy the Persian chariots at Gaugamela. They went to tight order, leaving lanes for the chariots to stampede through, and the Thracian light infantry behind them then javelined the chariot horses, pulled the drivers out of the stopped chariots, and butchered them. The chariots that attacked Alexander's Companion Cavalry never got to the cavalry: the Agrianes light infantry stopped them with javelins through the horses also.

At Gaugamela, on Alexander's right wing, 1000 light cavalry kept 8000 Bactrian and Scythian cavalry tied up all day. How? They had another 6000 Thracian infantry behind them with long spears and large shields. They'd make a charge, disorder the enemy, and when the enemy countercharged they'd nip behind the Thracians, watch the Bactrians bounce off the hedge of spears, and then come out and bite them again. Combined Arms made each individual unit much more powerful than it was by itself.

The author doesn't half get the importance of Drill and Discipline. One of the things that Made the Macedonian Army was that Phillip got control of silver mines that allowed him to pay his troops year-round, so that they could be trained and drilled full-time. The Phalanx had three different methods of doing a 180 degree about face, for example: one looked like they were charging you (Lacedemonian Countermarch) one looked like they were retreating (Macedonian Countermarch) and one took place all in the same ground, and must have looked like the original Chinese Fire Drill on Steroids (Egyptian Countermarch). They could close ranks in a dense, prickly mass, open ranks to cover rough ground, and one Roman soldier admitted that in 20 plus years in the Legion, he was never more scared than when he saw what looked like all the spearpoints in the world coming straight at him in a battle against a Macedonian (Successor) phalanx. Only the infantry of the Roman Legion in all of antiquity, had that kind of flexibility and training, and even they did not have the initial Impact of Alexander's phalanx, which could charge at a run over good ground and not get disordered.

Of course, the point really is that the Civ Combat System doesn't begin to show the effects of Combined Arms either. The extent of it is usually to have an archer shoot someone before you attack them, or try to get a light cavalry unit to hit the enemy in the flank with Bonuses. You just have to assume that the unit in the tile includes some sort of tactical combination within it, which is pretty lame...
 
Side note: Alexander reminds me of when someone lets their kid brother play in the multiplayer civ game with the regular group.

"This city is Alexandria. This one is Alexandretta. Alexandrinople. Alexanderia. Alexetta."

This one is Bobbyville. And Bobbytown. And Bobbycapital. And Bobbyarmy. And Bobbynavy.
 
Rose-tinted view of Alexander. A brilliant general yes, but he was also a megalomaniac who sold out his own. His betrayal of Philotas and Parmenio and the pages conspiracy were terrible episodes in his storied life.
 
Of course, the point really is that the Civ Combat System doesn't begin to show the effects of Combined Arms either. The extent of it is usually to have an archer shoot someone before you attack them, or try to get a light cavalry unit to hit the enemy in the flank with Bonuses. You just have to assume that the unit in the tile includes some sort of tactical combination within it, which is pretty lame...

Nice read, maybe civ 6 should do more with combat bonusses. Having bonusses for having different units type next to another. Like an extra defensive bonus for melee unit with an archer behind it or something
 
Rose-tinted view of Alexander. A brilliant general yes, but he was also a megalomaniac who sold out his own. His betrayal of Philotas and Parmenio and the pages conspiracy were terrible episodes in his storied life.

Not at all rose-tinted: we were discussing his tactics, not his politics, megalomania or paranoia - all of which, if you read all the literature, are seriously debatable and have been seriously debated elsewhere.
I tried to make clear that his 'tactical innovations' were or may have been as much his father Phillip's as his - another debate still on-going in academia and elsewhere.

As to Combined Arms Tactics in Civ VI, I think it could be modeled within the 1UPT system, but it would require a set of Adjacency Bonuses or Consecutive Attack Bonuses, possibly related to some sort of Military Policy Cards in the Civics area.
Something like: a Anti-Cavalry unit attacked by a Melee Unit and then a Cavalry/Mounted Unit loses its Anti-Cavalry Bonus, because its formation is disrupted fighting the melee unit (shades of Alexander's Hetairoi-Hypaspist combinations)
Possible 'multiplicative' combinations include:
Cavalry with Spearmen - as Alexander's light cavalry at Gaugamela
Cavalry with Ranged or Recon troops - as in the German Cavalry versus the Gauls and Romans, who had light infantry mixed with their horsemen
Field Cannon with Cavalry in the Renaissance and later - because forming square to defend against the cavalry makes you a massive target for the guns.

Some combinations, like Archers firing first before Melee or other units 'charge in', is just Good Sense and doesn't need other modifiers, but the sequence of Musketmen or similar attacked by cavalry, which tactically requires them to 'bunch' to defend themselves against being over-run and thus greatly multiplies the effect of Cannon/Artillery fire, does deserve a 'tactical bouns'
 
I just don't think that would add anything at all.

If you want a combined arms/tactics layer to civ, you need to bring back stacks. *BUT* rather than the simple stacks of civ4 and before where every unit fights individually one after the other, they should fight collectively against another stack. Then you can add bonuses for how units interact with others. That would be something a bit like CallToPower, but with more modifiers so that a perfect stack isn't always 5 melee and 4 ranged. You could then also model logistics by having tech/civics/policies/GG change the total number of stacks you can field, and the maximum number of units per stack.

But this is a whole other discussion...

I would argue a good way to do this is limited stacks of size 2-5 (depending on balance), where different units take different actions. An important part here would be that if the defending unit dies, all units in the stack die. That way you can have, for example, a defensive line of spearmen, archers to fire on the enemy, the option to engage in combat with the spearmen and then use the cavalry to flank while the fight is happening, etc.
 
An important part here would be that if the defending unit dies, all units in the stack die.
Please, let us NOT return to the civ2 mechanic/exploit of manipulating the AI to stack their units into 1 tile for ‘protection’ so you can wipe them out with orchestrated attacks!
 
I would argue a good way to do this is limited stacks of size 2-5 (depending on balance), where different units take different actions. An important part here would be that if the defending unit dies, all units in the stack die. That way you can have, for example, a defensive line of spearmen, archers to fire on the enemy, the option to engage in combat with the spearmen and then use the cavalry to flank while the fight is happening, etc.
Instead of stacking, it could be possible just to combine units of different types in a manner similar to corps and armies, unlocked through military civics.

For instance, the upcoming pike & shot could be a combination of a pikeman and musketman unit.

This would also serve the purpose of providing some measure of military advantage for civ's that have a culture advantage against civ's that are lopsided towards tech.
Please, let us NOT return to the civ2 mechanic/exploit of manipulating the AI to stack their units into 1 tile for ‘protection’ so you can wipe them out with orchestrated attacks!
I guess I'll point out before anyone else that when you live in a world of lone catapults wheeling themselves up to your doorstep, the tactics you describe above sound sublime by comparison.

The thing to remember about orchestrated attacks is that the attacker could expect to lose forces in the attack, whereas today they're one-sided shellackings where players can routinely wipe out and AI force without losing a single unit.
 
Just allow stacking but HardCap it. Like, limit it to no more than 3-4 a tile (includes Civilian units, support units and GGs/GAs). Strongest unit defends if attacked.

Has the added benefit to making it an easy ability for a warmongering Civ ("may stack one additional unit per tile"). I think it would be easier on the AI too, which is good because it makes the game more challenging and the AI less of a moron.
 
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