Walderschmidt
Chieftain
- Joined
- Oct 14, 2009
- Messages
- 22
Flanking
For context, history has shown us time and time again that frontal attacks are the least effective tactic. Commanders who were able to make attacks from the enemys rear, or the sides, have always been the most successful commanders. Commanders known for this are Hannibal Barca, Scipio Africanus, Erwin Rommel, General Douglas MacArthur, and many more.
Most games in Civ IV favor the defenders through lots of defense bonuses, and the most reliable way of negating these defender advantages is through buying artillery, air planes, and to some extent even battleships, all due to bombardment and such. Therefore, offense is not only coerced into frontal assaults by game mechanics (speed of overall attack, movement paths), but by lack of other options. Thus, all combat in Civ IV is less realistic and not as much fun in the long run. One can only fight war on a strategic scale. Winning the war depends on who the attacking side is, who the defending side is, and who has the most amount of units. In theory, to win against a defender, an aggressor must have combined arms.
In theory, in order to win against a defender, an aggressor must have combined arms. He must have enough planes and artillery to reduce enemy defences and strength, enough tanks to finish off the enemies stacks of forces, and enemy infantry to occupy captured cities against counterattack. In short, the attack should have a numerical advantage over his opponent in numbers of 3 to 1.
So, my proposal to improve realism, challenge and fun is to give each unit a facing. That is, each unit would have four directional stances in relation to the map (which is already graphically represented when a unit moves). There would be four directions a unit would face: up, down, left or right (in relation to the map. You would be able to choose a facing at the end of the movement.
This would significantly influence combat outcomes depending on which face a unit gets attacked on. For explanation purposes, I'll list the scenarios as frontal attacks, side attacks (left or right), and rear attacks.
Scenarios:
1. For combat in which a frontal assault occurs, I would leave it to normal Civ devices.
2. If unit X was attacked on the side (flanked) by unit Y, it would suffer penalties ranging from -30 to -50% loss of strength. The reason behind this is that flanking attacks are demoralizing and unexpected. Therefore, a flanked unit cannot fight to its full ability. Second, when a unit is being flanked, it is not facing the attack (initially) and thus can bear the full weight of its firepower.
Whereas the flanked unit recieves penalties, the flanking unit recieves benefits. Flanking a unit is psychologially easier to do than attacking it head on. Ifyou were a common grunt, I'd imagine that you'd rather flank a machine gun than attack it head on. Second, when flanking an enemy, the attack is able to bring is full firepower to bear, in addition to the bonuses of the surprise (attacking from an unexpected direction).
3. If unit X was attacked from the rear by unit Y, the results would be disasterous for it. This attack would either result in complete destruction of unit X or it being captured by team Y (the choice would be made by the attacker).
If captured, unit X could be:
-ransomed back to its home country
-executed for a morale boostin country Y (but relations between countries would take a hit)
-made to work in a gulag (slave labour)
-freed
-converted to team Y
-sent back as spies
The possibilities are endless really.
I know that some people will say that these consequences are really harsh, but they should be. Being hit at your rear is an intensely negative psychological hit. When an army is attacked head-on it can fall back to its defenses, resources, or to relative safety of a nearby friendly army. When hit in the rear, the army has nowhere to fall back to except to the bayonets of its enemy. This causes panic to the point where either the army ceases to be an army (through disorganization) or through total destruction.
In terms of gameplay, this mechanic rewards daring and thoughful commanders who focus on whats important in combat as opposed to mindlessly throwing armed men at their foes. Secondly, it punishes an incompetant commander who fails to moves his forces accordingly. Combat is about skill not about who has the most forces (though numbers help). It realy isn't that hard to backpedal your armed forces to prevent rear attacks.
Some people may counter this saying that the latest press releases state that military units are no longer completely destroyed in a battle (http://forums.civfanatics.com/showthread.php?t=355156). Despite this, I still maintain that this mechanic can still fit, if it is one of the only ways to completely neutralise a unit (besides encirclement).
Other Gameplay Affects:
Some people in this forum have stated their desire for a more diverse selection of military units to choose from. If flanking is implemented, then the number of military units available can increased at least two fold. For example, when it comes to cavalry, one could have light cavalry and heavy calvalry. Heavy calvary could be used to smash units head on, or protect against other types of calvary, whereas light cavalry could be used to flank the more dangerous units.
The same could go for various infantry, tanks, ships, and even airplanes!
Also, a new set of promotions could be available pertaining to increasing the effects of flanking and decreasing the effects of being flanked. This would make flanking actually useful, and would make more sense than the current bonus the promotion grants (15-25% to retreat!?)
In conclusion, I believe that flanking will help make combat more interesting and intuitive, as well as adding more to the game itself. While adding this feature won't make combat perfect, it definitely is a step in the right direction.
For context, history has shown us time and time again that frontal attacks are the least effective tactic. Commanders who were able to make attacks from the enemys rear, or the sides, have always been the most successful commanders. Commanders known for this are Hannibal Barca, Scipio Africanus, Erwin Rommel, General Douglas MacArthur, and many more.
Most games in Civ IV favor the defenders through lots of defense bonuses, and the most reliable way of negating these defender advantages is through buying artillery, air planes, and to some extent even battleships, all due to bombardment and such. Therefore, offense is not only coerced into frontal assaults by game mechanics (speed of overall attack, movement paths), but by lack of other options. Thus, all combat in Civ IV is less realistic and not as much fun in the long run. One can only fight war on a strategic scale. Winning the war depends on who the attacking side is, who the defending side is, and who has the most amount of units. In theory, to win against a defender, an aggressor must have combined arms.
In theory, in order to win against a defender, an aggressor must have combined arms. He must have enough planes and artillery to reduce enemy defences and strength, enough tanks to finish off the enemies stacks of forces, and enemy infantry to occupy captured cities against counterattack. In short, the attack should have a numerical advantage over his opponent in numbers of 3 to 1.
So, my proposal to improve realism, challenge and fun is to give each unit a facing. That is, each unit would have four directional stances in relation to the map (which is already graphically represented when a unit moves). There would be four directions a unit would face: up, down, left or right (in relation to the map. You would be able to choose a facing at the end of the movement.
This would significantly influence combat outcomes depending on which face a unit gets attacked on. For explanation purposes, I'll list the scenarios as frontal attacks, side attacks (left or right), and rear attacks.
Scenarios:
1. For combat in which a frontal assault occurs, I would leave it to normal Civ devices.
2. If unit X was attacked on the side (flanked) by unit Y, it would suffer penalties ranging from -30 to -50% loss of strength. The reason behind this is that flanking attacks are demoralizing and unexpected. Therefore, a flanked unit cannot fight to its full ability. Second, when a unit is being flanked, it is not facing the attack (initially) and thus can bear the full weight of its firepower.
Whereas the flanked unit recieves penalties, the flanking unit recieves benefits. Flanking a unit is psychologially easier to do than attacking it head on. Ifyou were a common grunt, I'd imagine that you'd rather flank a machine gun than attack it head on. Second, when flanking an enemy, the attack is able to bring is full firepower to bear, in addition to the bonuses of the surprise (attacking from an unexpected direction).
3. If unit X was attacked from the rear by unit Y, the results would be disasterous for it. This attack would either result in complete destruction of unit X or it being captured by team Y (the choice would be made by the attacker).
If captured, unit X could be:
-ransomed back to its home country
-executed for a morale boostin country Y (but relations between countries would take a hit)
-made to work in a gulag (slave labour)
-freed
-converted to team Y
-sent back as spies
The possibilities are endless really.
I know that some people will say that these consequences are really harsh, but they should be. Being hit at your rear is an intensely negative psychological hit. When an army is attacked head-on it can fall back to its defenses, resources, or to relative safety of a nearby friendly army. When hit in the rear, the army has nowhere to fall back to except to the bayonets of its enemy. This causes panic to the point where either the army ceases to be an army (through disorganization) or through total destruction.
In terms of gameplay, this mechanic rewards daring and thoughful commanders who focus on whats important in combat as opposed to mindlessly throwing armed men at their foes. Secondly, it punishes an incompetant commander who fails to moves his forces accordingly. Combat is about skill not about who has the most forces (though numbers help). It realy isn't that hard to backpedal your armed forces to prevent rear attacks.
Some people may counter this saying that the latest press releases state that military units are no longer completely destroyed in a battle (http://forums.civfanatics.com/showthread.php?t=355156). Despite this, I still maintain that this mechanic can still fit, if it is one of the only ways to completely neutralise a unit (besides encirclement).
Other Gameplay Affects:
Some people in this forum have stated their desire for a more diverse selection of military units to choose from. If flanking is implemented, then the number of military units available can increased at least two fold. For example, when it comes to cavalry, one could have light cavalry and heavy calvalry. Heavy calvary could be used to smash units head on, or protect against other types of calvary, whereas light cavalry could be used to flank the more dangerous units.
The same could go for various infantry, tanks, ships, and even airplanes!
Also, a new set of promotions could be available pertaining to increasing the effects of flanking and decreasing the effects of being flanked. This would make flanking actually useful, and would make more sense than the current bonus the promotion grants (15-25% to retreat!?)
In conclusion, I believe that flanking will help make combat more interesting and intuitive, as well as adding more to the game itself. While adding this feature won't make combat perfect, it definitely is a step in the right direction.