Welp.
This took embarrassingly long to organise, and that amateurish excuse for a "flowchart" (in fucking PAINT of all things) took an even more embarrasing time to make, so I'll
just not even mention the lengths of time now, and also never speak of them again.
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- Aiiie
You can download it instead of looking at it in the post, for maximum clarity.
On the flowchart, the lines in green are what I think might be the best choices, the ones in blue are acceptable, the ones in grey are dubious,
and the ones in red are arguably suicidal.
As such, the green paths SHOULD lead to the easiest battle, the blue ones to the current one, the grey ones to the poorest battle, and the red ones
to either a very hard/probably unwinnable battle, or to the current simple game-over screen of unavoidable defeat.
Hopefully I didn't fuck up the paths or the colours, but even if I did, I'm hoping to make myself clear with the words that follow as well.
TO THE CONTENT:
Like I said, the pitched battle/army tactics/strategy/whatever you call it section in the taking of St Astha is fun for me, I think the concept's great.
Like I also said, I have a serious problem with the way it's currently organised.
That problem is that only one path leads to a fight, while the rest lead only to defeat - although I don't think they should.
There are about 5 stages of the battle, the way I see it.
Archery Range stage (1),
Flanking Start stage (2),
Flanking Continue stage (3),
Frontline Wavering stage (4), and
St General's Fight stage (5).
At the end of the day, I've only got 2 main points to make.
MAIN POINT ONECurrently a single choice in stage one can bone you irretrievably.
Actually, 2 of the 3 choices bone you irretrievably.
I don't think they should.
Actually, I don't think ANY of the choices in stage one should be able to bone you irretrievably, because they all seem arguably useful to me.
MAIN POINT TWOCurrently, you don't have a choice in stage 4, and you are compelled to launch your rear-guard orcs into the frontline battle.
I don't think you should be.
Additionally, I think that what you choose to do with your rear-guard orcs in stage 4 should be instrumental in deciding what battle you get as well.
Set out a little more fully, here's what I've got in mind.
Green Path One, to easiest battle.Archery Range Stage (1)
Shoot the knights' horses.
Firstly, I'd like to see the option made a bit clearer.
Shooting at heavily armoured knights with shitty Orc bows is a poor decision, though shooting at their unarmoured horses is a good one.
As it's currently worded, it sounds like you have to HOPE your orcs miss the KNIGHTS and manage to hit the horses by MISTAKE.
I'd rather have it say explicitly that you're shooting at the horses.
Well, the reason that it's a great decision to attack the knights is relatively clear, and it's probably why you made it the only path that allows
victory, although I don't agree with that last-mentioned decision of yours.
The knights are the main threat.
They took out your previous invasion almot single-handed.
It would indeed be best to harm them as much as possible early on, especially since your orcs have shown many times that they can deal with
foot-soldiers.
Thus weakened, the knight forces won't be nearly as much of a threat as they were before.
Flanking Start Stage (2)
Reinforce the archers with your Elites.
Really you should be able to reform the pikemen to absorb the knights' charge.
That's what they're for, and they're there specifically to trump the knights.
Sadly, it seems that somebody forgot to train them in how to step sideways a few feet and stabilise themselves in response to the knights' charge.
*shrugs*
Odd, but hardly a matter of severe contention. If the new Pike Orcs are too unskilled to do that, then they're too unskilled to do that.
So the second best choice here, the only one you CAN currently take to stay in the fight, is to reinforce the archers with your elites.
I'm a bit surprised that the elites can actually withstand the charge, but I guess there's a lot to be said for the skill and hardiness of the Greenborns.
Anyway, the reason for this to be a sound tactical decision also seems relatively clear: You stop the knights from running roughshod over your
archers and taking your Pikemen from the side or the back.
(Of course... the
problem with reinforcing the archers is that the knights can probably ride around the archers and the elites and crash
straight into the Overlord. Well, that seems like a reasonable thing for them to do, anyway. Since they don't do that as it stands, I guess
reinforcing the archers turns out to be the right choice. Hm. *shrugs*)
Flanking Continue Stage (3)
Keep your rear-guard with you.
This is another thing in the battle's current set-up which makes a fantastic amount of sense.
The Saint General isn't among the opposing army this time, so you have to know something's wrong going in.
Keeping your rear-guard Orcs with you also helps to strengthen the obvious position of vulnerability from the rear that the Overlord finds himself in,
sticking out in the back of the army like he is.
Any other action here SHOULD provoke the Saint General's charge, and it is good and right that it does.
However, if you've chose to send the rear-guard towards the knights instead of towards the infantry, I feel like it should be possible for them to
interfere with the knights from the sides, so that instead of an instant loss, you get the poorest possible fight again.
If you keep your guard with you, then the St General does not charge, the full number of elite squads fight the knights, and the knights cannot
break free, because they have been weakened by the archers.
(If you sacrifice the archers and then send the Orcs in to flank the knights while the knights flank your Pikemen,
I think you should still have a fighting chance, since you
can wreck the knights while they're busy with your pikemen. That option is certainly going to be messy as hell, though, and it's also certainly going to involve a lot more
trouble from the infantry when the infantry arrives, since your pike orcs will be far fewer.
If you have a fighting chance after sacrificing your archers in that way, I'd expect it to be a chance in the poorest possible end battle.
Probably.)
Frontline Wavering Stage (4)
Keep your Rear-guard with you.
Nothing about the Overlord's vulnerable position at the back of the army has changed.
Sending your Orcs away from their guard position is almost as foolish now as it was before, though admittedly not AS foolish at all.
The pikemen can handle the infantry, and if they don't, then only a few pathetic infantrymen will bleed through for the rearguard or the overlord to
stomp.
With the rearguard there, the Saint General may delay still further, and finally end up attacking when she realises that the rear guard will NOT leave.
Then at least one of her knights can get taken out by the Elites, or at the very very least, be severely weakened by the elites.
If an extra infantryman shows up in round 3 or 4 of the mounted St General battle, or in the unmounted st general battle, then fine: he's no problem.
Blue Path One, to current battle:
Same as above, but in the Frontline Wavering stage, (4) send the Elites to deal with the infantrymen, as is now compulsory.
The St General will charge as she does now, and will strike you without her knights being weakened by your rear-guard, as she does now.
The knights from the side will be unable to break free, because they've had their horses shot by archers, as it is now.
Blue Path two, to current battle:
Archery Range Stage
Attack the Infantry.
Your foot-soldier orcs have already shown that they're good against infantrymen, so thinning the numbers of those should make those orcs have an even
easier time against them. Additionally, it's been demonstrated time and time again that archers are the weak DPS of your army, and they're very good
against ordinary infantry.
It's true that your untrained Pikemen haven't "already shown" that they're good against anything as yet, and they're replacing your "footsoldier orcs"
for now. But as it turns out they ARE good enough to take out the infantrymen without the archers' input, in the current setup,
so they should be even better able to deal with them after the archers have thinned them out.
That'll leave some of the pikemen free to turn and fight the knights on the sidelines, and things like that.
I mean even if they're not trained enough to intercept the incoming knights' CHARGE, I have to assume they're able to fucking turn 90 degrees to the
side when they're done fighting infantrymen or when they're not required to fight infantrymen because there are fewer of those said infantrymen.
Shooting at the infantrymen in these circumstances is not a tactical "failure" at all, much less one severe enough to warrant losing the engagement.
It's a sensible choice.As a matter of fact, considering the actual phrasing of the command you're giving as it
currently stands,(shooting at the knights themselves
with your shitty bows, and not at their unarmoured horses)
it's arguably the
MORE sensible choice.
Flanking Start Stage (2)
Reinforce, as before.
If you don't reinforce, then perhaps there should still be a fighting chance, as before, but it might be iffy.
Flanking Continue Stage (3)
Keep your rearguard with you, as before.
This is becuase you're obviously vulnerable without it, as before.
If you don't, then worst possible battle, or straight loss, as before, for the same reasons as before, but even WORSE now because you haveb't shot
the knights' horses, so the knights, the main threat, will be even more threatening.
Frontline Faltering Stage (4)
Keep your rearguard with you again, as before.
Still vulnerable without it.
Now, when you send the rearguard to the front, the knights still break free and fall upon you, because you haven't weakened them.
They may STILL do that when the St General charges after you keep your rearguard with you, because she has realised that you won't be so stupid as to
commit your guardians to battle - but the knights should spend more time fighting the elites because the St General has hesitated for a longer period,
so the knights should be weakened. And the elites you KEPT in your rearguard should be able to stop those weakened knights from actually reaching you.
Dubious Path one, to a poor battle (this time, with perhaps 1 or 2 extra knights)As with Blue Path 2 above, but at the Frontline Faltering Stage (4), send your rearguard to fight the knights on the sides, instead of keeping them
with you a second time.
Before they reach, the knights will break free, but your rear-guard should be able to take out some of the knights before they reach you...
unless the knights just ride AROUND the rear-guard.
(The great mobility of cavalry was one of its advantages, after all.)
That's why I'd say that the result when your guard
IS further from you, (so they end up having to move a larger distance to intercept the charge)
should be a bit worse than the result when your guard
IS close to you, (so that they have to move a shorter distance in order to be able to
intercept the charge, from whatever direction it may come).
And that's why sending your rearguard AWAY, towards the knights, is dubious.
It provokes the St General, Leaves you open, and MAKES the rearguard less able to deal with alterations in the knights' course.
I don't think it's necessarily a straight loss situation though.
Dubious Path Two, to a poor battleWaste your arrows on the small number of archers and then do everything else right, including KEEPING your rearguard with you at stage (4).
The poor battle could start off like the previous poor one, but then some infantrymen would show up as well in some round, since you didn't
thin their numbers out.
Reinforcing the frontlines when you HAVEN'T weakened the knights should result in the knights running over you as they do now, perhaps the poorest
battle.
Keeping your rearguard when you haven't weakened the front line should result in the front line being able to bleed through, but some infantrymen
aren't going to be a problem for your Elite Orcs.
The infantrymen PLUS the Knights might be, though.
Dubious path Three, to a poor battleAs in Green Path one, but instead of reinforcing the area you did NOT weaken (ie, the infantrymen, if you shot the knights) and instead of
keeping your rearguard with you, send your rearguard to deal with the already weakened knights in the frontline wavering stage (4).
You'll provoke the Saint General's charge, and some infantrymen will show up as well, either in the charge or in the unmounted battle.
Dubious path Four/Suicidal path 1, to a poor or the poorest battle:
As in Blue path one, shoot the infantrymen and hold so as not to get charged prematurely, but then
instead of reinforcing the area you did not weaken, or keeping your rearguard with you again, send your rearguard to assist the part you DID weaken
(in this case, the infantrymen.)
You'll provoke the Saint General's charge and the knights will break free and crash into you as before.
Suicidal path 2Shoot the archers and then DON'T do everything right including keeping your rearguard with you at the frontline wavering stage (4).
(Thus, to commit suicide,
don't weaken the knights, and
DO send your rearguard elites away from you
AND to fight infantrymen,
as you are compelled to do now.)
Sending your rearguard away (and into the infantrymen, no less) is a foolish decision, given the circumstances.
A decision justly to be punished, but the problem is that as it is now,
you don't give the player a chance to make any other decision.
Oof.
This is more of an outline than a full discussion, but it's already too long, and it'll have to do.
If nothing else, I hope you take the easiest to implement change, and explicitly say that you're shooting the unarmoured horses in the beginning.