Recently I ran quite a few tests in both Rome 1 and Rome 2 to elucidate the role of mass in both games. I used mods (EB 1.2 and DeI 0.96) to significantly reduce the kill rate, making the effects of mass much easier to see. My battle setup was both infantry vs. infantry and cavalry vs. infantry. I used units with high mass such heavy infantry or cataphracts against relatively light troops such as barbarian spearmen.
Below are my observations and analysis:
In Rome 1, unit formation is viewed as a rigid object. When two units collide, given the frontage is equal, a clear frontline will be formed along which troops fight with unspecific attack moves (i.e. "slashing the air"). Units with higher mass often have advantage and will slowly push lighter unit back. During the back pushing, there are two important observations: 1. The frontline is constantly maintained. It may bend a little bit but in no case being disrupted. 2. There is zero penetration (i.e. troops fighting among enemy formation). That's why I said unit formation was viewed as rigid object: when they collide, they might deform, be pushed back but not destroyed.
In Rome 2, unit formation is viewed as soft object. Imagine two pieces of clay being smashed against each other and you get the idea. When two units fight, they penetrate other's formation and form in the middle zone a so-called "melee zone" where troops engage in 1 vs. 1 animations (someone likes to call it "moshpit"). Troops who are not in the melee zone stay back and reinforce their companions there. Due to the existence of such buffer zone which is constantly fed with new troops, there is little or no pushing back and forth unless one unit is vastly superior; even then the pushing is only barely noticeable. Formation attack significantly reduce the size of the melee zone to practically one rank (i.e. no pushing).
Mass works differently in Rome 2: it does not affect pushing but formation penetration. Simply put, units with high mass will be able to penetrate deeply into enemy formation, especically at speed (cavalry charging). In extreme case, heavy cavalry is able to penetrate the whole depth of the formation, turning it as a whole into a melee zone. I don't know if penetration has any effects on how melee is calculated, but I believe it does. Once the formation is penetrated, it is also easier to rush you troops through it into the rear, punching through the front line with minimal casualties. I don't think it is possible with Rome 1. Infantry counters it by bracing, considerably reducing the penetration.
In conclusions:
- In Rome 1, formation is rigid and could not be penetrated. Instead, heavier troops push lighter one back while both maintaining their formation.
- In Rome 2, formation is more flexible. Mass now decides how far enemy formation could be penetrated, even punched through. The effect of cavalry is more noticeable, as infantry has quite a few options to negate formation penetration (formation attack, bracing).
Which system is better, is up to your personal taste to decide.

















