A proposal for a full rework of the battle rules as well as an overhaul of the military system in general is forthcoming. Effectively I have investigated and found that there really are no effective battles rules for the game right now and the unit types and function are so muddled they can't even truly be represented properly. In other words, things look nice but they really aren't nice.
One point of debate is the relative preeminence of gunpowder units. Some RP has been done to basically advance the firearm technology to 19th century levels. I think this is a bit too much an unworkable with every other unit. And that's why gunpowder units compose 3/5 of the overall force because, well, you've invented line infantry. The unit layout and the strategies it suggests is no longer medieval or even recognizable as belonging to the 15th or even 16th centuries.
So what I'm going to ask everyone is to rank, on a scale of 1-10, how effective artillery and gunpowder should be in the rules relative to other units (how many yeoman longbows would it take to counter a cannon?). Secondly, a rank of 1-10 about how hard it should be to get them - keeping in mind that a sliding scale can be created where more effective gunpowder units exist but they take more effort to get (note that investments made up to this point will probably be refunded and compensated for if/when new rule changes take effect.)
Your post should look like this:
How effective should gunpowder units be: x/10
How easy should it be to get them?: x/10






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