Delphin wrote: ↑Sat Jan 08, 2022 6:18 pm
I agree that any troops are vulnerable to flank attacks. However, in this case, it turns out that cavalry - light cavalry included - is much more vulnerable than slow-moving heavy foots. It seems unrealistic to me, since in an open formation there is less difference between the front and the flank, and mobility allows you to change formation faster.
So in your vision, open formation would be less vulnerable to flank attacks, and because of base depth issues, that isn't the case in Triumph -- is that what you're saying?
A couple of points I'd like to make.
First, I accept your contention that open order troops are more mobile, and that might mean that individuals in the group can bail (run away) faster or more effectively. But that does not mean that the formation as a fighting unit is more likely to survive. Open order troops that fragment (run away, trying to save themselves) are a destroyed unit. So the very thing that might keep more individuals alive might increase the chance that the unit as a whole disappears. In most historical battles, actual individual casualties were at less than 5% of the army, when their side broke. The vast majority of kills happened in the pursuit, after the army broke. What this means is that you should not confuse a stand breaking with individual casualties -- which is what you are saying with your contention.
Second, some geometric aspects of Triumph (and much of base depth is just that) exist because of figures, and that is going to be true forever unless everyone who plays the game switches to playing 6mm figures on 80mm scale bases. Sorry, but that's just the way it is. As some examples, Chariots and Battle Taxis and War Wagons and Elephants and Pavises are on square bases because that's the only way to fit the figures. Doesn't have much to do with their fighting formations at all. Some are open order, some are close order. In a real historical battle the actual depth of the formation would be a small fraction of the base depths we use -- but since we aren't working with a computer game, we don't have the freedom to explore rules that ignore figure depth.
Neither of my points are intended as "answers" to your discussion -- I enjoy listening to this sort of discussion, and talking about it. But I wanted to be sure you understood the constraints we are working on, as well.
Best regards,