
Originally Posted by
Saracen
Some 3 hours later a a few pounds lighter from being in a hot attic I have come up with some reference materials. First a little background. I started board gaming, mostly war simulations with Avalon Hill games in 1960 when I was 15. Between than and 1978 I went from board games to military miniatures of which I have several thousand. Every house I owned in that period had to have a "war game room" which was basically a pool table with a 5X9 sheet of plywood on top painted green. I have collected several sets of war gaming rules written by many historical experts. I also have a library of books concerning war gaming and military history. Bought my first computer in 1978 and gradually my gaming has moved over to the computer which I have done exclusively for over 10 years. This game is like fighting a battle of miniatures and reminds me of those "old days". At any rate when we played ancient miniatures we would fight balanced battles. An example of how the rules worked would be say each side gets 1500 points worth of troops. The rules would provide army lists which would give you how many points a particular unit will cost. A unit of Hoplites might cost you 250 points where a unit of light slingers might be 25 points. Also and more importantly each army had a list of percentages of troop types allowed. You were not allowed to spend all 1500 points on Hoplites. It might give you a minimum/maximum % per unit type, for example you might only be able to spend 20%-25% of your 1500 points on Hoplites. Perhaps Slingers might be 15%-20%. These are just examples but you were "forced" by the rules to play with an army that was a reasonable simulation of the composition of that army from an historical perspective. If I wanted to be Carthaginians you couldn't take all elephants for example. I think you get the idea. Some of the rules sets are even more specific and give you an actual list of units to use vs an opposing army of specific units. Then of course the historical data itself of specific orders of battle perhaps give us the best picture of army compositions. When the Greeks fought Greeks they tended to have smaller armies with a greater proportion of Hoplites. There were different mixes of troops when the eastern armies arrived on the scene. Terrain also had a bearing on troop types used.
So how does any of this bear on this mod of MTW. The nature of the software does not "force" a particular army composition. With the almost unlimited funds available we wind up with to many total troops and the troop types tend to be the "best" you could buy. Hence 16 Hoplites units vs 16 Hoplites units, not exactly what I would call a historical simulation. Before I start I want to say that this is simply for my own enjoyment of the game and I am not putting "anyone down" for what they have created or how they wish to play. I wouldn't have anything to work with if it hadn't been for the fine efforts of the folks who created the mod.
The first step is to get the total economics under control. I am probably 80% of the way there with the modifications I have made so far. As I said I will probably "tone down" the trading even further but that is for another discussion. My first step will be to take the reference materials and come up with some idea of appropriate army compositions. I am going to start with the Greek Hoplites as that is the most glaring inconsistancy I see. I have to use the game software provided as the "tool set" so that means to me a combination of unit cost, build time and support cost. For example if I first take away 90% of your available funds, reduce your yearly income by 80% then make you take more time and money to build them and yet more money to support them I can "force" you to build less Hoplites and more of other troop types. Your total army will more closely resemble historical reality. here is a list of the reference materials I am going to use:
Warfare in the Classical World by John Warry
An illustrated encyclopedia of weapons, warriors and warfare in the ancient civilizations of Greece and Rome. From the rise of Mycenae to the decline of the Roman Empire 1600 BC - 800 AD.
Ancient Empires - A simulation of wars of antiquity by Greg Pitts & Scott Bowden, Emperor's Press LTD.
War Games Research Group, war game rules 3000 BC to 1250 AD
5th Edition, June 1976
War Games Research Group, war game rules 3000 BC to 1000 AD
Revised August 1981
Revised January 1982
War Games Research Group, war game rules 3000 BC to 1485 AD
Revised August 1992
The Shock of Impact - Rules for the ancient period by Ian S. Beck and Michael Bussey, copyright August 1981
Classical Warfare - Rules for ancient warfare from the Pharaohs to Charlemagne by Gary Gygax, published by TSR Rules copyright 1975
Tactica - A historical approach to ancient wargaming by Arty Conliffe, copyright 1989
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