Nelson,
You've got me marked wrong. I've actually been a strong proponent of spear formations vs. swords in head-to-head. In the demo the phalangites were getting waxed in melee and the sword infantry pushed past the "spear wall" like it wasn't even there. Spear formations should suffer from disorder, terrain, and flanking/mobility issues. I'm not really in favor of the kind of rock-paper-scissors you seem to fear (cav/swords/spears). I see most counters as being fairly specific. But specific counters aren't really working that well. Mount effects and terrain effects are muted. Balance issues are numerous and in many instance turned on their ears (archers/slingers/peltasts.)
I've read some discussion and seen in melee a number of things that suggest the animations are indeed used for actual combat calcs in some fashion. Individual soldiers die rapidly when on the corner and the enemy raps around. Certainly angle of attack is important--flank/rear/shield. Some folks tested overhand spear thrusts for hoplites and saw much reduced melee kill rate vs. underhand, for the same stats. The conclusion they seemed to reach was that the head/shoulders was a smaller kill zone than the central mass stabbing action. This would make the animation central to combat calcs. Animations control movement speed and they control attack speed.
Unfortunately, I've not heard of any thread where CA really explained how the combat engine works. So for all of us out here trying to understand it, this is like the proverbial group of blind men touching different parts of a beast and trying to describe it.
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