I don't think a RPS system would limit the use of tactics in TW games. Its pretty historically accurate. Its easier to fight a man on a big warhorse when you have a big spear to poke him with. At the same time, if you break a spearman units line (long spears only, not Town Militia type), then you would find things easier in such close quarters with a sword. If your on a big horse, its easy to cut down men with short weapons such as swords below you.
I think the best system in terms of tactics would be to have a RPS system as the backbone. Then add special functions for every type of unit, to give them a real sense of purpose, something I think units lack in M2TW, although I still love the game. Use long spears or pikes to hold a defensive line or choke points, and defend against cavalry charges. Use two-handed weapons to charge at an enemy line and break it up, then withdraw them as their charge bonus wears off. Try to use halbers, billmen, axes etc as anti-armour specialists. Swordsmen and shortspearmen will form the backbone of an army, and be part of the RPS system in terms of their tactics. Cavalry are used to counter non-spear infantry, and break enemy formations with deadly charges, before withdrawing as the lose their charge bonus, perhaps repeat the process. Lighter cavalry are good for chasing away missile units and catching routers. Archers would be basic support troops. Crossbowmen and javelinmen should be short range anti-armour specialists.
If this sort of system could be implemented, it would really add a whole new depth to M2TW battlefield tactics. In fact, I plan on making a basic mod to do this as far as possible.
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