So back in the early development of WH1 we know that bodyguards were planned for generals and that unit formations were incorporated into the game. Somewhere in development however it all got scrapped, but the code still exists and several modders have incorporated them into their own projects with touch ups of their own. A really good example would be in this video here, with race appropriate and TT and TW friendly formations for the Dwarfs, Empire and High Elves respectively.
https://www.youtube.com/watch?v=coK2VPx3Ej4&abNow this discussion isn't about the mods though, there just an excellent visual representation of what I'm getting at. There's so much tactical choice available for the player, that's been there in every TW game prior and existed as fluff and abstractions in the TT (static models don't allow for much articulation of course lol) yet were stripped out of the final product. Personally, I find this baffling for what's supposed to be the premier real-time-tactics franchise of our time. In the video above we see dwarfen testudos completely neuter incoming fire from Sisters of Avelorn, a return of the defensive phalanx formations of Rome, Med 2 and Rome 2 (albiet buggy) and Spanish Tercios that open up new defensive layouts for gunpowder armies. Yet, none of that exists in what we have.
So my point being, what's y'all's thoughts on what could have been here? Personally, I like TW:WH for the setting, the vibrancy and the characters, but strip all of that away and the base Total War formula feels really freaking hollow and mediocre to me. I don't think lack of formations is the whole reason why, but it's a pretty big one IMO.
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Taking examples from the video above,
1 - Not a single dwarf entity was killed from all that arrows, which kind off isnt realistic.
2 - Few spearmen were killed from the cavalry push from Demigryphs and Oger Riders, which is kinda nothing when comparing high teir Cav vs Low Level Entry Spearmen unit.
none the less, I would love if these formation settings, where kinda nerfed, and added to the game.
And it should introduce other type of Formation instead of only one type.
I agree with you.
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2 · 3Disagree 2AgreePersonally, I think they just scrapped it in WH I when they ran into issues and didn t have as much budget to work with.
After all, it´s more on the eye-candy side of things.
Also I just hate Empire spearmen without shields not beeing pikemen...
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3 · 2Disagree 3AgreeSpear walls would also absolutely massacre cavalry but make them extremely vulnerable to ranged units because they are wide open and immobile.
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5 · 1Disagree 5Agree- Report
0 · 3Disagree Agree- Report
0 · 1Disagree AgreeAlso, it's not quite the same but the concept is similar enough to warrant it; weapon switching for units like Black Orcs is nearly identical mechanically speaking and as such deserves a shout out in this thread.
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4 · Disagree 4AgreeAs far as 3K goes, formations are cool but too easily disrupted by single entities. So let's not even imagine with WH monsters and magic added in the mix...
My personal collection of hazardous tests and quickfixes (yes this is a link).
Wondering why you get some traits on your characters this may give you a vague idea
Balance enthusiast, I like tinkering and messing with stuff and values. Cool heads prevails !
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1 · Disagree 1AgreeThe Lustria campaign even had rules that allowed any unit with a musician to adopt it, albeit without some of the normal bonuses.
Made them easier to manoeuvre and harder for missile troops to hit.
Prior to 8th it was fairly free in that you could position the models however you wanted as long as each model was within 1” of another and they all linked up. They then formed into a more normal formation if they got in melee range.
8th made them a bit more of a pain as they had to end their movements in a box formation but 1” apart instead of touching and IIRC it gave them a fixed LOS arc whereas it used to be 360 degrees.
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0 · Disagree AgreeLINK
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2 · Disagree 2AgreeAs for the issue with single entities and magic, yeah it's pretty obvious that they had a part to play in the decision, but they not so oppressive to render formations useless. Front lines are staggered and SEMs cannot be everywhere at once, plus the wound mechanic is coming and will even that playing field.
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2 · Disagree 2AgreePeople some times click it right before a charfe connects to get the stats but prevent the unit going in to wedge.
#givemoreunitsforbrettonia, my bret dlc
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0 · Disagree AgreeThe 8th version was a massive faff though as you had to be more exact about it, to the point people started building special movement trays with spacers built in which kind of defeated the point a bit.
The 8th Ed Skirmishers rules was a massive nerf, especially for melee units like dryads and wardancers. You still got the benefits vs shooting (especially vs war machines), but lost most of the others and gained a bunch of new downsides in addition to keeping the old ones (no rank bonus, can’t disrupt ranks).
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0 · Disagree AgreeBut that's a completely different criticism of mine and separate to the topic, though there are clear connections from a game design standpoint.
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2 · 1Disagree 2Agree- Report
0 · 10Disagree AgreeShields and being invincible is the only difference and not good ones.
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1 · 2Disagree 1AgreeThey would certainly need them for their pikemen and such to work more effectively.
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3 · Disagree 3AgreeIt also helps with the Arcade-ey approach to the game (which helps with sales), limits the need for testing and balancing (made more difficult because of faction diversity), etc.
It's one of my main complaints about the game though, wish it was in, oh well maybe CA will implement it with Dogs of War faction.
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0 · Disagree AgreeThe hp story is actually not true not even one bit ,base hp for most infantry bar black orcs is actually below 100 hp.
So damage for empire knights base line is overall on first attack after charge is 78.
Now if you add impact damage. Which is speed * mass and multiplyer the over all damge by 1st attack easily exceed 100 damge.
What empire knights lack is literally ap. Which is what your seeing as units serving and MD rolls. And the occasional ward saves.
So it literally has nothing to do with hp system but everything to do with armour system and i think this is the superior design since cavalry requires actaul akill to use rather oh i charge i win.
Though in campaign things are quite different since there are ways to add ridiculous amounts of armour and ward save to a unit making most cavalry useless.
Don't belive me get a unit of gors and get a good rear charge at full speed on a unbraced unit you will see what i am saying
#givemoreunitsforbrettonia, my bret dlc
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0 · Disagree Agree- Report
4 · Disagree 4AgreeTesduo and pike formations for southern realms or tilea..etc.
It shouldn't be handed out like candy
#givemoreunitsforbrettonia, my bret dlc
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0 · 1Disagree AgreeThe bigger omission is unit banners, musicians etc.
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2 · 1Disagree 2AgreeEven Cathay's formation attack is just a buff.
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0 · Disagree Agreecathay formation is not a stat buff it is a AI rule that make cathay units fight in formation , unlike every other unit in game bar Lance formation. who told its stat buff?
and there is actually decent amount of formations in game files we just don't have acess to them in vanila
#givemoreunitsforbrettonia, my bret dlc
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2 · Disagree 2Agree