Regiment

REGIMENT is a free, print-and-play tabletop wargame focusing on vast combined-arms battles using epic-scale miniatures. Build your army, command your forces, and recreate epic conflicts across the galaxy.

Flanking Too Easy, and a Proposal to Fix It

  • Danifesto98
  • Topic Author
  • Offline
  • New Member
  • New Member
More
1 month 1 day ago #25 by Danifesto98
Flanking Too Easy, and a Proposal to Fix It was created by Danifesto98
My friend and I played our first game yesterday and enjoyed it, but we did come across a mechanic that didn't feel quite right. I had droidekas and he had cavalry, and we would use their high movement stat to continuously fishhook around each other in a 1v1 to get that flanking bonus.
For obvious reasons this felt quite gamey and improper, but I've seen it addressed in other wargames using the following rules: if an enemy unit that you have LOS to begins its turn in your front arc but ends its turn in your flank arc you may make one free pivot immediately to continue facing them. I feel this would address the "Tokyo Drift" duels my friend and I were getting up to. Potentially disable this mechanic if the unit is shaken to simulate reduced reaction time or something, but that may be an edge case too far.
Reasoning in-game being if im shoot at some droidekas in an open field, they ball up and perform a wide circle around me, im not gonna just stand there behind the same piece of cover as an infantryman, im gonna pivot with them as they circle(Source: Battlefront 2)
Let me know what you think, loving the game so far!
The following user(s) said Thank You: spacenavy90

Please Log in or Create an account to join the conversation.

  • spacenavy90
  • Offline
  • Administrator
  • Administrator
  • Hello world!
More
1 month 1 day ago #26 by spacenavy90
Replied by spacenavy90 on topic Flanking Too Easy, and a Proposal to Fix It
Thanks so much for the detailed feedback, I really appreciate you taking the time to write this out. Regarding the 'Tokyo Drift' maneuvers with high-speed units I’ve actually spent some time looking at this. While I see how a free pivot feels more reactive, I prefer to to stick with the current system for a few specific design reasons:
  1. Scale and Realism: In REGIMENT, a single unit represents an entire platoon rather than a small squad. At this scale, the coordination required for a whole platoon to pivot and realign their frontage in response to a high-speed flanking move is much more difficult than it would be for a few individual soldiers.
  2. Positioning Skill: I really want positioning and arc management to be one of the primary skills of the game. If units can pivot for free to deny a flank, it effectively gives them a 360-degree 'force field' that negates the opponent’s careful maneuvering and circumvents one of the key mechanics of the game.
  3. Unit Identity: Fast-moving units like Droidekas and speeders are specifically designed around their ability to exploit their high mobility. If I allow targets to pivot automatically, those fast units lose a major part of why they exist in your army list to begin with. If the enemy can just deny your flanking attempt on a whim what is their purpose?
  4. Dug-In Infantry: Infantry that take the Dig-In action are intentionally designed to be very difficult to dislodge from the front; flanking maneuvers are the primary tactical counter to that defensive bonus. If I allowed entrenched units to pivot and block those flanks, they would become far too powerful and nearly impossible to defeat.
That being said, I totally hear you on the 'fishhooking' feeling a bit gamey. My solution would be to encourage players to use support from other units to protect their flanks, rather than relying on the unit itself to react. I’ve made a specific note to monitor flanking lethality more. If it turns out that flanking is consistently too easy or feels broken across more matches, I'll take another look at it.
The following user(s) said Thank You: Danifesto98

Please Log in or Create an account to join the conversation.

Time to create page: 0.144 seconds
Powered by Kunena Forum