Agent Griff said:
Hm, you mention tournaments. What kind of tournaments will there be in this mod?
Will you be including tournaments like in the 1257 mod? You know, the ones where the player and each combatant participates with their actual equipment from the campaign and every combatant (save some player companions who can be on foot) is mounted.
Or will you be making something different? As far as tourneys are concerned, I like the ones in 1257 the most and I believe the creator is planning to add both ransoming and a form of jousting besides the regular melee.
I have a few ideas for tournaments, which will be an important part of the game. There will be the regular style tournaments as in Native, and I don't really have an issue with the arena combat, although there's no reason why that can't be changed.
My main idea is having Ashby-de-la-Zouch (though that may be changed since I'd prefer to have it in France), where there will be a few combat options. There will be a joust, which is the main feature, an archery competition, and a few other options (myself being not quite sure how to implement it, but I'll get to that when the time comes). For tournaments, tournament armor will be assigned as well as a tournament helmet, which there are a few models floating around here.
I really like your questions, by the way.
Lukasz said:
Actually... not quite. From "A history of warfare" by John Keegan (one of the best reads in the field of warfare studies - highly recommended!) "It has been estimated that a phalanx might lose fifteen per cent of its strength by defeat, either through outright killing, death from wounds [..], or in the massacre which followed flight" - this in a conflict between units named, literally, "roller" and relying on unprecedented shock tactics. Unfortunately, there are no sources listed for that estimation, but given his high profile and animosity of certain other historians toward his work (he is very much anti-Clausewitz which irks the others
), I would assume his words to carry some weight. He also notes that the casualty ratio was limited somewhat by the Greek lack of tendency to pursue the fleeing opponents once the winner of the combat was determined. He also has (sourced, in fact) a study of wounds and casualties during medieval times mentioned in his brilliant "A Face of Battle," but I cannot, of course, find the bloody book right now. I need to roRganize my collection again...
The phalanx would have different casualty ratios, though, considering they were not as mobile as their later Roman counterparts, let alone medieval armies.
Lukasz said:
In any case, the casualties for combat were actually pretty low - speaking strictly for the combat itself. A massacre could follow if the fleeing army was being pursued.
I'm not so much speaking of the combat ratios, though (although I figured someone would read it as such). That's why I phrased it "Only killing 1/3 of the
enemies a soldier engages is rather below expectations". Often a good part of the lack of casualties comes from the fact that many soldiers would not be deployed during combat, reserves that were never brought up, and archers who did not have to engage in melee. Of the soldiers who did engage in melee, though, I think it would not be good for high tier infantry to not inflict casualties.
The issue is that in Mount & Blade, the functional use of wounding soldiers is taking captives, which I'm all for, but the majority of soldiers being wounded and not many killed is not really being efficient. Commanders typically do not send in their best soldiers with the intent of taking prisoners, but rather inflicting heavy casualties. There are other soldiers, such as light cavalry, who are better suited for taking prisoners.
Also you have to remember that in Mount & Blade a lot of things that occur in medieval battles (such as not deploying certain units, not calling on your reserves, or even fleeing and escaping the field) are not represented and that factors into lower casualty rates in medieval battles and higher percentages in Mount & Blade. Armies in Mount & Blade can easily expect 90% + dead, which is something that did not happen all that often in the Middles Ages. Doing just a brief survey of battles at the time, casualty rates had a wide range, with some as high as 1/3 dead, but with some around 1/8 dead. So really the casualty rates are really an issue with Mount & Blade, and not this mod (which I am not looking to change the essential game mechanics).
So it still stands that I prefer to have the heaviest infantry deploy weapons that kill and opposed to render unconscious, because I'm factoring in Mount & Blade casualty ratios. The soldiers are expensive, well equipped, and reliable, but if they leave 2/3 of their enemies alive that creates two problems: for one, you're being most effective when killing the enemy, so it'd be a waste of funds if your soldiers simply wounded everyone. For two, since 50 is the limit of prisoners, what can you do with the 30-40+ extra enemies who are wounded?
Historically speaking casualty rates weren't nearly as high as Mount & Blade, but 1/3 dead as opposed to wounded isn't at all unrealistic. Also, casualty rates factor the entire army, some of whom may not have even fought, unlike Mount & Blade. For the game, and for this mod, I think it's most effective to have the highest tier infantry be effective and killing and not be highly armored Manhunters.