Pentagathoos
Squire
I'm not sure if this would mess up the campaign balance, but it would be pretty cool to have smaller groups scouting ahead of armies but remaining within reinforcement range, these could be made up from each lord party that forms the army (pooled between them, so that say for every 3 lords in an army there is one party of outriders formed from a portion of their cavalry units, or maybe there would just be one group formed from all of the lords parties) and these parties could use their speed to catch enemy lord parties instead of having the whole army fruitlessly trying to chase a smaller party. It also makes sense, using cavalry to harass an enemy force would slow their movements and allow your main army to catch up with them and this was done historically.
This could also be expanded upon in future to increase the depth of army management and use of tactics and scouting skill, for example you might have a chance to ambush enemy outriders (ie fight them on their own without the army they're attached to or fight them with a group chosen beforehand like in hideout raids) in order to weaken the main army, and possibly affecting their army's spotting range or speed. The likelihood of success of an ambush could be determined by your tactics skill and your party's scouting skill, as well as the quality of troops chosen to participate in this ambush. You could also have the chance for a critical failure, where your ambush group is detected and attacked, being captured by the enemy and so weakening your own army/party. If the player joins the ambush you could be captured yourself, with your party being commanded by one of your companions until you are ransomed (or until it gets captured), if not then the ambush battle would be auto-resolved. Successfully taking out the scout parties might give you a chance to ambush the main army as well (I'm pretty sure the devs talked about having ambushes as a feature years back, perhaps this has been shelved or maybe it's a goal already.)
Edit:
Just to be clear, the primary gameplay function of this would be to form some kind of zone of control around the armies roaming the map so that the player and enemy parties can't just slip past them.
This could also be expanded upon in future to increase the depth of army management and use of tactics and scouting skill, for example you might have a chance to ambush enemy outriders (ie fight them on their own without the army they're attached to or fight them with a group chosen beforehand like in hideout raids) in order to weaken the main army, and possibly affecting their army's spotting range or speed. The likelihood of success of an ambush could be determined by your tactics skill and your party's scouting skill, as well as the quality of troops chosen to participate in this ambush. You could also have the chance for a critical failure, where your ambush group is detected and attacked, being captured by the enemy and so weakening your own army/party. If the player joins the ambush you could be captured yourself, with your party being commanded by one of your companions until you are ransomed (or until it gets captured), if not then the ambush battle would be auto-resolved. Successfully taking out the scout parties might give you a chance to ambush the main army as well (I'm pretty sure the devs talked about having ambushes as a feature years back, perhaps this has been shelved or maybe it's a goal already.)
Edit:
Just to be clear, the primary gameplay function of this would be to form some kind of zone of control around the armies roaming the map so that the player and enemy parties can't just slip past them.
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