FE - Tactical Combat Questions

1. Will Tactical Combat in FE have unit movement alternating based on initiative + random factor?

2. Will more highly trained units get a bonus to iniatiative?

3. Will army units have a chance to not receive orders? and thus not move?

Example:

1-2 No Orders
8-10 - Can receive new orders

Adjustments

  • Closest Champion is 4+ tiles away = -2 (orders from Commanders farther away are likely to be obscured by combat)
  • Veteran Units +1
  • Expert Units +2
  • Elite Units +3

4. Will tactical combat have line of site restrictions?

5. Will their be morale effects in FE? and if so, does charisma affect the ability of Champions to rally broken or fleeing units? Does a sovereign or champion fleeing the battlefield trigger a morale check?

  • Chance to rally a broken unit is based on Charisma (5% per Charisma Point) + Distance to Broken Unit (Distance) x (-5%)
  • Unit with Charisma 20 has a 100% to rally an adjacent unit, 75% to rally broken unit 5 tiles distant
  • Rally action costs 1 movement point (Does my champion rally a unit unit or move?)

6. Will there be a bonus to flank attacks?

7. Can individual units adopt battle tactics? Shield Wall, Receive Charge, Opportunity Fire for Archers, etc.

Receive Charge: Cannot Move, Defensive Bonus vs Cavalary Charge
Shield Wall: Bonus vs Archer Attacks, Movement Penalty

8. Will there be a greater range of tactical combat spells?

9. Will the AI use magic and deploy ranged attack units?

 

4,941 views 3 replies
Reply #1 Top

Good questions. The initiative thing I believe is coming though details are scarce. I’m very curious about it actually. If it just determines the fixed order in which units on the battlefield take their turns then it will surely be a rather minor advantage once the first turn has passed. On the other hand if it provides a continuing benefit and units with high initiative will effectively have to wait less time between their turns, it will result in some units effectively getting the occasional free turn. That has worrying implications because it will give us the same problems we have with combat speed, where units with high initiative will effectively be able to run faster across the battlefield because they get more turns. Especially if initiative is determined by equipment (and if it’s not, i don’t see what would), we will get the same ridiculous problems that we currently do, where giving your sovereign a short sword allows him to cast more spells or run faster.

Reply #2 Top


3. Will army units have a chance to not receive orders? and thus not move?

Example:

1-2 No Orders
8-10 - Can receive new orders

Adjustments

Untrained Units = -1
Closest Champion is 4 tiles away = -1

End of quote

 

I really hope not; while this sort of thing sometimes sounds good in your head, it's not generally a good gameplay mechanic, instead only causing confusion and frustration to the player.  Exceptions are if an enemy explicitly caused the randomness (confusion spell, for example, with other automatic possibilities).

 

6. Will there be a bonus to flank attacks?
End of quote

 

I really, really hope so.  That's one of the basic drivers of tactical positioning in this sort of game, and drives a lot of emergent scenarios.

Reply #3 Top

I´m only interested in the question. Will the tactical battles be challenging and fun? :)