Of course they make sense. SAM is an hard counter against airplanes. Modern ATGM is an hard counter against tanks.Do hard counters make sense in strategy games - yes, no, maybe so? Which games benefited from them or the opposite?
Of course they make sense. SAM is an hard counter against airplanes. Modern ATGM is an hard counter against tanks.Do hard counters make sense in strategy games - yes, no, maybe so? Which games benefited from them or the opposite?
Wargame : Red Dragons has the best examples of hard counters given it is really terrain, units and "information situation" dependant. Your Apaches are hard counters for anything armored, two dudes with a MANPADS behind a bush are an hard counter for your Apache, and pretty much anything else is an hard counter for your two dudes with a MANPADS.
Of course they make sense. SAM is an hard counter against airplanes. Modern ATGM is an hard counter against tanks.Do hard counters make sense in strategy games - yes, no, maybe so? Which games benefited from them or the opposite?
Wargame : Red Dragons has the best examples of hard counters given it is really terrain, units and "information situation" dependant. Your Apaches are hard counters for anything armored, two dudes with a MANPADS behind a bush are an hard counter for your Apache, and pretty much anything else is an hard counter for your two dudes with a MANPADS.
In terms of game balancing, don't strong counters give huge advantage to players who aggressively scout their enemies?
Sure, every now and then someone might surprise you in with some gimmick strat, outside of the established meta, but more often than not it will end badly for the person trying to do that.
The "meta" is so complex in Wargame that it boils down to skill. Following the meta is going to give you maybe a 5% or 10% advantage, no more. I mean, except if you handicap yourself on purpose by taking just the Poles or ANZAC or Japan.Sure, every now and then someone might surprise you in with some gimmick strat, outside of the established meta, but more often than not it will end badly for the person trying to do that.
I hate all strategy games that rely on a strict meta. It's not even a strategy game at that point. It is "follow these simple rules to win". No thought, no creativity, no nothing.
For me an hard counter is something that does not simply inflicts more damage, like in your paladin/pikemen example - this would be a (soft) counter.How hard is a hard counter tho?
I like Age of Empires 2, and it has a pretty well balanced set of counters. But you can still overwhelm counter units with the units that get countered provided you have
a) a civ bonus that buffs those units
b) upgraded your units more than the other guy
c) numerical advantage
d) really good micro skills
Most prominently, the spearman line is supposed to defeat cavalry, and it does so by having massive bonus damage against all cav units. But I've seen games where people engaged in scout vs spearman matches and their scouts won due to good micro, having armor upgrades, and slight numerical superiority. Paladins, the highest upgrade of the knight line, can defeat halberdiers, the highest upgrade of the spearman line, one on one easily. So if you bring the same numbers, paladins will will against their direct counter. But they're much more expensive to recruit, so part of the spear line's counter is that they're super cheap to mass and get bonus damage against the way more expensive knight line.
Does that make spears a hard counter against cavalry, or just a soft counter?
That'd be a soft counter. A HARD counter is when the thing in question shuts the other thing down COLD, like, say, flying ranged unit vs. melee infantry, helicopters vs. tanks, jets vs. helicopters, etc. Each of these basically has the ability to slay the other with near impunity, with the hardness of the counter increasing depending on the level of impunity. Hard counters aren't things with 10%, 50%, or even 100% advantages. Hard counters are things with like 1000% or more. If you end up dividing by zero trying to figure out what the level of advantage is, you've got the hardest counter, where the existence of even a single unit of something can kill an effectively infinite number of the other with not a damn thing they can do about it.Does that make spears a hard counter against cavalry, or just a soft counter?
Hard counters give huge advantages to players who have informational superiority. How this superiority is obtained is immaterial. There is not necessarily scouting in a given game, there may be no hidden information and the game is played with perfect information...but if the one player has a clear informational superiority in that he can predict the other player's moves or has a superior understanding of the mechanics, he will crush that other guy like skull of pig.In terms of game balancing, don't strong counters give huge advantage to players who aggressively scout their enemies?
Airplanes can also counter SAM.Of course they make sense. SAM is an hard counter against airplanes. Modern ATGM is an hard counter against tanks.
Yeah, like in chess you can win by following the simple meta of "don't hang your pieces". Banal, shit, boring.Sure, every now and then someone might surprise you in with some gimmick strat, outside of the established meta, but more often than not it will end badly for the person trying to do that.
I hate all strategy games that rely on a strict meta. It's not even a strategy game at that point. It is "follow these simple rules to win". No thought, no creativity, no nothing.
That's because walls DON'T hard-counter cavalry. They're not a counter at all, they're simply a stalling tactic.Well, you can always play the "what if" game. For example: sure, walls hard counter cavalry, but what if the cavaly encircles the settlement and prevents communications and supplies.
That counters the specific TACTIC of cavalry charges...as you can see, it does not actually counter the cavalry themselves, which are still free to do another very important cavalry thing: Marauding. To function as a counter to the thing itself, you have to actually be capable of neutralizing the actual thing. Since there is no way for a wall to give chase to and drive off the cavalry, they only counter the cavalry charge, which is just a single aspect of the cavalry, not the entire cavalry.There's not a thing you can do on horseback with a melee weapon versus a guy standing on a wall. More importantly, fortifications prevent cavalry from charging (i.e. cavalry doing the cavalry thing) and restrict its maneuvering.
If cavalry can't do the cavalry thing, that sounds like a pretty hard counter. But of course, that depends on how you understand it, as far as we can have a formal definition for something used informally in online gaming.
Yeah, but is it still cavalry we're working with? I mean, xir can identify as such, but it's as though something is missing...M&B taught us that in the event of a siege cavalry can turn into infantry.
Ok, but can dragoons be still used for marauding? If not, according to your own words, it's not also not a hard counter. So what was the hard counter? Motorized infantry? Yeah, that doesn't sit well with me.That counters the specific TACTIC of cavalry charges...as you can see, it does not actually counter the cavalry themselves, which are still free to do another very important cavalry thing: Marauding. To function as a counter to the thing itself, you have to actually be capable of neutralizing the actual thing. Since there is no way for a wall to give chase to and drive off the cavalry, they only counter the cavalry charge, which is just a single aspect of the cavalry, not the entire cavalry.
The hard counter to cavalry, for instance, seems to have been the automatic rifle. Since the widespread use of automatic rifles and machineguns, cavalry has no longer been employed on the battlefield, with remaining "cavalry" troops becoming dragoons (mounted infantry) instead. Being up on your high horse in the face of automatic gunfire is a recipe for a quick death.
Arguably it's the whole point; if the game tries to reflect reality. But the given W:RD example is somewhat exaggerated - there are grades of AA as there are grades of ECM - lousy manpads are hardly a deterrent for modern planes, but in principle, games trying to reflect military technology, will often have units being hard counters to other units against which they were designed to work against.Of course they make sense. SAM is an hard counter against airplanes. Modern ATGM is an hard counter against tanks.Do hard counters make sense in strategy games - yes, no, maybe so? Which games benefited from them or the opposite?
Wargame : Red Dragons has the best examples of hard counters given it is really terrain, units and "information situation" dependant. Your Apaches are hard counters for anything armored, two dudes with a MANPADS behind a bush are an hard counter for your Apache, and pretty much anything else is an hard counter for your two dudes with a MANPADS.
In terms of game balancing, don't strong counters give huge advantage to players who aggressively scout their enemies?
I seem to recall you could dismount your knights in Total War, too.
Yes, but dragoons are not true cavalry, in that they do not fight on horseback. Thus they don't count, nor does "armored cavalry", which fills a similar tactical role, but are cavalry in name only, being that they no longer use horses or any similar animal at all.Ok, but can dragoons be still used for marauding?
No, it was definitely one of the ones with knights. I forget HOW exactly you did it, but I remember that under certain circumstances, knights would convert into "Dismounted Blah Blah" and fight as heavy infantry.Depends on which Total War. Certainly not the ones with knights in them (Medieval 1 and 2).
I would argue that more abstracted games with simpler rulesets incorporate hard counters MORE frequently, because the simpler your ruleset is, the less room there is for soft outcomes. If anything, hard counters dominate this particular type of game, simply because the ruleset is too few and simple to incorporate much in the way of states between "win" and "lose" interactions between pieces.IMO the only situation where hard counters could be bad, are abstract games with rules too few or simple to accommodate the consequences.
I seem to recall you could dismount your knights in Total War, too.
Depends on which Total War. Certainly not the ones with knights in them (Medieval 1 and 2).
Dragoons were introduced in Empire and Napoleon: melee cavalry that can dismount to become shooty infantry.
Dismountable cavalry remained in later games like Rome 2 IIRC.
No, it was definitely one of the ones with knights. I forget HOW exactly you did it, but I remember that under certain circumstances, knights would convert into "Dismounted Blah Blah" and fight as heavy infantry.Depends on which Total War. Certainly not the ones with knights in them (Medieval 1 and 2).