Have been away from the whole competitive 15mm rule set ancient / medieval thing for a long time, like 15 years, I'd say.
Rreturned to my forlorn 15mm Rome v. Gauls and Pelopponesian War Greeks recently, thanks to my group starting up Age of Hannibal.
While AoH has several unspecified issues with movement [mostly around being vague sometimes, and specific other times] the most striking thing for me is that it does demonstrate that with just a few rules you can dodge the entire DBx / Barker pages of explanations thing for movement.
At first I thought it would be too loose and there'd be too much freedom of movement for my take on large ancient battles. I was partially right. However, with just a couple of little tweaks, problem is solved.
This got me re-thinking the DBA / ZOC mechanism, overall. Basically, if you are within a square the width of the front side of an enemy unit, your options are to attack one of those units, or move directly backwards.
I was fond of DBA and played loads of it in the 1990s… I have the winning plaques to prove I got competent at it.
Now, I am thinking that the whole ZOC / Barkering thing is not really an historically accurate model, and perhaps just moving more slowly and cautiously in general near the enemy is a better way to do it.
I do think that the presence of an enemy unit within its threat distance impacts the maneuvering of a friendly unit.
How to model that in a game effectively I'm uncertain about.
ChipCO / Age of Hannibal basically just slows down movement / maneuvering to where it isn't a big deal.
The DBx games use a frontal ZOC.
What are your thoughts?