Clovis wrote:I prefer my mod be used with randomization option if I want to get some surprise from time to time and without to play with historical figures.
The new relocation order will ease 3 stars general transfer.
After the first Bull Run clash, it seems most of the battles until 1862, both East and West, were of modest size....What's you're naming total bore is maybe just ...realistical behaviour
There's yet much more batlting to do, with small forces in the West, on the coast, raising forces to keep game interest for the 12-14 first turns of the game ( and in fact really less as both unique armies are released during the 6th turn and new HQ aren't available until november 1861....
If you perfer to use randomization, go for it, but it shouldn't be used as a reason to eliminate the command structure.
Actually, there was a lot of fighting going on in 1861, in Missouri, in Kentucky, in West Virginia, even in the Peninsula. Battles usually had about 10-15 000 men combined on both sides (small compared to Bull Run, but still battles).
Bethel Church, VA, 1861
5000 men engaged
Carthage, MO, 1861
8000 men engaged
Rich Mountain, WV, 1861
8000 men engaged (about 30 000 were actively campaigning in the region)
Wilson's Creek, MO, 1861
15 000 men engaged
Ball's Bluff, VA, 1861
3000 men engaged
Just to list a few. Campaigns and operations were in full motion during this time. The initial scenarios and startoff forces, in my opinion, are too light and do not reflect the scope at which the pre-war militia was mobilized, and used in combat, during the first half year of the war.
A lot of territory changed hands, and a lot of battles occurred during this era. The only way fighting can be historic, is if units are allowed to form HQs, which is the only way to get CP penalties within managable rates (at around 10%) in theatres where there are no HQs.