Aurelin wrote:If I order the militia to destroy the depot because of that army, I would also order it to leave, as I wouldn't destroy it if I think I can hold it.
Clovis wrote:and why not a possibility to destroy but with a risk to fail?
GShock wrote:Probably the easiest things are the ones who work best.
I was thinking about :
At the enemy assault on the town guarded by locked units if the militia is defeated and the town captured a die is cast.
The % coming on the die will tell depot destroyed by militia Y/N
(% = A/D numbers. If A overwhelms D by a lot, D has no time to burn down the depot, they must fight or run for their lives)
If % shows Y -> depot destroyed supplies are removed.
If % shows N -> depot not destroyed, supplies captured.
I think it's a good solution but it could be made easier still: compare the losses between assault and locked defense.
According to these you may decide the % of supplies and war supplies lost during the assault (i.e. burned down by fleeing defenders).
Algorithms![]()
You would, but I think the average rural local militiaman did not possess Your clear military mind.GShock wrote:I put myself in the shoes of the militia. If there's too many of them, and it's evident we must make it to the woods and disperse before being killed or captured i would never leave resources to the enemy. It's a choice i could take by just judging their numbers and before a single bullet is fired.
Yes, but then again, we're a not talking about professionals here and not necessarily about highly motivated or well informed amateurs either. Besides, one of the main points of a raid is to take the defenders by surprise anyways (which is modeled quite well in the game, I usually can't even spot the buggers before they strike). If You only know that raiders are "somewhere" in the state, with conflicting reports coming in from everywhere, would You as a regional commander really issue orders to all Your subordinate farmboys-turned-soldiers to prepare to burn their stores when threatened, risking to have them doing so at the first sight of a cloud of dust on the horizon, propably caused by a peaceful herd of cattle?I'm sure the militia commanders would be given such order in advance from the hq anyway.
Yes, well, but they only destroy depots they have newly conquered, not those they are ordered to defend, do they? (Serious question, never checked this out, yetThis concept is expressed nicely with indians and partisans destroying depots by default.
In any case, i don't think the modification i posted is a big problem to implement.
I respectfully disagree. There are numerous instances where depots were taken by surprise even when guarded by more experienced troops (Jackson was infamous for doing that, Manassas depot in the 2nd Bull Run campaign, Harpers Ferry with a huge regular garrison guarding it prior to Antitam, &c.). I don't see why green local militias should be more efficient at destroying stores than regular troops, just because the former are prevented to leave their barracks by the game engine...Even if it had to be easier: locked stack defeated = autodepot destroy would be better than leave depot in the hands of the enemy...
McNaughton wrote:Based on history, local militia could not be relied upon to be efficient and effective in following the grand picture of military warfare. In reality, if they were up against substantial odds, they would have disbanded well before fighting, and very few would waste time to destroy a depot.
Reading up on the War of 1812, as well as the American Civil War, local militia were rarely effective in performing duties such as depot burning. Adding this option will just give players heavy freedoms to have their militia act 'perfectly' whenever they want it to.
If our historic counterparts could not rely on militia to destroy depots, etc., then why should we be given this ability?
GShock wrote:Considering an extra die roll is not too hard to implement, this feature could very well be rendered optional in the game preferences.
Me insist: I know i must run for it when they take my town but if i burn down the depot before running, while i'm in the bushes hiding i know they won't look for me too soon if *their* supply trains must catch up with them.
If they aren't even hungry why should they stop pursuit?![]()
Hobbes wrote:I think we have just about reached the timeout on this poll. I must admit my opinion has been somewhat swayed towards the opposing view of militia not having this ability. I personally would prefer a random chance with milita having around 20% other troops around 80% each turn?
I'll leave it for Pocus to decide what if anything to change.
Thanks, Chris
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