aryaman wrote:Hi
I presume that the game is designed to give army HQs an especial role, however I usually end using them as hyperCorps, especially with the good commanders like Grant and Lee, I think it should be changed somehow to avoid that, for instance giving Army HQs a strict limitation in units they can assume direct command, to reduce them to a basic escort.
McNaughton wrote:This doesn't really fit their role in many situations. Take the entire period of 1861, and early 1862, where armies did act like corps. Even at Vicksburg, and later in the war, Armies did take the function of Corps commands.
There are already things in place to limit the ability for Army commands to engage in combat.
Henry D. wrote:As a matter of fact, I sometimes wondered if the game shouldn't have a feature (maybe optional) that prevents forming of corps prior to a certain date (say, until sometime in late 1861/early 1862) entirely, to add a lit bit more authenticity in this regard and simulate the cumbersome process of adapting to having "mass armies" both militaries had to go through in the early stage of the war.
I also tend to use Armies as "additional reserve corps" throughout the game and don't think that is too far off from reality, neither...
Regards, Henry
Henry D. wrote:As a matter of fact, I sometimes wondered if the game shouldn't have a feature (maybe optional) that prevents forming of corps prior to a certain date (say, until sometime in late 1861/early 1862) entirely, to add a lit bit more authenticity in this regard and simulate the cumbersome process of adapting to having "mass armies" both militaries had to go through in the early stage of the war.
I also tend to use Armies as "additional reserve corps" throughout the game and don't think that is too far off from reality, neither...
Regards, Henry
Clovis wrote:I envisioned this point ( it would suffice to remove all army Hq until the 1861 autumn) but I've yet to find a reason to do so with the assurannce it would not be an idiocy rule forcing players to repeat the same errors than in reality. Nothing is indicating corps couldn't be formed from the 1861 atumn. McClellan was pressed to do so by Lincoln but was reluctant.
On the contary, I'm yet thinking about removing all army HQ until september 1861. Both eastern armies weren't sufficiently organized to be real armies in game terms.
This change would then delay corps creation until november 1861.
McNaughton wrote:I don't think that this would be correct. Take a look at Bull Run.
Both Commands fought effectively.
Troops went and manoevered where they should have. Nobody got lost, attacked the wrong spot, and the discilpline level during the battle was fairly good. Johnston managed to arrive with his army, organized, on time, and in the place they needed to be which turned the tide of battle (up to this point most likely a Federal victory, based on numeric superiority).
To me, the Command and Control worked fine in this battle. Armies moved where they were directed, and fought how they should. Shiloh is a better example of a confused combat (even though they had better army organization, as well as more experience).
Here are the real problems, and issues, of the day.
#1. Troop training and discipline. The troops in 1861 were not yet the troops of 1863. They marched very slowly, and military discipline in the ranks was not truely formed by this point.
#2. Inexperience. Troops who are not experienced break much faster than those who are. It happened at Bull Run in 1861, and Harper's Ferry in 1862 (and in many other battles throughout the war). Regardless of the experience and competence of the commanders, troops can and will break if they are green enough.
So, it really isn't that there was no effective command structure, but the same thing that plagued the US in the War of 1812, is that green volunteers cannot be relied upon to fight for any long duration.
Eliminating Corps, even Divisions, will only vaguely represent the situation of 1861 or 1862, yet completely miss the point. The real problem was with the troops themselves. Until they were bloodied, they would not have the ability to fight for any extended period of time.
Clovis wrote:Giving division at start is yet leading to gamey tactics ( confederate cavalry divisions raiding from the start, possibility to build under Lyon and Price an excessively large division at start since the removal of Divisional HQ units, to cite a few).
McNaughton wrote:I have read your manifsto for your mod, but I still don't agree on the way that you are implementing things to get the desired result.
Problems were not in command and control, this was evident through the history of American Warfare to this point (Revolutionary and 1812 warfare, as well as Mexican Wars), that the fault lies in the Volunteer system, rather than command and control. American volunteers were exceptionally poor soldiers. In comparison to US Regulars, it is like night and day. The volunteers don't know drill, they don't know discipline, and they break easily. It took years before the US Volunteers were any sort of effective force during the War of 1812, while the US Command system remained generally the same throughout the war.
What should be looked at are the regiments themselves. Lower movement rates, as well as lowered cohesion values for EARLY volunteer regiments should reflect their inability to move quickly as well as to fight for extended periods of time. This means more units will rout, there will be fewer casualties sustained, yet armies will still be effective due to the command/control system.
Realistically, the Divisions of 1861 were the same as those of 1865 (except for some organization of artillery and cavalry, now being attached to corps instead of local command). What changed were the ability of the regiments (thereby larger forces) to be fielded in effective order.
The core of the problem stems with the regiment. They were disorganized, meaning that brigades were disorganized, with divisions disorganized, and corps disorganized. Start here, and you will get the desired result without severley handicapping players by removing armies, corps and divisions.
What will happen without armies and corps is for players to find their best leaders and pack 50 000 men in their commands. Since you will get a 35% penalty with 10 000 men, or 100 000 men, might as well have them under command of generals who have high ratings, and will be activated. This will not solve a single problem of command and control, but, make numbers that much more significant (eliminating any possibility of Confederate quality).
McDowell couldn't get his two reserve brigades in order, because they were sluggish regiments. It took the army two days to march from Washington to Manassas, a deplorable amount of time (troops took breaks whenever they wanted to, without official orders, etc.).
If you are looking for history denoting Second and First corps during First Bull Run, here's one after a quick search. I have found many other colaborations (the unreliable Wikipedia mentions such Corps as well). Technically, Johnston should be the Army commander, as he outranked Beauregard, but, since Beauregard knew the battlefield, Johnston delegated overall command to him.
http://www.firstbullrun.com/shenandoah.html
McNaughton wrote:Commands worked during this early era. MacGruder's corps-sized command (Army of the Peninsula) worked perfectly in their delaying tactics (troops obeyed orders, units were where they should have been, etc.).
Jackson commanded his forces brilliantly in the Shenendoah Valley. Outmanoevering Banks and Fremont, and outfighting them as well.
Yet, there were some situations where commands didn't work. The Seven Days battle, showed some previously effective commanders (MacGruder and Jackson) failing. Shiloh was a military disaster of miscommunication and disorder.
Yet, there are plenty of reasons why these situations happend other than 'poor command and control'. The problems faced in early 1862 were that of smaller commands being merged into larger ones in an instant. Jackson's, MacGruder's, Longstreet's and Huger's commands were all merged into the Army of Northern Virginia from their separate independent commands. Sure, generals didn't know how to operate in this new chain of command, but they learned quickly. Soon after the Seven Days Battle, where the Army of Northern Virignia fought relatively poorly, they smashed the Army of Virginia at Second Bull Run.
Why? For one, many soldiers wrote home that most of those without the 'heart for battle' deserted, or left. The remaining troops were bloodied. The commanders had time to work the chain of command, and were experienced working with one another.
You can also find examples throughout the war where divisions were sent piecemiel into battle, got lost, attacked poorly, etc. So, it is not totally limited to the first months of the war.
In the end, I think that the desired effect is...
1. Early Conflict, lower casualties, quicker retreats/routs.
2. Later Conflict, higher casualties, harder to rout
This can be best accomplished by modifying the regiments themselves, rather than attempting to do so through savaging the command system. As I said earlier, it will just turn into a numbers game, if you remove the excellent (and game balancing) command system.
Clovis wrote:"Bungled orders and poor communications prevented their execution" from the same source led me to other conclusions about inexperienced units and HQ command control...
McNaughton wrote:Removing Corps, Armies, and Divisions won't fix the problem. As I said, it will just make numbers more important (stacks of 50 000 will be common as nobody will get below 35% penalties), and remove the best feature of AACW for the better part of the early game.
The problem is with the Reigments, and also possibly with the leaders themselves, not the command structure.
McNaughton wrote:Removing Corps, Armies, and Divisions won't fix the problem. As I said, it will just make numbers more important (stacks of 50 000 will be common as nobody will get below 35% penalties), and remove the best feature of AACW for the better part of the early game.
The problem is with the Reigments, and also possibly with the leaders themselves, not the command structure.
wyrmm wrote:One other note, Green troops DO NOT NESCESARILY rout faster than veterans, there are numerous documented cases of green troops attacking and winning against odds that the veterans refused to attack. (too Green to know you can't win) As well as cases where they refused to break as they did not know the combat was 'heavier' than normal.
Code: Select all
Strategic rating and activation Important
Each turn, each force’s commanding officer makes a test based on his strategic rating. If he fails (indicated by a brown envelope icon on the force), the leader is deemed inactivated and will suffer the following penalties:
Reduced movement (-35% speed)
Combat penalties in hostile regions (up to –35%).
Offensive posture prohibited (not applicable for admirals).
A leader, which is not activated, can represent delayed orders, over cautiousness, or even incompetence at the operational level or above.
Note: A very cautious army commander can even impact negatively the activation Check of subordinate corps commanders.
Technical Note: You may de-activate this rule in the Options Menu.
Leaderless troops are always activated, as they don’t have leaders, but suffer from movement and combat penalties (by lack of CPs). They are not prohibited from assuming offensive posture (the commanding, unknown colonel is willing to take action but is not the best man for the job).
McNaughton wrote:Here's an exerpt from the manual (stolen from AACW wiki)Now, as far as I can tell, McDowell, and all of the Divisional Commanders in his army, plus those many 3-star generals around him, are of low quality in regards to their strategy rating. This means, they will tend to fail their activation rolls more often than not.Code: Select all
Strategic rating and activation Important
Each turn, each force’s commanding officer makes a test based on his strategic rating. If he fails (indicated by a brown envelope icon on the force), the leader is deemed inactivated and will suffer the following penalties:
Reduced movement (-35% speed)
Combat penalties in hostile regions (up to –35%).
Offensive posture prohibited (not applicable for admirals).
A leader, which is not activated, can represent delayed orders, over cautiousness, or even incompetence at the operational level or above.
Note: A very cautious army commander can even impact negatively the activation Check of subordinate corps commanders.
Technical Note: You may de-activate this rule in the Options Menu.
Leaderless troops are always activated, as they don’t have leaders, but suffer from movement and combat penalties (by lack of CPs). They are not prohibited from assuming offensive posture (the commanding, unknown colonel is willing to take action but is not the best man for the job).
This means, that even though they are organized in Corps and Divisions, they will face combat and movement penalties.
So, why remove the organization already in the game if the end result will be the same on most turns? It isn't broken, so we don't have to fix it.
Generals have low strategic ratings to represent command situations like you have posted in the many citings above. Burnside performed just as poorly in 1864 as he did in 1862.
Facts are, this organization did exist, the game can represent both the correct and poor implementation of this system, so its removal in 1861 is completely unecessary, and unrealistic.
I say, if you are unhappy with the results, work on the regiments and the leaders, not the command system. There are many more possibilities at hand other than scrapping the system.
There were Armies in 1861
There were Divisions in 1861
There were Corps in 1861
Pocus wrote:There are 2 drawbacks in using an army stack as a corps stack:
a) they never initiate combats by themselves.
b) they don't get bonus from the Army commander (and don't get malus either). So pound to pound, Sherman Corps commanded by Grant (in Army HQ) will perform better than Sherman in his own Army Stack.
Clovis wrote:CSA will not. And that's the problem. CSA didn't made better in the first months. In game terms, they will.
And you forget randomized general options which would give better activation for US...
Last, the inactivation penalty isn't affecting defensive stack in non-hostile regions.
So the game system is currently insufficient.
aryaman wrote:Hi Pocus
Regarding a, that could be sometimes an advantage, because you are sure you will not fight unintended battles, you can enter enemy held territory without changing automatically to attack position.
Regarding b, sometimes it is better but poor army commanders give malus rather than bonus.
OTOH my main concern is that you give additional capacity to armies. I don´t know if that is by design, but for instance, an army with a single corps could double its potential to command forces giving the army commander direct control over a Corps size force.
McNaughton wrote:Randomization is an option, which means that there is the option to eliminate the command blunders. Not a problem in my opinioin, it is more a 'user beware' option.
The CSA is limited (at least in the leader mod which most use) by the number of generals above 1-star. Currently, Johnston and Beauregard are the only ones out east, and only with effort can you bring others from out west. This means, that the CSA can only field two effective corps, while the USA can field many more. One of the 'corps' is an army HQ, and as Pocus stated, is not as effective as a full corps. The Union could form around 2 Corps and 1 Army HQ, but these will be of sub-par leaders in comparison.
Defensive benefits via the activation rules really don't matter as much, as it kind of balances things out. In no way is the CSA player ready to invade the US in 1861, so chances are they won't attack. The US player, attacking the CS player in 1861 must utilize their entire system to make effect. Their larger force makes up for any command problems even with both sides able to form divisions. With starting forces, I can form 3 strong CSA divisions in 1861, with the US forming around 5 (almost 2-1). Even with command penalties, a concentrated US force could beat one confederate force, but, with both confederate forces together (as at First Bull Run) the chances are more 50-50 given all facts on the board.
Basically, the side that attacks in 1861 better make sure that they organize their forces well given the original system. If you remove the command situation, it would be in the best interest of both sides just to sit and wait until you get armies to build, and divisions to form, making any combat in 1861 totally unrealistic due to a mix of a non-existant command system, plus few high ranking leaders, and those who you have are poorer quality.
This will just result in 1861 being a total bore, with little fear of either side doing anything, thereby you can freely and calmly build up your forces.
If you want total incompetence for leaders in 1861, do what the game already has for Early and Late infantry, having leader models upgrade from 1861 incompetents to 1862 somewhat competents via event and a % chance of triggering.
McNaughton wrote:Hmm, this is contrary to what I have read about operations during this timeframe... Take the War of 1812, where the American forces were routed time and time again by numerically inferior British professionals who VERY rarely broke, even facing horrendous casualties. Green troops tended to break once they saw the line wavering, or misinterpreted orders (a very common reason for troops breaking), or seeing other forces fall back (even though they weren't broken).
wyrmm wrote:Seems to happen 1 or 2 times minimum every war for US forces. Happened at Laurel Hill in front of Spotsylvania for instance. Veteran troops fizzled in an assault, green troops took the trench line, and were destroyed since they were unsupported. I dont disagree that your behaviour is much more likely, I just don't want it to be blanket behaviour. I would like for a small chance to exist for other behaviour.
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