I have been seeing a lot of dead cavalrymen. Primarily when they are stationary, lacking the evade order and a division or more of infantry moves into their region. In this situation, I have seen lots of completely massacred cavalry regiments. Also, even with evade, I have seen whole cavalry regiments destroyed when they happen to bump into a corps of infantry. Recently I lost three full regiments that happened to bump into a division plus force.
During the Civil War, cavalry regiments were very rarely destroyed except during long range raids. Their mobility allowed cavalry to easily evade even mass amounts of infantry. Other cavalry was the threat to cavalry. And those battles rarely resulted in destruction of cavalry regiments. In 1864, Lincoln jibed Sheridan with that old saying of "who ever saw a dead cavalryman". Well in this game, there are a lot of dead cavalrymen-actually too many.
So I put together this little cavalry mod. First, I created a new ability called UnitSkirmisher. This is an ability that applies only to the unit. The ability will not add a benefit to an entire division or group-only the specific unit with the ability. If a battle situation causes a unit with this ability to attempt a retreat, the unit will have a 65% bonus to the retreat attempt for the first 4 hours of the battle.
The UnitSkirmisher ability is provided to all cavalry units and indian units. In addition, reb horse raiders and bushwashers plus Union Raiders also have this ability. The ability is represented by the horse head symbol on the unit. You will see the symbol appear on divisions with those ability units but the benefits do not apply to the entire division-only the specific regiment with the ability.
In addition, I have reduced the troop quality of cavalry by 2 for each type. I have also added 1 to their protection value to reflect the ease of withdrawal of highly mobile cavalry. The objective is to make cavalry less likely to fight for long time frames and suffer less casaulties when they are fighting.
Entire cavalry regiments can still be wiped out if attacked by large infantry formations but far less likely. The result is more likely they will suffer casaulties while retreating from combat.
Cavalry will only attempt the "withdraw from combat" tactic when clearly in a disadvantageous situation. If the battle is even or they have the advantage, they will fight as normal. Although they are not quite as effective fighters due to their lowered TQ which means they will not fight as long. Combined with their +1 protection value, you should see less dead cavalry men. However cavalry will still be very effective against other cavalry and militia in battle results-just less casualties.
I have tested the mod and so far, am happy with the results. However I would like others to test the mod and provide feedback. The more eyes and the more feedback, the better the results. So I would appreciate feedback.
To install the mod...
1. Use copy/paste to make a backup copy of the abi_alias file in the Alias folder of the ACW folder
2. Use copy/paste to make a backup copy of the entire models folder in the gamedata folder of the ACW folder
3. Upload the Alias_abi_aliasUnitSkirmisher22Sept07 zipped file from the bottom of this post into the Alias folder and unzip. Overwrite existing abi_alias file. This file adds a new ID for the new ability.
4. Upload the 76UnitSkirmisher22Sept07 into the abilities folder of the gamedata folder and unzip. This is a brand new file and will not overwrite old files. This is a new file with the UnitSkirmisher ability definitions.
5. ModelsUnitSkirmisher22Sept07 into the models folder of the gamedata folder and unzip. This zipped file contains modded models for all Union/Reb cavalry, reb horse raiders, reb horse partisans, indians and Union horse Raiders. A total of 12 modded model files.
Once complete, start up your modded ACW. You will see the new ability icon on all modded units. The icon will appear on divisions containing units with the ability-but again, only the specific modded regiments will have the ability.
This mod can be introduced into an ongoing game without problems.
If you have any questions, let me know. Also I would appreciate any feedback.