Jagger wrote:Is anyone else having problems with the realistic attrition rule as the Union (or the confederates) when marching consecutive turns-not while using rail?
Jagger wrote:Is it possible to turn off "realistic attrition" once a PBEM has begun?
I am in a second PBEM with the same opponent and we both had major problems as the Union with "realistic attrition".
I just marched a division of 9,000 men (pwr 224) with 100% cohesion and fully supplied towards a target two regions away. It took seven days to enter the first region which was movement from woods/fair terrain to forest/fair terrain. I lost 200 men leaving 8800 men (pwr 182) and unit cohesion was reduced by 10-12 points per unit. The division recovered cohesion during the 8 days of rest after the 7 days march into the region.
The next turn, my remaining 8800 men marched from Forest fair to Hills mud to reach the objective town. The march was 15 days. Upon arrival, my troops drove off a single CSA cavalry regiment losing 92 men. So after this march and small skirmish, the division was now down to a strength of 6000 men (pwr 33). Cohesion for units not involved in the skirmish was reduced by approximately 40 points.
So a 22 day march over a 30 day period of 40-60 miles covering 2 regions resulted in 3000 of 9000 men lost in division starting fully supplied and at 100% cohesion. The best units were left with cohesion in the range of 35 and the worst with cohesion around 10. Power dropped from 224 to 33. Some small part of the power loss was due to losing 92 men in the skirmish with the cavalry regiment but not much.
Considering the slow recovery rate, it is going to be three or four or five turns before the division is back to full cohesion. This short, slow march has severely damaged a division leaving it too weak to even attack the single CSA militia regiment barricaded in the town.
Finally, I don't think the division can even return the two regions back to its base before it starves considering the slow movement of low cohesion units.
These results seem really extreme. A fully supplied, full cohesion division should be able to march 40-60 miles in 30 days without losing 1/3 of its strength and most of its cohesion even in rainy weather. Although even worse, it is unbalancing the scenario in the west.
I don't see this problem with units moving along rails and halting in towns. The problem is in the west where movement by the Union is often by physically marching. Mud is a real killer.
My opponent mentioned the problems he was having in the west after we halted the game in 1862. I looked at his divisions in Mo, Ky, Tn and they were barely skeletons. Now I am now seeing the same problems as the Union. The Union is badly hurt by this rule in the west.
I didn't have the problem playing as the confederate nor is my opponent having the problem as the confederates. I assume because the CSA has a higher base level of cohesion for their units and does far less marching since they are on the defense.
Is anyone else having problems with the realistic attrition rule as the Union (or the confederates) when marching consecutive turns-not while using rail?
And is there a way to turn off realistic attrition once a PBEM game begins? I feel it is unbalancing the scenario. Or should we just start another game?
Clifford wrote:I'm the one playing Jagger in the PBEM he mentions. I totally agree that you should be abused if you decide to campaign in adverse conditions. The problem I was seeing was that it was causing all of the Union conscripts to be used as replacements rather then new units and the CSA ends up outnumbering the Union. The effect didn't seem to be equivilant for both sides.
Basically if I understand how this tread is going you need to do the following:
- Have a supply wagon in every stack to alleviate weather hits.
- Try not to move in poor weather.
- Watch moving into areas not under your MC.
- Utilize rail and river where-ever possible.
- Move one area at a time to give some time to recuperation.
Anything I might have missed would be great to hear.
Also it was mentioned above that 66% of the hits are not lost? Do they come back as replacements? I really didn't see that in my game as the Union, and I was taking some major attritional hits.
Walloc wrote:They should come back as replacement companies just as if u had drafted and so on. U ofc then have to use that to buy the actual replacement unit.
I would watch for that. Some thing easy to miss if there is a bug in that. Not that im saying there is, just that would be one ppl would really have to look for, to spot.
If u from turn to turn get lets say 60 men in recruitment and u had no battle, but alot of attrition u might in actual numbers get lets say 80 or 100 if its really bad. Those 20 to 40 in this case is the 66% comming back.
In order to check this for a bug i would write down the numbers from turn to turn. What did u have a END of last turn, what u got at START of new. Compare that to number of men u suppose to get, from just the turn to turn recruitment. If its bigger, as i suspect it will be, this is the 66% attritonal hit comming back. Assuming no battles since u get back from those too.
Hope it helps else ask away,
Rasmus
Ethy wrote:you have a good point on how annoying it is sending divisions out fully supplied to march only 2 regions away and finding by the end of there march there too damaged to fight. however i would like to bring to your attention a number of facts...
1. in real life if a division was to march 60 miles for lets say 8 hours a day (which they often did) getting up at 6am unpacking camp for an hour or two marching with full equipment only to stop briefly for lunch they would get tired fairly quickly.
2, mud is an armies worst enemy besides cold, mudd slows you down and makes logistics near impossible. even in WW2 German and Romanian armies invading russia by october where finding conditions pretty hard with all the heavy rain and mud it made advanceing very hard indeed
3. in real life your divisions would have surcummed to exhaustion, disease and general fatigue. these arent panzer divisions you know
so if you ask me, the game is kinda realistic in how your men suffer... so give the poor guys a chance when there marching off to fight a battle, they do try hard! haha
Big Muddy wrote:I use standard, I moved Sumner one county, before:2250, after:1884, total lost:366, that's still too high for me.
Jagger wrote:I lost most of those 3000 men on one turn. 3000 men is equivalent to 30 conscripts.
I am pretty certain I didn't receive 20 extra conscripts, 2/3, back the next turn. And I watch my conscripts per turn fairly closely. 20 extra conscripts would have been a significant bump from the normal conscript level.
AndrewKurtz wrote:What I think the above misses is that when moving a unit to other regions, the march should not necessarily always be at full speed. In the above, to move 60 miles more slowly would require two four week turns.
Maybe there should be an option that is the opposite of forced march that allows a force to move more slowly but suffer less? For example, I want them to move at 60% speed to reduce attrition. If normal movement would be 8 days, instead I'll arrive near the end of the two weeks?
AndrewKurtz wrote:What I think the above misses is that when moving a unit to other regions, the march should not necessarily always be at full speed. In the above, to move 60 miles more slowly would require two four week turns.
Jagger wrote:
An average force can march 20-24 miles a day without much of an effort on flat terrain with Ok roads. So a 40-60 mile march should take 2-3 days.
runyan99 wrote:I have read that the marches in the Gettysburg campaign were around 20 miles per day, but I hesitate to take that figure as 'normal' for the entire war. I have also read that the army of the Potomac averaged only 6 miles a day in 1862.
Anybody have a handy study on marching speeds, marching distances, straggling, sickness and desertion? We need good historical data before we can decide if attrition is too extreme in the game or not.
lodilefty wrote:Terrain? Weather? Was he active? Was there any out of command%? How many days? What kind of troops? [These losses are coded in the models]
Clovis wrote:That's exactly the point: attrition is realistic. what's maybe not is the fact a notable part of stragglers should join again their units after a few days...
And in this sense, I fear the current system, penalizing US replacements would create unhistorical side effects as Union would recover less easily from march than Confederates. What would be needed is a system where a resting force would recover part of its initial men without having to get replacements...
runyan99 wrote:I have read that the marches in the Gettysburg campaign were around 20 miles per day, but I hesitate to take that figure as 'normal' for the entire war. I have also read that the army of the Potomac averaged only 6 miles a day in 1862.
Anybody have a handy study on marching speeds, marching distances, straggling, sickness and desertion? We need good historical data before we can decide if attrition is too extreme in the game or not.
LMUBill wrote:I know the perfect person to ask (Dr. Earl J. Hess) but I won't be able to get hold of him for a day or two.
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