Pocus wrote:As a side, personnal note, I don't believe in game mecanism which caps in a hard way, manpower in games. Show me a country at war who was not able to find meat shield for armies, even if the soldiers we teenage or sixty years old (Germany in 44-45 and CSA 64-65).
So you should get a diminished return in quality and quantity, but an hard cap is both irrealistic and very 'screwy' for the AI.
runyan99 wrote:As such, the acme of skill is getting your opponent to attack you in a strong position, not to deliver such an attack. Maneuver is the key, and that's what is wholly missing from your analysis.
I have an uncomfortable feeling that you are looking to rebalance the game so that you can smash into entrenched positions and still come out ahead, instead of learning to maneuver your opponent out of a position.
runyan99 wrote:Sometime soon, you and I should play a PBEM, and we'll see if you can form a defensive line that I cannot flank.
runyan99 wrote:One other factor is the number of ** generals floating around, particularly early in the game. After all, if you don't have ** generals, you cannot form corps, and if you cannot form corps you cannot form a long defensive line that is mutually supporting.
This is why I have been trying to get extra ** generals who never commanded corps, like Bonham, Edward Johnson, Charles Hamilton, etc. demoted to * status for some time now, but AGEOD wants plenty of corps early in the game for the benefit of the AI.
I would certainly like to see AGEOD form a new scenario with some leader reform along these lines.
runyan99 wrote:Well Jagger, the good news is that a modder like you who knows how to compile a scenario from the database could create a new scenario with more historical leader ranks and arrival times without too much of a problem.
In fact, if you didn't change any leader attributes, and didn't add any new leaders (or maybe added just a handful) you might well be able to persuade AGEOD to include such a new scenario as an official part of the AACW package.
runyan99 wrote:Right, but we could use a new version of the April scenario with fewer corps commanders and leaders that show up at the proper times. I've been trying to make that happen for a long time. Changing other variables is a whole different and seperate issue.
Tell you what. If I work on a new scenario with some modified leader ranks, will you help me compile the .xls files into a new scenario?
runyan99 wrote:Well Jagger, the good news is that a modder like you who knows how to compile a scenario from the database could create a new scenario with more historical leader ranks and arrival times without too much of a problem.
These statistics do not take into account that Union Artillery (which is better than their CSA counterparts) has a greater rating than 10 or 11 for attack. Artillery makes up about 1/3-1/4 the size of an army, meaning that this element has a much greater punch while attacking. So, rating combat power purely on Infantry statistics is missing an entire aspect of combat.
Fighting, and winning, in enemy territory is much more significant than fighting and winning in your territory, as after your victory, you wait for the next assault, and so on, with no end in sight. If you fight and lose in enemy territory, you can retreat and fall back, as you have room to manoever, and regroup. Some say the CSA was foolish for attacking, I say they would have definitely lost fighting a defensive war, and gambled with an offensive war to shock the North into peace talks.
Jagger wrote:For PBEM play, I think we need to look closely at cohesion loss due to movement. In particular, the 3x modifier when moving into enemy controlled terrain.
Anybody know where the 3x modifier is located for movement in enemy terrain? It has a significant impact on the offensive/defensive balance. Or we could play around with the 100% cohesion modifier for clear terrain.
Jabberwock wrote:I don't know where the modifier is located, but I would like to point out that if that is all that is adjusted, I will be sorely tempted to return to my ahistorical deep raiding ways (both in PBEM and against the AI). Perhaps if this penalty was cut back, and another small penalty was added that applied to a stack (same penalty no matter the size) and then distributed evenly to all the units in the stack, that might accomplish what you are looking for without setting regions near the Canadian or Mexican borders on fire.
Jagger wrote:This is a factor I would not want to touch although still important in considering the balance between offense/defense. I think these data ratings are a very historical reflection of the differences between the two armies. Although I am curious as to the transition point between early war and late war troops of both CSA and Union troops.
Jabberwock wrote:You've got me thinking about specific battles where historians have noted improvements in troop discipline, particularly for the federal AoP.
The first significant one would be the Seven Days (overall the commanders weren't great, but the troops were much improved).
Gettysburg was definitely a turning point. Before Gettysburg was Fredericksburg & Chancellorsville, after was the Wilderness & Cold Harbor. It wasn't just command changes that made the difference - it was not the same army it had been.
Around the time of Cold Harbor, Grant started bringing in the "heavies" as replacements. Some historians think that was a step backward, as far as troop quality, but they did fairly well around Petersburg.
Jagger wrote:
I have always felt the cohesion loss was too high for what appears to be simple marches. As the Union, I always use railroads rather than march and I usually have the railroads to do just that.
Clovis wrote:It's too low...Stragglers were everywhere during the war, for both sides... I suspect the current value to be a compromise for avoiding AI to be blended and to simulate some stragglers came back to their units.
Pocus wrote:What is this x3 modifier? There are two costs when a unit move:
a) the cohesion per day loss, in 1/100 of pts
b) the cohesion loss because of lack of military control, which is 1.5 pts if no control at all (from memory)
Jagger wrote:Outside of my first two PBEM's, I have never had a serious problem with raids. Usually I use rails and track down raiders with cavalry while militia holds down cities. I always create large numbers of cavalry from day one.
I think the 3x cohesion loss helps but am not certain it is the dominant factor in halting raids. Perhaps it is. I know my Union cavalry is almost worthless in raids because cohesion is gone after a turn of movement.
Although I suspect the model spreadsheet could be used to mod out the 3x modifier for infantry/artillery only. Changing the 100% cohesion modifier to 33% would cancel out the 3x modifier for infantry/artillery while the 3x modifier for cavalry in enemy terrain would remain. That might work.
That change would make infantry/artillery suffer less cohesion loss in all situations. Cavalry might be fast but far less durable in long marches than infantry/artillery. Cavalry would still have severe cohesion problems in enemy territory. Although if you wanted to launch raids with infantry/artillery, they would actually maintain cohesion better than cavalry in enemy terrain. Unrealistic but how often would a human player launch a railroad cutting expedition with a brigade of slow infantry?
Jagger wrote:I have always felt the cohesion loss was too high for what appears to be simple marches.
Jagger wrote:As the Union, I always use railroads rather than march and I usually have the railroads to do just that.
Clovis wrote:It's too low...Stragglers were everywhere during the war, for both sides... I suspect the current value to be a compromise for avoiding AI to be blended and to simulate some stragglers came back to their units.
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