From what I gather, Offensive and Defensive fire represents a "to hit" chance. For every factor, there is a +5% to hit chance against a target (10 = +50%). This is factored against terrain and unit protection I figure.
However, one thing boggles me. The description says factors between 0 and 10 are to be used here (+0% to +50%), but many units have greater than 10 (Columbiad CSA Artillery gets 28 Defensive Fire, or +140% change to hit). Assault, which works under the same premise (chance to hit assaulting) have ranges of just 0-10 (nothing above 10).
Can factors breech this range (0-10)?
Here's my obeservations.
Infantry, range from 15-20 Chance per hit defensively (+75-100%)
9-11 Chance per hit offensively (45-55%)
Artillery, range from 20-25 per hit defensively (100-125%)
15-24 per hit offensively (75-120%)
Another interesting thing are sharpshooters
12 Defensive (60%)
7 Offensive (35%)
Cavalry has (on average) 9 for offensive and defensive fire (45%)
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Artillery, which has an average of +100% chance to hit, also has a range of 6 (at lowest). This means it will hit virtually every time against opponents (unless terrain and other factors increase a unit's protection).
Infantry, which has about a +50% chance to hit attacking, but much greater defending, has a range of 3 (on average). Compared to artillery, which has twice the range, also twice the hitting chance, means that most ranged casualties will be from long ranged artillery fire. Although, I believe that frontage issues, initiative, and hits serve to make infantry tougher than artillery (20 hits vs 6 hits).
For assault, Infantry has the edge, with +50% chance to hit, with artillery being +25% (although artillery assault physical damage is 3, while infantry is 2).
Cavalry, not only has a poor chance to hit at ranged, and has no better than infantry in assault, also deals significantly less physical damage (1 at both ranged and assault), and cohesion damage.
Sharpshooters, it appears, are designed to be built solely for the sharpshooter ability. While they are scaled to represent historic sharpshooter battalions (half the firepower of a regiment), their chance to hit is minimal (even with sharps and whitworth rifles, and significant rifle training and experience).
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Questions I have, if anyone has the answers...
1) How accurate was artillery (rifled and smoothbore) compared to rifled musketry at 'optimum' firing ranges? Since you have 1000 men in an infantry regiment, and 6 guns in a battery (about 170 rifles per artillery gun), would mass numbers affect chance to hit of a unit? (i.e., would 170 men with single shot rifles have the same ability to kill the same number of men as 1 artillery unit firing various projectiles?).
2) What were the ratios of casualties based on weaponry? In an 'average' battle, what % were caused by infantry firearms vs artillery? (I know that some battles, like Shiloh, were so close as to mitigate the use of artillery and might spoil the results).
3) Did assaults 'kill' or 'route' enemy forces on average? (Here I am thinking of the difference between chesion losses vs manpower losses).
4) How close were assaults on average? Were they point blank firing range, or bayonette range?
*Hits per infantry unit are 50 men, hits per artillery unit are 25 men.
**Artillery and Infantry make 2 damage hits per successful attack, meaning 100 men in an Infantry regiment, and 50 men in an artillery battery are lost.
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At this point, I am unsure as to wether or not to downgrade artillery offensive and defensive fire to match closer to that of an infantry regiment in the mod I am developing, or if other game factors, or historic factors, warrant an increased chance to hit by an artillery battery vs. an infantry reigment during ranged combat.