Posted: Sat Jan 02, 2016 1:28 pm
ROEs
Another very important thing to register for the future: The retreat-will-modifications of ROEs (stances) only apply if there is a C-in-C (any leader-unit; I've not tested what happens if there is but a leader-element) present. If there is no leader unit/element present in the region, then the faction has an unmodified (100%) retreat will (regardless of the ROE of individual stacks). I've not checked yet if the same is true for retreat-chances.
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Crossing 101 in "Silesia Inrupta"
So, how to defend/delay a crossing in "Silesia Inrupta" when outnumbered?
1) Set your defending units to "offensive" or "defensive" (there are advantages and disadvantages for both) and - most importantly - to "never retreat". This means that your units will recognize that they're defending a strong point and won't retreat when facing overwhelming forces.
2) The opponent crosses and - since he's most likely in offensive stance - attacks. The crossing severely limits his frontage and his firepower. Thus, your outnumbered units will be relatively safe while fighting the enemy according to their modifications in their terrain.
3) The battle continues for 2 rounds each day (2 rounds per battle is my current setting) with the crossing-malus for the crosser active. Depending on troop-numbers and cohesion, the crossing might last several "days" of fighting with the malus still active. Unless the defender manages to rout the attacker (which is highly unlikely), or vice versa (even more unlikely), these battles will result in a draw. Once the fighting ceases due to lack of cohesion on one side - if the defender has a defensive stance, then once the attacker is out of cohesion, the fighting ceases (therefore, setting the defender to "offensive" might be the better choice here, in order to let the defender continue the advantageous fight until he himself - not the crosser - runs out of cohesion/power) - then the crossing is made. Since retreats are unlikely, the attacker is now positioned in the target region and has successfully crossed.
4) In your next turn, since the attacker has already crossed and will not suffer the frontage- and battle-mali for the crossing anymore, you'll need to slip away. Set your force to defensive and give them a very cautious retreat-setting (retreat if engaged) which should work very, very, very reliably in my mod. However, given the scale, you need to watch out not to be cut off from your retreat path and/or getting engaged by a small detachment that binds you in battle. Moreover, you should prepare your retreat. The direction of a retreat cannot be chosen by you, but you can modify the chance to retreat into your desired region by having positioned some troops there in advance (some hussars come in handy for this!). This is actually pretty realistic!
The result is that you've delayed the opposing force (for the rest of the turn)* without suffering many casualties. Of course, if the forces of the defender and the crosser are about equal, then decisive outcomes (not just delays), plus pursuits are possible.
* Of course this is a bit arbitrary. If the crosser crosses late in the turn, on day 6 of 7, then the delay is not as effective as if the crosser crosses early in the turn. There is nothing I can do against that though. With longer turn-intervalls, the problem would be even more severe. However, this is countered a little bit by cohesion loss for movement. Since there is no order to wait for x days, the only way to cross late in a turn is to move (and loose cohesion) until late in the turn.
Another very important thing to register for the future: The retreat-will-modifications of ROEs (stances) only apply if there is a C-in-C (any leader-unit; I've not tested what happens if there is but a leader-element) present. If there is no leader unit/element present in the region, then the faction has an unmodified (100%) retreat will (regardless of the ROE of individual stacks). I've not checked yet if the same is true for retreat-chances.
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Crossing 101 in "Silesia Inrupta"
So, how to defend/delay a crossing in "Silesia Inrupta" when outnumbered?
1) Set your defending units to "offensive" or "defensive" (there are advantages and disadvantages for both) and - most importantly - to "never retreat". This means that your units will recognize that they're defending a strong point and won't retreat when facing overwhelming forces.
2) The opponent crosses and - since he's most likely in offensive stance - attacks. The crossing severely limits his frontage and his firepower. Thus, your outnumbered units will be relatively safe while fighting the enemy according to their modifications in their terrain.
3) The battle continues for 2 rounds each day (2 rounds per battle is my current setting) with the crossing-malus for the crosser active. Depending on troop-numbers and cohesion, the crossing might last several "days" of fighting with the malus still active. Unless the defender manages to rout the attacker (which is highly unlikely), or vice versa (even more unlikely), these battles will result in a draw. Once the fighting ceases due to lack of cohesion on one side - if the defender has a defensive stance, then once the attacker is out of cohesion, the fighting ceases (therefore, setting the defender to "offensive" might be the better choice here, in order to let the defender continue the advantageous fight until he himself - not the crosser - runs out of cohesion/power) - then the crossing is made. Since retreats are unlikely, the attacker is now positioned in the target region and has successfully crossed.
4) In your next turn, since the attacker has already crossed and will not suffer the frontage- and battle-mali for the crossing anymore, you'll need to slip away. Set your force to defensive and give them a very cautious retreat-setting (retreat if engaged) which should work very, very, very reliably in my mod. However, given the scale, you need to watch out not to be cut off from your retreat path and/or getting engaged by a small detachment that binds you in battle. Moreover, you should prepare your retreat. The direction of a retreat cannot be chosen by you, but you can modify the chance to retreat into your desired region by having positioned some troops there in advance (some hussars come in handy for this!). This is actually pretty realistic!
The result is that you've delayed the opposing force (for the rest of the turn)* without suffering many casualties. Of course, if the forces of the defender and the crosser are about equal, then decisive outcomes (not just delays), plus pursuits are possible.
* Of course this is a bit arbitrary. If the crosser crosses late in the turn, on day 6 of 7, then the delay is not as effective as if the crosser crosses early in the turn. There is nothing I can do against that though. With longer turn-intervalls, the problem would be even more severe. However, this is countered a little bit by cohesion loss for movement. Since there is no order to wait for x days, the only way to cross late in a turn is to move (and loose cohesion) until late in the turn.