Stauffenberg wrote:I would be a fool to argue specific game points with you, so in large measure I won't.
I did not suggest armies historically sit on their depots: they don't, but we are dealing with fair sized regions in any case.
I was looking at the issue of depots, the idea of major depots, the possibility of stack interceptions and "Campaign Points" as some sort of simple dynamic that could be used to refine all the other elements already in play (effective elements too, as you point out). It may be that in just refining the elements you target, as opposed to adding some sort of over-arching rubric like CPs, would do this. I tend to think it would not.
In the first instance I have to disagree with your views on how long it took an army after an intense campaign to recover. Army morale and overall proficiency are at issue here, not just beans, bullets and bodies, and the game touches on this in different ways.
Porter Alexander in his memoirs notes that after the Sharpsburg and Gettysburg campaigns Lee put his army into camp for 5 weeks or longer. The weather was not bad after Gettysburg, and the time was used, "overhauling, refitting & drilling." (FftC, p.285)
Earlier on after the Sharpsburg campaign, Lee's army with Alexander settled in near Winchester for over a month, again for "much needed rest & recruiting & drilling" and he had this to say about the time spent:
It was really wonderful how our numbers increased during this month. Brigades which had been reduced until they only looked like only small regiments began again to look like brigades. Not only did the tens of thousands of stragglers left along the roadsides in our marches come back, but a good many fresh men from home came on, & were incorporated in the old regiments, & we began to feel that we again had an army.... McClellan sat quietly on the north side, likewise employed in getting reinforcements & supplies & getting his army in the best possible shape. He must be credited for knowing how to do that, even if he never learned how to fight it.
Fighting for the Confederacy: The Personal Recollections of General Edward Porter Alexander (The University of North Carolina Press, 1989) pp 155-56
All well and good as the game models most of this in recovery times of 2-3 turns; note however that the issue of CPs focuses upon what Alexander alludes to--army morale and high command efficiency. The game targets this not with supplies, cohesion, troop losses and reinforcements etc, but with the Game Setting Options, Activation Rule and Delayed Commitment as held up against the strategic value of the commanding general. I'll lay them out here for others following this.
Activation Rule (three boxes left to right):
--can always move even if leader is unactivated
--large movement & combat penalty if leader is unactivated
--high chance of not being able to move at all if leader is unactivated
Delayed Commitment (four boxes left to right):
--units will engage enemy as soon as they meet them
--small delay from 1 hour to days depending on leader strategic value
--medium delay, as above
--long delay, as above
This is left to player choice and I gather that while some prefer to play with hard activation and long delay (right checked box for both) the majority prefer something less drastic. In playing this out extensively for a year now I find the far right settings the most historical, also injecting some very interesting uncertainty into gameplay as you can never be sure every stack of units you have will in fact be able to move next turn.
CPs I saw as a way to fine-tune this, or at least open a discussion on the intangibles of commander expertise (or lack of), army morale, and its overall ability to march and fight an intense campaign of some 6-8 weeks in duration.
Alexander in other passages also alludes to the pride the ANV had, as an element in it's regaining its strength and confidence after a hard campaign and the game attempts to cover this somewhat with unit and leader "Experience" although I do not see it working so very realistically. I've had brigades and leaders that have fought and won battles for years still show only one or two stars of experience. This is an area that might also be fine-tuned. As well, the transition from militia-conscript-infantry-elite models unit strength, as well as improved unit initiative and movement speed coefficency. I was really out to focus on the highest strategic level where the issue of army initiative and morale resides, to look at how it is directly and indirectly dealt with for now, and how it might be effectively improved without undue complications injected.
The three suggestions you make are good ones of course; I'm not convinced they are enough (assuming at some point these issues will be reexamined before a new game release).
Pocus wrote:where did you get the link that hinted we bought Creative Assembly?
(I'm joking guys, sorry, but where is the link though?)
Pocus wrote:where did you get the link that hinted we bought Creative Assembly?
(I'm joking guys, sorry, but where is the link though?)
Chuske wrote:Interesting points and debate. I'm not as knowledgeable as you guys but I gather the issue here is to why armies in earlier part of the war didn't stay in the field after a battle. Why did armies retreat after defeat in first 3 years but then Grant refused to retreat after horrendous casualties in several standoffs and defeats in the 64 overland campaign? I would think morale both of the troops and the general were a big factor, but also I gather early war the staff work let armies down so time was needed to train troops and staff officers, you only have to look at the errors made by both sides in the Seven Days battle to see evidence of this. I know very little about how effectively supply was distributed in early war from depots but again this could be an issue. Overall I think the confidence/morale of generals was the biggest issue.
challlenge wrote:On Matrix web site I can read :
Battlefield Tactics allow the player to make decisions that can turn the tide of battle
What that mean ?
Tactical game like Forge of Freedom ?
Pocus wrote:sorry to shatter your nice graph, but cohesion recovery is not dependant of current cohesion, but only of external parameters![]()
challlenge wrote:I repost because no answer like yes or no
Battlefield Tactics allow the player to make decisions that can turn the tide of battle.
I give my source this time from Slitherine
slitherine.com/games/cw2_pc
Not direct link I get message "You are only allowed to post URLs to other sites after you have made 5 posts or more."
So 3 times w missing.
Topeka wrote:My guess on this is that you will be allowed to play a "card" or something like that prior to battle (like "frontal assault", "envelopment", "defense in depth", etc) that will have an effect on the battle, but that there will be no actual tactical combat
DrPostman wrote:And that's ok too. There are lots of tactical level Civil War games out there, and I'm
sure more on the way. I play a strategy game for the grand strategy. That being said
it would be nice to inject a sort of "game plan" overview for an upcoming battle, a
council of war, if you will.
Topeka wrote:I agree some would be good. But, let's not kid ourselves, any tactical level battle system would not satisfy us unless it was of a suitable grognard-y-ness. Like this:
http://www.wargameacademy.org/TSS/
So I'll take the current system, with maybe a little added flavor thrown in.
Captain_Orso wrote:After some Real-World™ distractions and some time-out needed for pondering the many lengthy posts I'm convinced more than ever that Campaign-Points are not the answer to the question....
....These are really only tweaks, but they might go a long way in putting the game closer in-line with history and as far as I know, might not be difficult to implement. What da' ya reckon?
Boomer wrote:I know my comment here will probably be overlooked or ignored, but I gotta say it...
You guys are WAY over thinking and over indulging in this supply thing. What, is ACW 2 going to have to accurately represent every single piece of sausage or hard tack on each wagon? Are we going to get to counting shoes off loaded from supply ships? Guys, this is getting out of hand. I know the old military saying about amateurs studying strategy while professionals study logistics... but come on. This isn't the naval war college or West Point. We're talking about video games set in historical periods that we play for F-U-N. I'm not trying to encourage dumbing down a strategy game, but we're Rube Goldberg'ing the hell out of the supply issues related to the ACW games.
So far this thread alone has created enough graphs, charts, and percentages to keep an auditor or mathematician busy for years. If we're going that deep with supply realism in these games, how about just call it 'CIVIL WAR: QUARTERMASTER CAMPAIGNS 1861-1865' with smaller scenarios like '1864 - THE TROUBLE WITH SHOE COBBLERS'.
Someone should draw up a map for the grand campaign and fill it with nothing but supply wagons. With generals riding the lead horses around in big circles. Now that would get me laughing my well supplied butt off.
Boomer wrote:I know my comment here will probably be overlooked or ignored, but I gotta say it...
You guys are WAY over thinking and over indulging in this supply thing. What, is ACW 2 going to have to accurately represent every single piece of sausage or hard tack on each wagon? Are we going to get to counting shoes off loaded from supply ships? Guys, this is getting out of hand. I know the old military saying about amateurs studying strategy while professionals study logistics... but come on. This isn't the naval war college or West Point. We're talking about video games set in historical periods that we play for F-U-N. I'm not trying to encourage dumbing down a strategy game, but we're Rube Goldberg'ing the hell out of the supply issues related to the ACW games.
So far this thread alone has created enough graphs, charts, and percentages to keep an auditor or mathematician busy for years. If we're going that deep with supply realism in these games, how about just call it 'CIVIL WAR: QUARTERMASTER CAMPAIGNS 1861-1865' with smaller scenarios like '1864 - THE TROUBLE WITH SHOE COBBLERS'.
Someone should draw up a map for the grand campaign and fill it with nothing but supply wagons. With generals riding the lead horses around in big circles. Now that would get me laughing my well supplied butt off.
Users browsing this forum: No registered users and 5 guests