User avatar
Hinkel
Lieutenant
Posts: 103
Joined: Wed Apr 11, 2007 8:37 pm
Location: Germany
Contact: ICQ

Seven days battle

Fri Apr 20, 2007 6:47 am

Yesterday, after 7h non stop playing.. :D .. i had my biggest battle so far. A small Division of Lee's "Army of the potomec" btw .. (why not Army of nothern Virginia??) got attacked near manassas by the federal main army. I had 2 corp's on aggresiv in the next province, so i think they marched to the sound of guns.. and reached the potomec army around may 20th - 1862.

may 20th - casualties: [color="Gray"]13233 [/color]- [color="DarkSlateBlue"]17058[/color] won
may 21th - casualties: 12983 - 14314 won
may 22th - casualties: 8676 - 11472 lost
may 23th - casualties: 5295 - 3935 stalement
may 24th - casualties: 4560 - 5595 lost (biggest lost, around 20 elements were killed - 19 moral lost)
may 25th - casualties: 5472 - 2845 lost
may 26th - casualties: 3482 - 2701 lost

CSA: 53701 casualties (around 75%)
USA: 57920 casualties

Question: Why do my corps attack so many times.. they had no chance. After the statement, they could retreat but the didnt..

User avatar
geronimo
Sergeant
Posts: 88
Joined: Wed Mar 22, 2006 3:05 pm

Fri Apr 20, 2007 7:07 am

i know the contrary..i won a serie of 4 battles but i left the battlefield to the union :bonk:

User avatar
Rafiki
Posts: 5811
Joined: Thu Aug 24, 2006 9:19 am
Location: Oslo, Norway

Fri Apr 20, 2007 7:11 am

Indeed, I've seen a couple of times that I've "won", e.g. a siege battle for a fort, only to discover that the enemy has taken the fort anyway.

Makes me wonder what the definitions/criteria of "win", "stalemate" and "loss" are?

User avatar
Hinkel
Lieutenant
Posts: 103
Joined: Wed Apr 11, 2007 8:37 pm
Location: Germany
Contact: ICQ

Fri Apr 20, 2007 8:42 am

2 turns later.. my next try to take down the federal army in virginia.

1. day: casualties: 7404 - 42883!! :indien:
2. day: casualties: 5983 - 31319
3. day: casualties: 6217 - 33279
4. day: casualties: 5493 - 12258

How's that possible? They lost 2 turns before around 60.000 men, and now about 110.000 in 4 days. And they still got enough there ! I noticed, that they have at least 75 supply wagons in their stack..
Thats the biggest federal force in virginia, but they landed in south carolina with an army with about 40 units in stack. there are 2 other armys or corp's near washington with lot of units in.
I dont know, how they get sooo many reinforcements? :8o:

User avatar
Pocus
Posts: 25673
Joined: Wed Oct 19, 2005 7:37 am
Location: Lyon (France)

Fri Apr 20, 2007 9:03 am

the criteria for win or loose is under scrutiny, there is a thread about that in the french boa forum. I admit that it is difficult to give an absolute priority to some criterias. For example being the last to have combat units in a region qualify as a win, but what if you ambushed and slaughtered the enemy then retreated? You would be qualified as the looser, but this is far from being true.

So when I get some time, this will be overhauled.

About the numerous Federals: I know you did not imply that, but I want to tell that the AI don't cheat. What you see is the Northern Power, unbiased, against you: far more manpower, far more industrial power... and also a perhaps too strong priority for the AI to buy cheap militias, so the 'mass effect' adding up :)
Image


Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

User avatar
Pocus
Posts: 25673
Joined: Wed Oct 19, 2005 7:37 am
Location: Lyon (France)

Fri Apr 20, 2007 9:08 am

I would be interested by your save by the way (with the backups), all in a single ZIP please. I'm sure I can optimize things with it. Thanks.
Image


Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

User avatar
Le Ricain
Posts: 3284
Joined: Sun Apr 09, 2006 12:21 am
Location: Aberdeen, Scotland

Fri Apr 20, 2007 12:18 pm

I, for one, am a big fan of the quirky AACW combat resolution system. I think that it adds a real Civil War flavour to the game. I mean, does fighting a battle, inflicting more casualties than received, claiming victory and then retreating during the night, sound familiar? Lee at Antietam or any of Bragg's battles spring to mind.
[SIGPIC][/SIGPIC]

'Nous voilà, Lafayette'

Colonel C.E. Stanton, aide to A.E.F. commander John 'Black Jack' Pershing, upon the landing of the first US troops in France 1917

User avatar
Hinkel
Lieutenant
Posts: 103
Joined: Wed Apr 11, 2007 8:37 pm
Location: Germany
Contact: ICQ

Fri Apr 20, 2007 1:33 pm

Le Ricain wrote: I mean, does fighting a battle, inflicting more casualties than received, claiming victory and then retreating during the night, sound familiar?


Sure.. but 7.400 against 43.000 casualties (and so on) sounds a bit unrealistic.
Another point: after the stalement (2 turns before), there was no reason to fight another day. I had lost, my forces were exhausted and nearly to death, but my generals calling for fight again and so i lost 20 elements, 2 division HQ's.. 3 divisions were completly killed (like Longstreets division, with all of stonewalls elite soldiers - so there isnt sitting at manassas like a stonewall any more :nuts: ).
But its okay now, i raised up tons of new regiments and divisions. Hope i can beat the potomec army next month finally ;)

Edit:
Pocus.. i zipped the last 5 backups for u, but the zip is about 60mb.. a bit to much right?

Edit2: 3 MB now.. i will send you the save ;)

User avatar
Queeg
Lieutenant Colonel
Posts: 291
Joined: Sun Feb 26, 2006 5:13 am

Fri Apr 20, 2007 2:14 pm

I think perhaps units do tend to fight to the death a bit more than is realistic. Some tweaking perhaps?

I'm also a bit concerned about the huge Union armies I'm seeing. Yes, the Union had a tremendous manpower advantage on paper. But for a variety of reasons - political, social and economic - it never actually produced armies that even came close to approaching that potential. If it had, the war would have ended much, much sooner. Multiple 100,000-man armies just never happened.

I know there's always a debate over which "reality" a game should model - the potential or what actually happened - but I'd hate to see the numbers get so lopsided in favor of the Union that the game loses the ability to recreate the war as it actually occurred. I haven't yet played enough to make that assessment, but the numbers do worry me a bit.

Perhaps it is, as Pocus suggests, partly a matter of the Union AI being too partial to militia.

Great game, in any event.

Flashman007
Corporal
Posts: 52
Joined: Wed May 17, 2006 4:54 pm

Fri Apr 20, 2007 3:33 pm

This is why you need those epidemics. That many men in one place.... :fleb:

User avatar
Hinkel
Lieutenant
Posts: 103
Joined: Wed Apr 11, 2007 8:37 pm
Location: Germany
Contact: ICQ

Fri Apr 20, 2007 4:25 pm

Finally i made it !

Image

Again.. the casualties are a bit too much, compared with mine !
I took 26.000 prisoners (in 2 days of battle) and captured around 95.000 rifles and lot of guns.. and a hole division? :niark:

Image

User avatar
marecone
Posts: 1530
Joined: Tue Jan 02, 2007 11:44 am
Location: Zagreb, Croatia

Fri Apr 20, 2007 4:31 pm

I agree. Really too much. :siffle:

I never got to such huge battles as Pocus was giving us new patches every day or two. He really is like that; workoholick :niark:

Anyway, you can see how organization is important. Butler has more men but he has only one organized division vs 5 organized divisions on rebel side.
Plus, Jackson is one of the best generals while Butler... is just Butler :niark:


Godspeed
Forrest said something about killing a Yankee for each of his horses that they shot. In the last days of the war, Forrest had killed 30 of the enemy and had 30 horses shot from under him. In a brief but savage conflict, a Yankee soldier "saw glory for himself" with an opportunity to kill the famous Confederate General... Forrest killed the fellow. Making 31 Yankees personally killed, and 30 horses lost...

He remarked, "I ended the war a horse ahead."

User avatar
Queeg
Lieutenant Colonel
Posts: 291
Joined: Sun Feb 26, 2006 5:13 am

Fri Apr 20, 2007 4:40 pm

Great game, but this issue needs serious tweaking. Such lopsided outcomes - plus the unrealistically huge Union armies (in 1862!!!) - are real immersion-killers for me. Knowing Pocus, et al., however, I'm sure relief is at hand. :coeurs:

jimwinsor
General of the Army
Posts: 631
Joined: Sat Apr 14, 2007 7:07 am
Location: San Diego, CA USA

Fri Apr 20, 2007 6:10 pm

Well...if you look carefully at the screen you'll see that this "battle" was really not much of a surprise.

54 (!) Union elements were wagons. :) Plus a lot of other basically useless support elements. Too much artillery and not enough supporting infantry in the remaining elements, it looks like...so when it got to melee, a Union slaughter like this was quite foreseeable.

Add on to that CSA surprise (thx to Jackson), USA supplies 8%, ammo only 42%...seems amazing to me Butler killed as many rebels as he did.

User avatar
Pocus
Posts: 25673
Joined: Wed Oct 19, 2005 7:37 am
Location: Lyon (France)

Fri Apr 20, 2007 6:53 pm

the division bug will be corrected, thanks for the save.

As for the losses and the lopsided outcome, I would say as jimwinsor. The Union Army is badly assembled, and is more of an hord as of anything else, but look at the lines elements: only 31, and mostly militias and sharpshooters which can't take as much punishment as a regular regiment. So overall the slaughter is not unexpected.

The things to fix here is not the outcome or the number of losses, but the AI, she should have splitted in corps the army, and should have send to the rear the excess support units, while asking for more regiments.

I will be focusing most of the efforts on the user interface next week, as this is what people request the most, but soon you will get fix with more and more AI upgrade, rest assured.
Image


Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

tc237
Colonel
Posts: 316
Joined: Sat Mar 04, 2006 10:37 pm
Location: Allegheny Arsenal

Fri Apr 20, 2007 7:10 pm

(posted same time as Pocus)
Have to agree with jimwinsor,

If we look more closely at the little icons it seems Butler got caught with his pants down. This is a good example for us to break down all the little factors that go into a battle. If I'm wrong on any of this let me know, just trying to understand the system more.

Jackson had 28 Line Infantry units, Butler had 29 infantry of various quality (Militia, Light Inf, Marines)

Jackson had 13 Artillery batteries plus a Leader with the Artillerist special ability, given a 20% bonus!! Butler had 28 Arty batteries.

Jackson had 4 Cav squadrons plus a Cavalryman leader, given a 25% bonus, which IIRC would add alot of pursuit casualties. Butler had 2 cav squadrons.

The scales are leaning towards Jackson, indicating he had more "Global combat value" than Butler.

Butler had units that were not commanded (red drum icon)

Butler had units that failed morale checks (red flag)

Butler had two Reckless leaders (no retreat for first two jours) and one Militia bouns leader.
Butler had his retreat blocked (two arrows pointing inward, yellow icon). This might have had the biggest impact on his defeat.

Jackson's command of infantry and artillery, well organized and well lead, surprised Butler's command of militia and support elements.
Jackson's artillery, guided by a General of special ability decimated Butlers Militia at long range. Butlers generals, being Reckless, refused to retreat under that massive barrage.
After a sustained bombardment that knocked out half of Butlers force, Jacksons infantry went in and took care of the rest.
When finally ordered to retreat, Butler found his way blocked, his cavalry being cut down in the initial bombardment, the remenants of his force was easy prey for Jackson's almost 4,000 cavalrymen under an exceptional leader.

One last thing, just noticed, Butler was severly low on supplies, only 8% had supply and 22% had ammo!!

User avatar
Hinkel
Lieutenant
Posts: 103
Joined: Wed Apr 11, 2007 8:37 pm
Location: Germany
Contact: ICQ

Fri Apr 20, 2007 7:42 pm

tc237 wrote: ...
!!


Thank you very much tc237! Its clearer for me now!
So it was a real slaughter! :dada:

But you have to compare it with the 2 other big battles before. Specially the second battle. The Union had ~400 elements and my forces had 100. They had much Line infantry and militia.. but i think without organisation.
So my boys stand there behind the stonewall, well equipped in their divisions and fired at the unprepared and chaotic mob, called army of the potomec? :niark:

ANTONYO
Major
Posts: 235
Joined: Thu Apr 12, 2007 4:53 pm

Fri Apr 20, 2007 9:08 pm

Pocus wrote:but look at the lines elements: only 31, and mostly militias and sharpshooters which can't take as much punishment as a regular regiment. So overall the slaughter is not unexpected.


In the report of the battle, it says that there are 174 elements fighting of the union, but 16 classes of units are only seen at the most, that counting make a total of 124 elements, therefore, they lack 50 elements (regiments) that must of being all regular regiments that are not seen, therefore are not 31 regular regiments, but 81. They would have to be able to see all the elements that fight in the report of battles in a future patch.

pardon by my badly ingles

User avatar
Hinkel
Lieutenant
Posts: 103
Joined: Wed Apr 11, 2007 8:37 pm
Location: Germany
Contact: ICQ

Fri Apr 20, 2007 10:14 pm

A small update:

2 big armys near washington cant stop the power of the army of northern virginia with 4 full corp's.. :dada:
After the surrender of the army of ohio and another 2 big battles around washington, Abe Lincoln offered a cease fire (September 1862) :niark:

Just a stalement, cause i dont own all objective towns.
Can i continue my campgain and reach the total victory? :)

User avatar
pasternakski
Colonel
Posts: 341
Joined: Fri Feb 24, 2006 6:50 pm

Fri Apr 20, 2007 10:48 pm

I don't think any of us yet knows enough about the intricacies of army building and employment to come to any hard-and-fast conclusions about what works and what doesn't and -more importantly - what's wrong and what isn't.

I know that, so far, I am an idiot (story of my life, maybe).

Two things I begin to suspect, however:

1) In agreement with several posters, it seems that casualties in large battles are excessive, and that forces tend to "fight to the death" to an extent that exacerbates the problem. When studying the major battles of the Civil War, one notices that the winning army becomes disrupted to a crippling extent almost always before being able to destroy the losing force completely (or even come close to it). I cite Chancellorsville and Gettysburg as primary examples. The usual result was that one side would lose some thousands of men, the other side would lose a fairly similar number, and the armies would go dormant for awhile to recover, with subsequent historians declaring who was the "winner."

I think it possible that AACW does not model this very well (yet). Of course, my perception may be faulty due to inexperience with the game (and Pocus's girlfriend the AI will likely "learn" to survive better as he develops his relationship with "her").

2) It does seem that both sides are able to amass ahistorically huge armies. I know that the command limitation rules were designed, in part, to ameliorate this, but there seems no limit to how much stuff you can cram into units (particularly divisions, but I think this also applies to attachments to corps and armies). Maybe the matter deserves a look with an eye toward either further limiting how much a "container" can hold or further squeezing down maximum numbers of available raw troops (or both).

Just thoughts at this point. Do not try this at home (except when the old ball-and-chain isn't around). Your results may vary. Keep plastic bags away from children. Be sure to unplug before immersing in water ...

User avatar
Queeg
Lieutenant Colonel
Posts: 291
Joined: Sun Feb 26, 2006 5:13 am

Fri Apr 20, 2007 11:29 pm

jimwinsor's analysis of the posted battle is spot on. The worrisome issues, though, are (1) the huge size of the Union army at the outset of the series of battles (150,000+ in 1862!) and (2) that the AI fought its army to destruction instead of retreating.

The latter issue hopefully can be addressed with a bit of tweaking. Or it may be a necessary side effect of having an AI that sufficiently aggressive as to not be a pushover. The AI, on the whole, is very good - perhaps the best I've seen.

The numbers issue could reflect, in part, the fact that the AI is building too many low-quality units. But I suspect there's more to it - that AI armies, at least on the Union side, are too large across the board.

Two questions:

1. Hinkel: What is the Union doing elsewhere on the map? If the AI is throwing all its units into one giant eastern army, then 150,000 troops isn't really a problem. But if the Union also has 100,000+ size armies elsewhere, then it really does have too much building capacity. Especially considering it's only 1862.

2. For those who are playing the Union, do you see these kinds of huge armies on the CSA side? Is this just a Union issue?

User avatar
christof139
Lieutenant
Posts: 103
Joined: Sun Dec 24, 2006 7:03 am

Fri Apr 20, 2007 11:39 pm

Hi, Divisions in AACW are already limited to 7 units or elements aren't they??

I don't know what Corps are limited to but I would let a Corps be capable of containing up to 6-Divisions and 3 to 5 other smaller individual units. An Army could be made capable of containing up to 8-Corps and 6 to 10 other smaller individual units.

Just my thoughts.

Chris 1/39

K-1stPennaRes
Private
Posts: 29
Joined: Sat Nov 25, 2006 10:41 pm
Location: Savage, Maryland
Contact: Website

Huge Union Armies

Fri Apr 20, 2007 11:50 pm

It is possible this bug might be tied to what I am seeing in my multiplayer game, though I have been told this is not possible -- i.e., that every single turn since the game started (and it is now December 1861) I have had the ability to call for volunteers. I stopped doing this several turns ago, as there was no point to it, but though I have been actively raising units, I still have almost 1,400 conscript companies accumulated.

Or maybe not. I agree about the huge losses. Even at the greatest Federal defeat, Chancellorsville, Hooker only lost about 17,000 troops, yet his army was shattered, and his career, at least as an army commander, was shattered with it. Lower personnel losses, more cohesion losses, and fewer troops is what I cry (along with stronger whiskey and weaker women, of course!).

B.C. Milligan

User avatar
Queeg
Lieutenant Colonel
Posts: 291
Joined: Sun Feb 26, 2006 5:13 am

Sat Apr 21, 2007 12:05 am

K-1stPennaRes wrote: every single turn since the game started (and it is now December 1861) I have had the ability to call for volunteers.


Strange. In my current game as CSA with the most recent patch, I definitely cannot call for volunteers every turn. Are you playing the latest patch?

jimwinsor
General of the Army
Posts: 631
Joined: Sat Apr 14, 2007 7:07 am
Location: San Diego, CA USA

Sat Apr 21, 2007 12:12 am

As to the US not withdrawing...

1) Looking at the graphic again, there are two Reckless and/or Hothead symbols on the Union side. So two Reckless Union Hotheads in the force? Could explain it!

2) The force does have the Potomac across it's only line of retreat. Although checking the rules I don't see specifically this as a factor (but may be an undocumented part of the formula?).

3) (edit) Ooops yes I missed what tc237 caught...yep, Butler had no retreat. The No Retreat icon was on the Union side of the ledger. Possible reasons, see 1 and 2 above.

Yeah, this was more or less a Vicksburg style calamity inflicted on the North.

K-1stPennaRes
Private
Posts: 29
Joined: Sat Nov 25, 2006 10:41 pm
Location: Savage, Maryland
Contact: Website

Sat Apr 21, 2007 12:19 am

Queeg wrote:Strange. In my current game as CSA with the most recent patch, I definitely cannot call for volunteers every turn. Are you playing the latest patch?


Yes, I am, and I am the USA, not CSA. I wonder if any settings change in multiplayer games. There is no obvious reason they would, but nobody else -- including my opponent -- seems to have this "problem."

I know this is not the right thread, but I would also love to know why my ships go out of supply as soon as they reach the sea boxes. I know I am overlooking something there, but if supply to ports is automatic, why not ships (if you have enough points)?

tc237
Colonel
Posts: 316
Joined: Sat Mar 04, 2006 10:37 pm
Location: Allegheny Arsenal

Sat Apr 21, 2007 1:19 am

It's seems the AI does smash herself against brick walls.
In one game as the Union, George Thomas was entrenched outside Louisville. The AI as A.S.Johnson with a huge army of, I presume, only militia, battered itself against Thomas' level 5 defense, sustaining 50,000 casualties.
IIRC she did this for 2 turns (weeks), not hours.

In the same game I basically destroyed the eastern Reb armies, over the summer of '62, by getting to the "high ground" first and letting her wear herself out, before I went on the attack. Took all of Virginia by Oct.

Reminds me of a small bug I wanted to report: That same A.S. Johnson's army had so many subunits that they would not fit in the tool tip. The tool tip extended past the top of the screen. I tried zooming out and moving the map to give it the most room possible, but it was still to big.
(I said to myself "dang, thats a big *****!!")

User avatar
Spharv2
Posts: 1540
Joined: Sat Feb 25, 2006 5:39 am
Location: Tallahassee, FL

Sat Apr 21, 2007 2:43 am

pasternakski wrote:1) In agreement with several posters, it seems that casualties in large battles are excessive, and that forces tend to "fight to the death" to an extent that exacerbates the problem. When studying the major battles of the Civil War, one notices that the winning army becomes disrupted to a crippling extent almost always before being able to destroy the losing force completely (or even come close to it). I cite Chancellorsville and Gettysburg as primary examples. The usual result was that one side would lose some thousands of men, the other side would lose a fairly similar number, and the armies would go dormant for awhile to recover, with subsequent historians declaring who was the "winner."


Perhaps, but how much of that was actually due to the disruption of the armies, and how much was due to the leadership not wanting to risk anything further? The AoP never went on the offensive immediately after a defeat until the right leadership was in place. Once Grant was put in charge, casualty lists that would have sent any previous commander scampering back to Washington for the next 6 months were brushed aside and the campaign continued.

The ANV quite often followed up fairly disastrous (as far as losses go) victories with an offensive within what in game turns would be a single turn or two. Solution for this problem? Well, one way would be to put a significant penalty on the activation roll the turn after a casualty threshold is reached. That way, generals with low strat ratings will be more inclined to pull back after a large battle rather than bull ahead, but if you have an aggressive general (high strat rating), then you could continue with an offensive even after you suffer large casualties. The game already simulates cohesion loss for both sides, regardless of who won and who lost, so something different is needed.


Queeg wrote:jimwinsor's analysis of the posted battle is spot on. The worrisome issues, though, are (1) the huge size of the Union army at the outset of the series of battles (150,000+ in 1862!) and (2) that the AI fought its army to destruction instead of retreating.


You're counting support units into your total there, if you do that, then the Union had well over that number of troops in the Eastern theatre in 1862. Difference is, you're seeing them concentrated more in the game than they ever could be in the war. How many people actually keep 20,000+ men defending the Washington area? I doubt anyone does, yet, that was the minimum requirement Lincoln and Stanton placed on McClellan. Plus troops in the Valley, plus quite a few garrison forces in lower Pennsylvania and Maryland. To put it bluntly, the issue isn't with the game, it's with the player. Because if the game simulated the number of places you had to put troops in a real war, I guarantee every single one of you would be screaming about it. :) Since they can't do that, everyone is able to assemble large front line armies.

User avatar
Pocus
Posts: 25673
Joined: Wed Oct 19, 2005 7:37 am
Location: Lyon (France)

Sat Apr 21, 2007 6:02 am

I'm still unsure there is a bug or even a tweak to do here, except for the AI.

First, the withdrawal chances are already really high in the game, it climbs to 75% after 3 hours if I recall well, so in this case, Butler did not retreat because he could not. As I got the save from Hinkel, I took a look at Butler army. Hinkel managed to trap Butler (the AI has been too uncautious there). The man is now unsupplied with units with low cohesion, so the butchering can continue and will continue until he is dead or a relief army break the cauldron.

My point is that this battle should not be analyzed as a standard battle, this would lead to tweaks completely breaking the game, if applied to others battles. Think of this battle as an encirclement battle, where the troops are surrendering en masse and are getting slaughtered. They don't have food, ammos, can't retreat and are dizorganized. This is the AI failure (and Hinkel success), and not the battle engine failure.

Image
Image


Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

User avatar
Queeg
Lieutenant Colonel
Posts: 291
Joined: Sun Feb 26, 2006 5:13 am

Sat Apr 21, 2007 7:32 am

Sounds reasonable. And don't be too hard on the AI for being less than ideal here. It was Butler after all.

Return to “AGEod's American Civil War”

Who is online

Users browsing this forum: No registered users and 8 guests