Kilcavalry and I have already played two PBEM's. Each time, I played the US and Kilcavalry the CSA. For our first game, see Kilcavalry's excellent AAR-(
http://www.ageod-forum.com/showthread.php?t=5402 ).
For our third PBEM, we have decided to do a beta test of the PBEM Mod and switch sides. As the name suggests, the PBEM mod is designed for play between two humans. Many aspects of the game designed specifically for the AI have been modded to produce a more offensive and maneuver oriented game.
This PBEM game is a first beta test of the mod beyond AI testing. Tweaking and additional modding will take place as ongoing playing experience suggests changes. We will discuss elements of the game which are necessary for testing but aren't a normal part of a regular game. But much of the game will be a standard competitive and fun match.
And finally, we are switching sides. Neither of us have substantial experience with our respective sides. We both understand the mechanics of the game fairly well but are far less experienced with the sides we are playing. So expect a fair number of interesting mistakes. Although I also expect the standard cunning tactics and devious strategy which is a hallmark of Kilcavalry play. It should be fun.
Here is a list of the major changes to play introduced by the PBEM mod.
PBEM Mod
1. Entrenchment values vary by year. Increases by time to max of 4/8.
2. March to guns percentages reduced.
3. Army Command Control range reduced to one region except very strong commanders (strat 6 and up).
4. Army bonus to corps adjusted from -2 to -1.
5. Cavalry mod increases ability of cavalry to retreat from battle
6. Cohesion loss due to movement reduced by 25% except for cavalry. Cohesion loss due to battle doubled.
7. Terrain offensive quoto modifiers adjusted. More troops able to offensively commit to battle in better terrain/ground conditions and reverse in poorer terrain/ground conditions.
8. DEFFire reduced substantially for infantry. Infantry defense not as strong.
9. Artillery DEFFire/OFFire proportionally modified in same manner as infantry.
10. CSA now allowed 36 divisions
11. Manpower production adjusted to produce 2-1 advantage in Union manpower by the end of the war.
12. Early War to Late War Conversion of infantry and cavalry delayed. (Added into game on Late Oct 61 turn-Notes and details at end of this post.)
13. 12pdrs now upgrade to 10pdrs rather than 20pdrs. Smaller chance of upgrade which means longer time frame for conversion to occur. (Added into game on Late Nov 61 turn)
14. In the original game, new troops were recruited directly at the level of early or late war troops. Now newly recruited brigades are modded to enter the game with conscript regiments instead of early/late war troops. A newly recruited brigade will take from 2-3 months to convert from strawfoot conscripts to trained early war troops. Even in late war time frames, conscripts must go through the same 2-3 month conversion to early war troops before converting to late war troops. However in the late war phase, the conversion time frame from early war to late war troops is very short once a conscript regiment reaches early war status. (Added into game in Late Febuary 1862.)
13. Cavalry brigades are now part of the recruitment pool. Cavalry brigades are typically 3-5 cavalry regiments and 0 or 1 artillery battery. Command cost is 2 CP. (mods 13-17 added into game in March 62.)
14. Artillery brigades are now part of the recruitment pool. Artillery brigades are composed of 4 batteries of 12pdrs, 10pdrs and/or 20pdrs either as a mixture or single type brigades. Artillery brigades cost 2 CPs and may be commanded by a leader.
15. Amount of experience required for units to gain battle experience stars reduced by 60%.
16. Balloons now have the detector ability. Greater detection and patrol ability when formation is entrenched with attached balloon unit.
17. Engineers now have the pontoneer ability. Formations cross rivers quicker. (May remove this ability as it can cause problems with synchronized movement.
For those interested in the specific numbers behind the modifications, they are provided below along with examples and notes.
1. Entrenchments: Modified from max 4 for troops without artillery and max 8 for troops with artillery to the following-
--Restricted to Lvl 2 and 5 from 1861 through Oct. 62----(for some reason, level 2 entrenchments for troops without artillery appears to work but max entrenchment goes to 6 instead of 5. Not sure why.)
--Restricted to Lvl 3 and 6 in Nov. 62 through Oct. 63
--Regular entrenchments of Lvl 4 and 8 from Nov. 1864 till end of war.
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2. March to Guns- Possibility of reinforcement through march to guns between corps of the same army in adjacent regions is significantly reduced. Don't count on MTG reinforcement of independent corps. Fairly good odds if reinforcements moving along railroads regardless of strat command of leaders. Need good strat leaders for possibility of MTG if not moving along railroad.
Below are the modded MTG parameters and percentage chances of arriving as MTG reinforcements.
March to Guns (MTG)
20% base chance offensive posture
15% base chance Defensive posture
// -5% for each day of marching ---(inactive commanders have longer marching times)
// +6% if adjacent to army HQ
// +9% if the army HQ itself
// +3% for each pt of strat factor of the leader
// Every 10% of MC lacking gives -1% chance (both for start and end region)
Railroad(1day)-Independent Corps-defensive posture
Corps Leader---9---8---7---6---5---4---3---2---1--Strat rating
BattleRound1--37--34--31--28--25--22--19--16--13
BattleRound2--60--56--52--48--44--39--35--29--24
BattleRound3--75--71--67--63--58--51--47--41--34
BattleRound4--84--81--77--73--69--63--58--51--47
BattleRound5--90--87--84--81--76--71--65--58--50
BattleRound6--94--92--89--86--82--77--72--65--57
Clear Terrain(5days)-Independent Corps-defensive
Corps Leader---9---8---7---6---5---4---3---2---1--Strat rating
BattleRound1--17--14--11---8---5---2-----------
BattleRound2--31--26--21--15--10---4-----------
BattleRound3--43--36--30--22--14---6-----------
BattleRound4--53--45--37--28--21---8-----------
BattleRound5--61--53--44--34--24--10-----------
BattleRound6--67--60--50--39--28--11-----------
Woods Terrain(6days)-Independent Corps-defensive
Corps Leader---9---8---7---6---5---4---3---2---1--Strat rating
BattleRound1--12---9---6---3-------------------
BattleRound2--23--17--12---6-------------------
BattleRound3--32--25--17---9-------------------
BattleRound4--40--32--22--12-------------------
BattleRound5--47--38--27--14-------------------
BattleRound6--54--43--31--17-------------------
Adjusted percentages for other situations:
-Corps in same region as Army HQ---add 2 to strategic rating to find correct percentage column from above tables.
Example: Corps with strat leader of 3 in same region as Army HQ is equivalent to an independent corps with strat leader 5. So Jackson, (strat 6, with Army HQ, Using railroad to MTG), is equivalent to strat 8. He has an 92% chance of MTG by battleround 6.
-Army HQ---add 3 to strategic rating to find correct percentage column from above tables.
Example: Army commander McClellan HQ with strat rating of 1 is the equivalent to an independent corps with strat rating 4. Army HQ McClellan has a 11% chance of MTG reinforcements battleround 6 in clear terrain.
So General Lee as Army HQ, (strat 6, army HQ, MTG in clear terrain), is equivalent to a strat 9. Army HQ Lee has a 67% chance of MTG by battleround 6 from clear terrain.
A corps commanded by Stonewall (strat 6, HQ region, MTG clear terrain) in the same region as Lee HQ has a 60% chance of MTG by battleround 6. If he were not with Lee's Army HQ, he would be strat 6 and have a 39% chance of MTG by battleround 6. Corps with army bonus will also impact strategic rating.
A corps commanded by Bonham with strat rating of 2 in the same region as a CSA HQ is equivalent to strat 4 and has a 11% chance of MTG by battleround 6 in clear terrain. If Bonham were not in the same region as any CSA army HQ, he would not have any chance of MTG from clear terrain. Although the army bonus may adjust the strat rating of Bonham as well which might give him a different strat value.
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3. Command Control-Reduced army control radius but increased army bonus for those under army control. Army commanders, with less than 6 strategic command, only provide army command bonus in their own region. Army leaders of strat rating of 6 and above, normally have 2 region command radius. Army bonus is now -1 instead of -2.
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4. Cavalry Mod- Increased possibility of cavalry retreating from battle--increases survivability
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5. Cohesion loss reduced by 25% due to movement except for cavalry. However increased cohesion loss due to battle-approximately double vs regular game. Troops can march further with less cohesion loss (-25% from regular) but suffer greater when in battle (+100% over regular).
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6. Offensive infantry frontage quota modifiers increased in clear/hill/woods terrain but reduced in poor terrain such as wilderness and mountains. Artillery frontages also modified-increased for high vision terrain and reduced for low vision situations. Mud, snow, frozen, blizzards reduce quota modifiers due to poor mobility.
Makes the assumption that offensive side able to concentrate troops vs defenders and reflects initiative advantage of offense. Allows side on offense with greater numbers to better use those numbers. Ground conditions more important. Best, in terms of utilizing maximum troops, to attack with good ground conditions. This change only has an impact on larger formations containing more troops than normally can be used effectively in specific terrain/ground types.
Infantry Offensive multiplier modifier (Percentage modifier to offensive quota)
Best offensive situation listed generally from top to bottom and left to right. Clr/Clr (200%) best offensive quota situation. Swamp/blizzard (65%) worst situation.
----------Clr/mud/snow/frz/blizzard
Clear------200/125/150/150/75 (and desert/prairie)
Woods------150/100/125/125/75
Hills------125/100/125/125/75
Forest-----100/75/100/100/75
Mountains--75/75/75/75/75
Wilderness-75/65/70/70/65
Swamp------75/65/70/100/65 (and marsh)
Infantry most effective offensively in clear, woods, hills terrain with good ground conditions. Infantry least effective offensively in mountains, wilderness and swamp in poor ground conditions.
Artillery offensive Quota.
Prairie----150/100/125/125/25 (and desert/prairie)
Clear------150/100/125/125/25
Woods------100/75/85/85/25
Hills------115/85/100/100/25
Forest-----85/75/75/75/25
Mountains--100/75/85/85/25
Wilderness-75/65/70/70/25
Swamp------75/65/70/100/25 (and marsh)
Artillery most effective offensively in clear, hills, mountain terrain with good ground conditions. Artillery least effective offensively in forests, wilderness and swamp in poor ground conditions.
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7. The spread between OFFFire and DEFFire significantly reduced. Early war Rebs have slightly greater OFFFire than US troops. Advantage of defense reduced but not eliminated. Early war Rebs maintain their cohesion, TQ, Asslt, etc advantages over early war Union troops. Reb infantry improved partially to compensate for the increased manpower ratio between US/CSA.
Artillery also reduced proportionately.
-----------------OFF/DEF
Early War Union: 10/12-----------------------------------------previously 10/16
Early war Rebs 12/13++ early war Tq, asslt, etc advantages---previously 10/16
Late war Union 11/14----------------------------------------------------11/21
Late war Rebs 12/16----------------------------------------------------11/21
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8. CSA now allowed 36 divisions instead of 24 divisions.
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9. Brigade Name Mod- Adds state origin to brigades name identifier
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10. Region fixes
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11. Reduced manpower---------Manually implemented at the moment. Union will have approximately 2-1 advantage in manpower over the course of the game.
The following will be the manpower
Monthly conscription increased for Union. Volunteer and drafts reduced for both Union and CSA. The importance of drafts reduced substantially for both sides as draft/conscription produced a very small proportion of total troops.
The primary source of manpower for both sides are the total of volunteers. The volunteer manpower is a combination of monthly volunteers and twice a year special calls for volunteers.
The general curve of manpower ratios are roughly maintained with historical values but not the 3-1 Union advantage. Max advantage is 2-1 by the end of the war. I am assuming many Union troops are tied down in northern garrisions and not needed in the game.
Manpower production per year:
(Monthly Prod)Monthly Tot/Vol Tot/Draft Tot--Annual Tot
61--CSA----(30)780/-500-/200-----1280(1480)
----US-----(65)1690/-600-/250---------------2190(2340)
----Ratio---1.7
(Numbers in Parenthesis are the totals if one side picks an early draft.)
62--CSA---(30)780/-500-/250------1530
----US-----(65)1690/-500-/250---------------2190(2340)
----Ratio---1.4
63--CSA---(25)650/200/200------1050
----US-----(55)1430/400/250---------------2080
----Ratio---2.0
64--CSA---(20)520/100/100------720
----US-----(50)1300/350/250---------------1900
----Ratio---2.6
65--CSA---(15)390/100/100------590
----US-----(40)1040/250/250---------------1540
----Ratio---2.6
Totals:
CSA 5170 (5370)----equiv 40 divisions (0riginal Max 10040)
US 10700 (10500)---equiv 80 divisions (Original Max 14345)
Total Ratio 2.07
Note that both CSA and Union peak in manpower production in 1862. However the CSA decline in annual manpower production is more severe than the US starting in 63. Drafts become a more significant source of manpower as volunteers drop off as the war progresses. By 1865, CSA manpower is close to tapped out.
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CSA Volunteer and Conscription Production
Twice a Year Vols
CSA------1861--62----63----64---65 Year
Vols Free-200---200---100---40---40 Conscripts produced
Vols, 1K--250---250---125---50---50
Vols, 2K--275---275---135---60---60
Vols, 3K--300---300---145---70---70
Once a Year Draft
CSA-------1861---62----63----64---65
Consc,Par--150---200---200---75---40
Consc,Ful--200---250---250---100--100
ExtraCost--10NM--2NM---2NM--2NM--2NM
Union Volunteer and Draft Production Choices
Twice a Year Vols
Union----1861---62----63----64---65
Vols Free-250---200---150---100--75
Vols, 1K--300---250---175---125--100
Vols, 2K--325---275---200---150--125
Vols, 3K--335---300---210---160--135
Once a Year Draft
Union------1861----62----63----64---65
Draft,Par--200----200---200---200--200
Draft,Ful--250----250---250---250--250
ExtraCost--10NM--10NM---2NM---2NM--2NM
Note that 2k and 3k volunteers are available but expensive for the small number of extra troops provided. Although towards the end of the war, they are a more attractive option. 1K volunteers are the logical choice in 61-63.
If a player calls a draft before the actual historical timeframe, there is a significant National Morale penalty.
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12. Early War to Late War Conversion of infantry and cavalry delayed.
New phase dates per time frame:
-----------------------------------------------Infantry&Cavalry
Early to Late, Phase I--- 1862/10/01-63/09/31--3% US 6% CSA
Early to Late, Phase II-- 1863/10/01-64/09/31--35% US 40% CSA
Early to Late, Phase III-- 1864/10/01-----------40% US 45% CSA
Here is the promotion ranking of troop type and percentage chance of promotion per Time Phase:
Phase I Phase II Phase III
US-CSA
Militia:----------------7%/7%-------Same------Same
Volunteers:-----------15%-20%-----Same------Same
Conscripts:-----------15%-20%-----Same------Same
early war infantry:----3%-6%-------35%-40%---40-45%
late war infantry:
Militia promotes to volunteers, then conscipts, then early war, and finally late war infantry.
Cavalry, Conscript:----15/30%
Cavalry, early war:----3/6%-------35%-40%---40-45%
Cavalry, late war:
Each Spencer Rifle event provides an extra 10% chance per occurence for conversion from early to late war for Union cavalry in 1863. [/B]
13. Cavalry brigades are now part of the recruitment pool. Cavalry brigades are typically 3-5 cavalry regiments and 0 or 1 artillery battery. Command cost is 2 CP. (A single leader can command a cavalry regiment outside the command chain without penalty.)
-CSA may recruit 3 cavalry brigades beginning in July 61. An additional 3 cavalry brigades may be recruited in Dec 61 for a total of 6 cavalry brigades.
-US may recruit 4 cavalry brigades beginning in March 62. An additonal 4 brigades may be recruited both in March 63 and March 64 for a total of 12 cavalry brigades.
14. Artillery brigades are now part of the recruitment pool. Artillery brigades are composed of 4 batteries of 12pdrs, 10pdrs and/or 20pdrs either as a mixture or single type brigades. Artillery brigades cost 2 CPs and may be commanded by a leader.
-CSA may recruit 6 batteries beginning in Feb 62. An additional 6 batteries may be recruited in December 62.
-US may recruit 8 batteries beginning in Feb 62. An additional 8 batteries may be recruited in December 62.
15. Amount of experience required for units to gain battle experience stars reduced by 60%.
16. Balloons now have the detector ability. Greater detection and patrol ability when formation is entrenched with attached balloon unit.
17. Engineers now have the pontoneer ability. Formations cross rivers quicker. (May remove this ability as it can cause problems with synchronized movement.