Pat "Stonewall" Cleburne wrote: Also, try getting a 4-5 NM result without unit casualties. It's very difficult to do with the current build. It would require an extremely large discrepancy in casualties.
Very easy. Attack with medium size army on completely entrenched army of comparable size. Or attack with superiority of 3-4 times, compared to the defender. In other words - normal result of the normal attack in PBEM.

Pat "Stonewall" Cleburne wrote: With shorter combat rounds and quicker retreats, this would be even harder to accomplish than it already is.
I'm not suggest shorter combat rounds and quicker retreats.

I suggest
more rounds with less casualties in each and more lenghty retreat.
Pat "Stonewall" Cleburne wrote: If element losses are reduced significantly, then force makeup would just continually grow. This wasn't the case in the RCW. You'd have to add in significant amounts of what you describe above as being "annoying" (and I'd agree) to maintain balance and prevent continuously growing armies.
Disagree. Size of the armies limited by the losses of manpower, not by annihilation of elements.
Pat "Stonewall" Cleburne wrote: This is the rub. What you suggest is a major change. It would require significant play testing to be properly balanced. "which would have made losses in each round smaller, and a retreat - a more lengthy process" isn't an option without a ton of play testing.
Yes, of course. Any noticeable change in the game requires testing. I think, in this case, no more than for any other noticeable change in the game. But this is better be judged by developers.
I suspect, that the game engine was created for BOA (no more that 4 companies(elements) in regiment). Not for divisions of 18 or 26 elements, which all fire at same enemy division and annihilate it in single volley.
Maybe it's time to change something? The 20th century has come, after all.

Pat "Stonewall" Cleburne wrote: The retreat system isn't built for this either. How do you pursue an enemy? Where do they go when defeated? You currently can't predict that. These are 15 day turns and you can't redirect in the middle of the turn.
As far as I can remember, there is special feature in game, wich allow to conduct pursuit of enemy/frendly unit.

Pat "Stonewall" Cleburne wrote: The replacement system isn't built for this as I stated above in the 2nd paragraph.
The NM system isn't built for this as I stated above in the 1st paragraph.
As I stated above, it is not so.

apy:
Pat "Stonewall" Cleburne wrote: So far, I'm arguing completely from a game limitation direction.
I am not suggesting to impose restrictions in the game. I'm suggesting to slightly correct battle mechanics, to prevent annoying and unnatural things and make game more close to reality.
Pat "Stonewall" Cleburne wrote: Losing whole divisions can usually be traced back to a problem between the keyboard and the chair. Most of the time you see large amounts of elements destroyed is because one side was vastly more powerful than the other. This goes for any Age engine game. It also goes for any battle in real life. The secret is to not let that happen.

For example:

Confederate attack at 2.5 times superiority in strength and 3 times superiority in effective power. The result - destruction of one of the Confederate divisions. Division is full-blooded, 18 elements. The effect is stable - tested several times. I would not refuse to learn, what problems in the interface between chair and keyboard cause this effect. Regards.

caranorn wrote: In RuS the likelyhood of several elements within the same unit being destroyed seems to be higher,
Smaller divisions, yes.
caranorn wrote: though I haven't paid much attention to it (my white russian formations are essentially corps, I don't keep any of the small divisions as they start for more than a few turns).
You could, of course. But this is not good for historical atmosphere, nor for operative flexibility.
caranorn wrote: And I also agree with Old Fenrir (the wolf?)
Yes, he.
