minipol wrote:I like the idea of Stonewall. Sounds doable within the limits of the game...
Not only is it doable in theory, I put it in my game last evening and it fires just as expected.
New ability collection called "Inconsistent" which includes two new battle abilities "Shrinking_Violet" and "Clutch_Performer" and 2 new movement abilities "ShirkMov" and "ClutchMov".
"Shirker" results from an inactive roll and results in a 25% malus to offensive frontage and offensive fire. It has a 10% malus to defensive frontage and defensive fire.
"Clutch" results from an active roll and results in a 10% bonus to offensive frontage and offensive fire. It has a 15% bonus to defensive frontage and defensive fire.
The movement abilities result in a 10% bonus/malus to movement based on activation.
Balance wise, I'm not sure how I like it, but in terms of functionality, it works perfectly.
Digging deeper in the ability files and exploring the possibilities, there are really some excellent ways to mimic ACW traits. For example, I've got one called "McClellan." I think modelling this guy with a Strategic rating of "1" misses the point with this guy. He wasn't an inactive general. When he moved, he moved swiftly and with great purpose. Most of the time he had his army in good position, both offensively and defensively. He was overcautious and reluctant/unable to commit his reserves or respond to a success/weakness at a given part of his line. So, in my game, McClellan is a 3-2-2 general with the McClellan ability collection. It has two new battle abilities. One is "Paralyzed" which results from an inactive roll and has 50% malus to his offensive and frontage and a 35% malus to defensive frontage. The second is "Noncommittal" which results from an active roll and results in a 30% malus to offensive frontage and a 15% malus to defensive frontage. The frontage restrictions are meant to simulate his inability to exploit weaknesses and get more than half his army into a fight at any given point.
The ability group also has the skirmisher ability that allows him to retreat in good order and a new cohesion ability that gives a +7 max cohesion and a +15 cohesion recovery rate to troops he commands. This reflects that hsi failures were not a result of his soldiers running or being routed, but due to his own failures to manage them properly.
It needs tweaking, but I love modding the game and seeing how much I can push the engine.