havi wrote:yep Pjj is rigth only finnish regiment or corps what was in ww1 was serving in German army the regiments number was 27jaeger company and it was made of finnish volunteers who went there through sweden to get military training and when they where ready they fought in eastern front against tsar. in year 1917 they where shipped back to finland in vaasa and then they made the backbone of finnish white army fighting against bolseviks. and if i remember correctly 1 jaeger did fought in reds too. So there wasnt any finnish made corps or battalions in tsars army volunteers yes but no drafts where made in finland in ww1 actually after 1905 the finnish army was but down by russkies and the soldiers in defending in finland came in ukraine or other places in rusland.
havi wrote:No pjj now u r wrong Finland declared Independent in year 1917 and in the same year the jaegers came back to Finland. I don't remember that there where any jaegers who didn't came back and I'm quite sure that there was only one who fought for reds .
Tamas wrote:Ammunition, supplies, number of artillery, command and control efficiency, generals/officers abilities experience, troop types (conscripts, regulars, etc) are the things which influenced the things you listed, and all of these are simulated in the game, hence the same basic values.
caranorn wrote:Nope, one big issue was doctrine and training, which would be reflected in the element stats. Ignoring this is a mistake...
Honestly this is a form of laziness that's been used by Ageod the past few years (not originally) having all units follow the template instead of taking a closer look at historic reality...
vaalen wrote:Ace, I agree that the BEF was destroyed as an effective fighting force in 1914, and the units that replaced them were in no way comparable. In fact no troops since them have been trained to that standard of long range marksmanship, and that training was not even attempted during the war for new British recruits. But the fact remains that the BEF did have those huge advantages before these units were decimated, and their superiority was crucial in some of the most important battles of 1914.
One way you could show that in the game is to make these veteran units a special type, give them the stats they deserve, and give them a very few replacements at the start of the war, and not allow for any other replacements for them to be built. This would be an accurate reflection of what happened.
As for the Russians, their regulars even at the beginning of the war were very ineffective against the Germans, though they did well against the Austrians. Brusilov also did very well against the Austrians. But the Russian regulars in the game seem too effective, it is very hard to destroy a russian army, like the Germans did, even with the Von Hoffman decision that locks them in place and removes most of their cohesion for one turn. The quality of Russian troops did deteriorate quickly during the war, which reflects the militia situation you describe. Yet the AI seems to do better with the Russians against the Germans than they should, from my limited experience of the game.
Ace wrote:Nice discussion
Troops performance is difficult to evaluate, Gallipolli is a fine example where British retreated with a bloody nose against a side we would all say had inferiorly equipped soldiers. So, while I wouldn't mind if troops had some differentiation in stats, the overall feel and outcome is the most important.
Franciscus wrote:My dear Caranorn
I think you are not being fair and at least regarding AJE games series I sugest you take a closer look and tell me if all units share the same template
Regards
I agree with this. The BEF was highly effective in 1914 because its soldiers were highly-trained, professional long-service volunteers; which can be represented in-game by giving them extra experience. They weren't genetic supermen who had superior capabilities simply by virtue of being British.Taciturn Scot wrote:Given that the game engine takes into account so many factors when computing combat strength, I don't really see a problem that the base stats are almost the same for all nations. It certainly dodges any racial controversy as well which doesn't hurtI don't know if there would be that much difference between a fully supplied, highly motivated, elite Russian infantry unit and his British or German counterpart. Leadership, experience and level of supply will affect a lot of these stats and make these units fight differently.
StephenT wrote:Personally, I think the idea of giving British regular infantry, German regular infantry, and Russian regular infantry (as opposed to militia) inherently different stats and abiities purely on the grounds of nationality is something that belongs better in a Total War style game than an AGEOD game. They were all riflemen backed up by mortars, machine guns and artillery; it's not like the difference between, say, a legion and a phalanx where the weapons and doctrine really are radically different.
I don't agree; I think that on the scale of a grand strategy game like this, those differences were minor. One army's doctrine wasn't dramatically different to the next's, and they were all learning and developing constantly anyway.PJJ wrote:Not on the grounds of nationality, but to reflect differences in training, doctrine and leadership that the different armies had. These differences were very real.
StephenT wrote:I don't agree; I think that on the scale of a grand strategy game like this, those differences were minor. One army's doctrine wasn't dramatically different to the next's, and they were all learning and developing constantly anyway.
You mention supply, logistics and commander ratings as ways to model the Russian army; but you didn't mention that the Germans will probably research their infantry tech much faster than the Russians will, giving them better troops early; and Russian national morale is likely to be lower, giving them across-the-board penalties; and Russia will not be able to afford to buy heavy artillery or the best-quality replacement units, but will be forced to make do with militia. All those factors combined will reflect Russia's disadvantages realistically, I suggest, without building in an automatic "Slavs are just naturally inferior soldiers to Germans" penalty.
PJJ wrote:If ordinary soldiers have poor leaders, or not enough leaders at all, they are just a disorganized mob. It doesn't matter what nationality they represent. This is what increasingly happened in the Imperial Russian army in the Great War. How could this be reflected in a wargame? For example by giving their units (but not elite units!) lower discipline values than the Germans. It's the small but important details like this one that unfortunately seem to be missing from EAW. Or if they aren't missing, they are hidden somewhere.
PJJ wrote:The game engine must somehow take into account the things that have been mentioned in this thread to represent the realities of the Great War. For example the lack of proper leadership in the Russian army that I already mentioned. If ordinary soldiers have poor leaders, or not enough leaders at all, they are just a disorganized mob. It doesn't matter what nationality they represent. This is what increasingly happened in the Imperial Russian army in the Great War. How could this be reflected in a wargame? For example by giving their units (but not elite units!) lower discipline values than the Germans. It's the small but important details like this one that unfortunately seem to be missing from EAW. Or if they aren't missing, they are hidden somewhere.
Ace wrote:There has been some good proposals here. Even if there are no too significant changes, we can wonder.
Here are important stats for ordinary infantry unit. What would you change for particular mayor nation:
OffFire = 13 (13% chance to hit enemy with every shot fired)
DefFire = 22
Range = 3
ROF = 2 (rate of fire)
Protection = 1 (for every protection point, damage received is multiplied by 0,9)
TQ = 7 (troop quality = discipline)
Assault = 8 (for every assault point there is 0,4% chance to hit the enemy)
Cohesion = 60
Ranged damage
DmgDone = 1 (hit damage)
CohDone = 7 (cohesion damage)
Assault damage
AsltDmgDone = 4
AsltCohDone = 15
James D Burns wrote:Just a thought, but a better way to handle the differences instead of tweaking all the individual ratings would be to give a large number of experience stars to the units of countries who had the more efficient command staffs and NCO's. Then as the war wears on this free bonus experience would gradually decline until countries worn down by years of war no longer get any bonus stars and their units begin to resemble the units of other weaker nations. That way later in the war instead of having to throw out all the tweaked units with higher ratings due to war decline and replace them with other unit models, the experience will wear off naturally in game as units take combat damage and the shift will be gradual as the game is played.
This of course would only work if the bonus’ given to units with lots of experience stars was significant enough to see a marked difference in how the units perform against one another (i.e. experienced vs. non-experienced).
Jim
lycortas2 wrote:I guess my concern is the concrete differences. Off of the top of my head a Russian division in '14 or '15 had 24 - 76mm guns and 8 - 122mm guns while a German division had 36 - 75mm or 105mm guns and 12 - 105mm or 150mm guns. This is a serious difference in offensive firepower.
James D Burns wrote:Just a thought, but a better way to handle the differences instead of tweaking all the individual ratings would be to give a large number of experience stars to the units of countries who had the more efficient command staffs and NCO's. Then as the war wears on this free bonus experience would gradually decline until countries worn down by years of war no longer get any bonus stars and their units begin to resemble the units of other weaker nations. That way later in the war instead of having to throw out all the tweaked units with higher ratings due to war decline and replace them with other unit models, the experience will wear off naturally in game as units take combat damage and the shift will be gradual as the game is played.
This of course would only work if the bonus’ given to units with lots of experience stars was significant enough to see a marked difference in how the units perform against one another (i.e. experienced vs. non-experienced).
Jim
StephenT wrote:I agree with this. The BEF was highly effective in 1914 because its soldiers were highly-trained, professional long-service volunteers; which can be represented in-game by giving them extra experience. They weren't genetic supermen who had superior capabilities simply by virtue of being British.
Likewise, the Russians in 1914 performed badly at the battle of Tannenberg; but that can likewise be linked to issues of organisation and logistics. The Russians knew they needed six to eight weeks to mobilise their army; but out of loyalty to their French allies they tried to invade Germany after only two weeks. The result was chaos; disorganised units being sent into battle without their proper equipment or adequate supplies. However, Tannenberg was a one-off, and it's a mistake to conclude from one battle that the Russian units were inherently inferior. The Russians defeated the Germans at the Battle of Gumbinnen, and at the Battle of Lodz they came close to encircling and destroying an entire German army corps, which would have given them a reverse-Tannenberg style victory.
As someone mentioned above, the big issue faced by the Russian Army long-term was their lack of artillery and munitions - which can be represented by a shortage of War Supplies forcing them to recruit mostly militia units, not regular infantry. They also had low morale due to their early defeats - Russian generals in winter 1914 onwards were terrified of a second Tannenberg, which made them overly cautious and slow-moving; but again, that's represented by giving Russia a low National Morale affecting their units' combat ability. No need to make their soldiers lower combat strengths just "because they're Russian".
Personally, I think the idea of giving British regular infantry, German regular infantry, and Russian regular infantry (as opposed to militia) inherently different stats and abiities purely on the grounds of nationality is something that belongs better in a Total War style game than an AGEOD game. They were all riflemen backed up by mortars, machine guns and artillery; it's not like the difference between, say, a legion and a phalanx where the weapons and doctrine really are radically different.
Ace wrote:In game:
German Corps usually has 2 units of medium artillery.
Russian Corps usually has no medium artillery. Better Corps get 1 unit of medium artillery that quickly runs out of ammo.
Ace wrote:Hmm,
but historically Russians performed well in 1914 (just ask anyone who fought on the Austrian side). With your proposal, if we up German experience, Russians would perform worse in 1914, than later on.
Ace wrote:Hmm,
but historically Russians performed well in 1914 (just ask anyone who fought on the Austrian side). With your proposal, if we up German experience, Russians would perform worse in 1914, than later on.
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