Gray_Lensman wrote:I bring this to light to show that it did not take weeks of rain to cause MUD to have a major impact as presupposed earlier in this thread. Don't misunderstand this to be any sort of opposition to finding a better solution to the "attrition" effects, but rather a validation of my earlier point about MUD (even the amount caused by normal rain) being a major movement inhibitor in the Civil War.
Gray_Lensman wrote:I actually agree with Jagger that the application of attrition to movement in the game is rather overhanded at the moment, but basically, by taking away just the penalties for MUD movement to correct for this and not balancing it with a proportional change in Frozen, Snow, conditions a new ahistoric imbalanced condition has been installed in the attempt to eliminate the first one.
Gray_Lensman wrote:I actually agree with Jagger that the application of attrition to movement in the game is rather overhanded at the moment, but basically, by taking away just the penalties for MUD movement to correct for this and not balancing it with a proportional change in Frozen, Snow, conditions a new ahistoric imbalanced condition has been installed in the attempt to eliminate the first one.
runyan99 wrote:Attrittion, cohesion, mud, snow, clear, infantry, artillery, cavalry, weather modeling. There are too many variables at play in this discussion.
lodilefty wrote:AP Hill from Harper's Ferry to Antietam.
berto wrote:I was thinking more of large-scale corps or army marches over several regions lasting a month or longer--situations that would make for interesting in-game tests.
Jabberwock wrote:Sherman's march through the Carolinas wasn't all that fast, it was just remarkably fast for the weather and terrain conditions.
Fifty days out of Savannah, ten of which he had had his troops devote to halts for rest or intensive destruction, he had covered well over four hundred miles of rough terrain in wretched weather, crossing rivers and plunging full-tilt through "impenetrable" swaps, ... what he [Sherman] called "one of the longest and most important marches ever made by an organized army in a civilized country."
berto wrote:
Four hundred miles in fifty days--that's remarkably fast under any weather or terrain conditions.
runyan99 wrote:8 miles a day seems well within the normal 'cruising speed' of most civil war marches. The only thing extraordinary here is that they kept it up for so long, with less than 10 days of rest.
Game translation - low cohesion loss for veteran troops, or Sherman in particular.
runyan99 wrote:Game translation - low cohesion loss for veteran
troops, or Sherman in particular.
berto wrote:I have been running some in-game tests, attempting to achieve Lee's fast rates of march in the Gettysburg Campaign.
In the Real Game, Lee's forces left the Culpeper, VA area in early June and fought the Battle Gettysburg in early July. It took Lee & co. about a month (in fair weather) to march to Gettysburg, and arrive there in as fine a shape as the ANV ever was to fight a major battle.
Unfortunately, the AACW Gettysburg scenario does not begin in early June, with Lee's forces around Culpeper, VA. Instead, the Gettysburg scenario begins with Lee poised to the west, north, and east of Gettysburg. In a second-best, reverse simulation, I am attempting to fast march southward from the Gettysburg vicinity back to Culpeper, VA.
I am making sure that it's fair weather all the way, and that all forces are in Passive Posture.
Results: Lee and Longstreet are able to reach Culpeper in 32 days, with little or no cohesion loss, and zero attrition. In line with historical performance, so far, so good.
But A.P. Hill is taking 47 days to reach Culpeper. His cohesion is down by almost half. Ewell, beginning at Cumberland, PA, eight days east of Lee & co.'s starting region at Franklin, PA, is taking 55 days to reach Culpeper. His forces are also nearing 50% cohesion.
A big problem with A.P. Hill and Ewell is that they suffer from inactivation, and can't keep up with Lee & Longstreet. (Hill does when synchronized moving with Lee, however.)
My preliminary conclusions from these tests are that, here too in the Gettysburg scenario, it is difficult to impossible to achieve historical rates of march and cohesion.
Walloc wrote:Arent u saying if u inactive u cant do it and if u active u can?
berto wrote:Four hundred miles in fifty days--that's remarkably fast under any weather or terrain conditions.
berto wrote:Along the way, Sherman's army fought the engagements of Kinston, Averasboro, and Bentonville, and still had not suffered cohesion and attrition loss to the point of nothingness. On the contrary, his army (albeit reinforced by Schofield's command up from Wilmington) was in fine shape to confront Johnston and help close out the Confederacy.
Jabberwock wrote:Ten miles per marching day, marching almost unnopposed. Nothing to get excited about, until you look at the geography and weather.
berto wrote:Or until you look at the historical record. How many campaigns had large-scale forces marching that far that "fast" for so long?
berto wrote:Aren't you implying therefore that we can forget about emulating historical invasions like the Gettysburg Campaign, the 1862 Maryland Campaign, Bragg's 1862 Kentucky Campaign, etc., because any step along the way one or more of the subordinate commands might become inactive?
Are we to suppose that AACW is the true historical standard, that the Real Game was just, one after another, a series of improbable outliers?
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