Copper Head wrote:Guys,
Just checking out the 'Thunder at the Crossroads' scenario and noticed playing the Union that the 2nd Division of Second Corps has a divisional HQ unit. Is this a new unit or a slip up charting back to the times when they was divisional HQ's?
Plus I had a funny result at Gettyburg where the battle screen showed the Union had 200,000 troops engaged???
arsan wrote:The issue with the 200.000 men Army of the Potomac is just cosmetic. It has no effect on game play or battle resolution.
To fix this i would prefer that units had lower full strength men. Let say 600 men per infantry regiment, 500 per militia or 400 per cavalry. It would not be 100% historical either as a newly recruited regimen should have near to 1000 men (at least until the first hard march), but on general divisions, corps and armies would have more appropriate historical numbers.
berto wrote:As someone who used to spend hours and hours studying the orders of battle in Battles and Leaders of the Civil War and other history books, I know better, and I find this to be quite annoying. It detracts from the realism and immersiveness. After movement rates (fixed) and battle losses (being fixed), this is maybe the third biggest issue that has irked me about AACW.
Would there be an easy way to mod something like this (maybe with embellishments)? I'd apply such a mod in an instant, and keep applying it from patch to patch if the mod never went "official".
arsan wrote:Yes, i agree its annoying... cosmetic but annoying at the same time![]()
By cosmetic i mean it have no effect on the battle system itself.
berto wrote:I mean to say, from my perspective, saying that the AoP was 200,000 strong at Gettysburg and suffered 50,000 casualties is as bad or worse than saying that President Lincoon lived in the Black House at Worchestershire, DC.
Gray_Lensman wrote:Arsan, I couldn't agree more, however, until we get done with the Battle Results testing, I don't want to "touch" the flavor numbers. I have to have that issue corrected before I work on the "flavor" issue. In other words, one builds on the other.
W.Barksdale wrote:I really don't think there is an issue anymore with the flavour man counts. With historical attrition you will get regiments with two or three hundred heads.
W.Barksdale wrote:I really don't think there is an issue anymore with the flavour man counts. With historical attrition you will get regiments with two or three hundred heads.
If you tweak the numbers down to 50% or 60% of the starting size you are going to have regiments many units with less than 100 men really fast. At least in the grand campaign.But who plays the battle scenarios anyways....
arsan wrote:I have limited experience with the main campaign with the hard attrition enabled, so probably you know better...
But my impression is that as you say, you lost quite a few men because of attrition, but also that the losses recovred very fast (if you have replacements, of course) once you rested on a city or depot.
1 or 2 turns on a city or depot and all the regiments were at 1000 strength again![]()
Injun wrote:Arsan and others,
The key to this problem is most likely the replacement screen. To reflect historical numbers, I see one or two solutions. One increase cost of replacements in money, men and war supplies.
Two would be be restrict replacements to Army HQ, supply wagons, ships, artillery, service units and lighten up the attrition rate. Historically army regiments did not recive replacements. Regiments just dwindled away to attrication and battle losses, new units were raised. They may start out a 1000 men strong, like the 20th Maine, By the time of Gettysburg another regiment was folded into the 20th to give it a strength of only 250 to 300 men at the most.![]()
This would reflect in the game those correct numbers historical players want.
arsan wrote:But i don't think is the standard one or the way the game was designed to be played.
A change in the men per regiment should be adjusted to how the game was designed to be played and is played by 99% on the people.
berto wrote:This is a big issue with the battle scenarios (which maybe you don't play). It's disconcerting to see a 200,000+ AoP in the Gettysburg scenario, and Sherman having twice the men he had historically (nearly 200,000) in the Atlanta scenario, just to give two examples. I expect that this issue rears its ugly head in the later-war full-campaign scenarios, too.
berto wrote:This is a big issue with the battle scenarios (which maybe you don't play). It's disconcerting to see a 200,000+ AoP in the Gettysburg scenario, and Sherman having twice the men he had historically (nearly 200,000) in the Atlanta scenario, just to give two examples. I expect that this issue rears its ugly head in the later-war full-campaign scenarios, too.
bigus wrote:Using the "SetHealth" command, I reduced the starting setup figures for the Gettysburg scenario.
The Confederates now start at 73,233 including Stuart.(55% of original)
The Union now start with a nominal strength of 92,333 including Cavalry.(48% of original)
This should be fairly close to historical numbers I figure.
BTW, files were just submitted to Gray with the Union Div HQ taken out and Hoods Division added to Longstreets Corps. (Col Oates would be most pleased)![]()
Your right. Since the Atlanta scenario uses the starting 1864 setup for the west. Since the "SetHealth" was only 2 lines in the XLS file it's just a matter of finding the right numbers to bring them down to historical starting numbers as well.
Thats next.
Bigus
Daxil wrote:I can understand the battle scenarios *maybe* being an issue, but as the point of the game is to create alternate outcomes, a divergence from history in casualty rates, army sizes, etc. really doesn't bug me. All that really matters is: is the game balanced?
Daxil wrote:I can understand the battle scenarios *maybe* being an issue, but as the point of the game is to create alternate outcomes, a divergence from history in casualty rates, army sizes, etc. really doesn't bug me. All that really matters is: is the game balanced?
The Battle of Gettysburg: A Union Victory!
Union forces: 200,000 men
Battle losses: 150,000 killed, wounded, captured & missing
Confederate forces: 140,000 men
Battle losses: 120,000 killed, wounded, captured & missing
The Battle of Gettysburg: A Union Victory!
Union forces: 930 men, 500 horses, 30 artillery
Battle losses: 32 killed, 145 wounded, 54 captured/missing
Confederate forces: 780 men, 400 horses, 20 artillery
Battle losses: 47 killed 127 wounded, 58 captured/missing
The Charge Of The Two Light Brigades
Half a league half a league,
Half a league onward,
All in the valley of Death
Rode the twelve hundred:
'Forward, the Light Brigades!
Charge for the guns' he said:
Into the valley of Death
Rode the twelve hundred...
As someone who used to spend hours and hours studying the orders of battle in Battles and Leaders of the Civil War and other history books, I know better, and I find this to be quite annoying. It detracts from the realism and immersiveness. After movement rates (fixed) and battle losses (being fixed), this is maybe the third biggest issue that has irked me about AACW.
Daxil wrote:No, actually I do care about numbers and such, but it's less of an issue for me than you I think. Let me just say: there is a word "grognard" for a reason. We're actually two different types of gamers and hopefully we (in a general sense) can come to a consensus because these games need both our type of gamers support.
You don't seem to care about game mechanics as much as me. I wish the ai would not go on suicidal raids, for example, or could coordinate an assault on New Orleans by sea more effectively. That would come before the hard numbers for me and is where the developers should be sticking their nose, IMO.
Sorry if it seemed like a persoinal attack. It was a general observation on that dichotomy.
berto wrote:Permit me an (imperfect) analogy:
Imagine a NASCAR racing sim where: there are 400 cars on the track; the cars can go just 100 miles per hour (160 KPH); have tiny gas tanks (requiring pit stops every 15 minutes or so); crash and burn with regularity.
Pretty decals, witty color commentary, realistic background scenery, perfectly accurate tracks, well-modeled performance handling--all of that aside, what true racing car sim aficionado would take such a game seriously?
At times, AACW has seemed to me much like that fictitious, imagined racing car sim. Like finger nails screeching across a blackboard, at times AACW has made me cringe.
Rafiki wrote:Wouldn't a better analogy for this problem be that each car in the race had 2 (or 3) people in each car rather than just the driver?![]()
arsan wrote:Hi
I'm no ACW expert but from what i had read replacements were used, specially by the CSA. But sure it was much more chaotic and ineffective than how it works on the game.
Mayeb something like what you propose would be more realistic but it will be a micromanagement nightmare: constantly having to shuffle regiments to the front armies, merge them with others, reorganize divisions... turn after turn...leure:
Not very interesting IMHO. I think if AACW could use some improvements it would be on the way of reducing micromanagement, not increasing it.
That is why i proposed the reduced men per regiment solution.
Its not ultra realistic but it would feel better than the current 1000 men per regiment setup without redesigning important parts of the game code.
Its an easy solution that would permit seeing 1000-3000 men brigades and 6000-8000 men divisions... numbers that seems more in line with historical reality that the current 5000-6000 men brigades and 12.000-14000 men divisions.
And of course you would not have 200.000 USA soldiers on Gettysburg.
Barksdale
About never using replacements... It's your way of playing, and maybe its more effective. But i don't think is the standard one or the way the game was designed to be played.
A change in the men per regiment should be adjusted to how the game was designed to be played and is played by 99% on the people.
When i proposed 600 men per standard regiment i was thinking on the effects of hardened attrition (when used with replacements of course).
If i'm not mistaken, a typical ACW regiment on campaign would be around 400-500 men strong. Using 600 as full strength number would allow for some attrition losses
Regards
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