runyan99 wrote:Cohesion loss and patrol values are seperate issues. I currently believe the interception chances are ridiculously low. For example, my testing shows one cavalry unit chasing another that is evading only has a (approximately) 10% chance of initiating a battle. This is based on Patrol values and Evade values, which have nothing to do with cohesion. If you think 10% is reasonable, keep the default values. I however do not believe that the current values do a good job of modeling cavalry pursuit. In real life, I feel that when one cavalry unit sets out to follow and engage another cavalry unit, their chances of doing so were generally not bad. Once pursued, rest became impossible for raiders, and difficulties tended to mount as time went on. Eventually, the probability of being cornered or overtaken was high.
The modded values double the chances. That might still be too low.
W.Barksdale wrote:Gray:
I have to say, stopping movement for an entire turn just because cavalry cut some rails will be seriously detrimental to the game.
These raids are not overly effective! It seems to me that people who are having problems with raids are just not putting adequate resources into countering this menace!
I have played many many PBEM games and I see players make this mistake constantly.
Keeping garrison and reaction units at your backdoor is not only a sound tactical decision, but also very historically accurate. As are quick cavalry raids to cut rails and burn depots (although now we are unable to do this until 1863 when it is not nearly as effective).
So, please, please, please, please, pretty please, with a cherry on top, think very carefully about this potential change. Reducing cavalry cohesion and evasion will do more than enough to curb their effectiveness.
And to PBEM players:
Protect your depots and key rails adequately! Set aside some resources for this VERY important task! Play properly and we will not need detrimental changes to units and rules that really takes away from the historical accuracy and realism of this wonderful game.
W.Barksdale wrote:Gray:
I have to say, stopping movement for an entire turn just because cavalry cut some rails will be seriously detrimental to the game.
These raids are not overly effective! It seems to me that people who are having problems with raids are just not putting adequate resources into countering this menace!
I have played many many PBEM games and I see players make this mistake constantly.
Keeping garrison and reaction units at your backdoor is not only a sound tactical decision, but also very historically accurate. As are quick cavalry raids to cut rails and burn depots (although now we are unable to do this until 1863 when it is not nearly as effective).
So, please, please, please, please, pretty please, with a cherry on top, think very carefully about this potential change. Reducing cavalry cohesion and evasion will do more than enough to curb their effectiveness.
And to PBEM players:
Protect your depots and key rails adequately! Set aside some resources for this VERY important task! Play properly and we will not need detrimental changes to units and rules that really takes away from the historical accuracy and realism of this wonderful game.
johnnycai wrote:No amount of adequate PBEM defenses can counter bushwackers, skirmishers, partisans as well as cav units, as they all can routinely pass thru regions held by Corps with cav. in regions with 100% military control and their rate of interception is below 30% (in my limited manner of testing), and of course much lower if only defended by cav or militia in the rear areas (<10% to intercept).
Point is enemy raiders are passing thru regions without any MC, and often in loyal to enemy regions, and still not being detected and intercepted.
This is the problem, the fix should address this problem. Cohesion loss is expected to be greater in enemy controlled regions, but this alone does not address how to realistically counter raiders.
I can send countless regiments of cav along my rail lines on patrol missions but how often do I actually intercept and fight a battle with raider deep behind the actual lines....very seldom.
runyan99 wrote:Cohesion loss and patrol values are seperate issues. I currently believe the interception chances are ridiculously low. For example, my testing shows one cavalry unit chasing another that is evading only has a (approximately) 10% chance of initiating a battle. This is based on Patrol values and Evade values, which have nothing to do with cohesion. If you think 10% is reasonable, keep the default values. I however do not believe that the current values do a good job of modeling cavalry pursuit. In real life, I feel that when one cavalry unit sets out to follow and engage another cavalry unit, their chances of doing so were generally not bad. Once pursued, rest became impossible for raiders, and difficulties tended to mount as time went on. Eventually, the probability of being cornered or overtaken was high.
The modded values double the chances. That might still be too low.
runyan99 wrote:As far as I can tell, low cohesion cavalry is not slow. It just lowers their combat power. So, they will be as evasive as ever.
bigus wrote:Exactly!
A double solution to the problem......
In 1.14... if they can't take cities and the cohesion/attrition problem is increased they will suffer for spending time in enemy territory and the cost for enagaging in combat will be high.
Then 10% chance of getting caught will mean their annihalation or capture or a severe beating.
bigus wrote:IIRC... historically no cavalry force other than the "great locamative chase"
or "Morgans raid" was a cavalry force cornered or captured.
MrT wrote:well from my experiance with this patch i can always(ish) catch the enemy now.. but not destroy him, which means i have to chase him with cav but its productive chasing... rail lines protected and not destroyed but still having to divert units away to chase raiders. best of both worlds?
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