runyan99 wrote:
However, if I understand your chart correctly, in my opinion I think you are leaning towards tweaking too low. 55% chance for a 6 strategic leader with a railroad seems awfully low. I'd like to think I could rely on General Jackson to reinforce General Lee a bit more often than that!
Jagger wrote:Bear in mind, that is per round of combat with 6 potential rounds per battle.
So will Jackson be there on round one of combat---55% chance.
On round two of combat--2x55%=110%
On round three of combat --3x55%=165%
On round four of combat another 55% chance, etc through round 6 of combats
McNaughton wrote:Technically, you cannot get more than a 100% chance... The math is a bit off (it isn't a multiplication of odds of success, as the failure odds are negated). While the chances that you get a positive result are greater the more rounds that you have (if a yes means that you end the roll and activate the march). However, it cannot surpass 100%, as with 6 rounds there still is that possibility that every time you end up on the 45% of no.
This 45% doesn't change, and every time you roll, you still have a 45% chance of failing the march. It just happens that you would get 6 chances to beat this 45%, which does affect the total odds, but, these odds do not reach beyond, or even at, 100%.
The total odds are closer to 90% given Jackson's 55% chance of success, and 6 rounds in which to take this 55% chance (remembering that every round there still is a 45% chance of failure every time). Still, 90% is very high.
I guess it is like playing a game of 'heads and tails' where if heads is ever landed on, that person wins, but, tails has to be landed on 6 times for the other person to win. Possible, but very low probability given these specific situations.
Pocus wrote:The problem I see with your tweak, is that you are killing offensive march to the sound of gun. Take as an example a corps in a half controled region, trying to backup a corps which just advanced (0% MC) in another. The advancing corps will be alone for the fight... And this is a big problem for us.
Pocus wrote:The problem I see with your tweak, is that you are killing offensive march to the sound of gun. Take as an example a corps in a half controled region, trying to backup a corps which just advanced (0% MC) in another. The advancing corps will be alone for the fight... And this is a big problem for us.
Jagger wrote:
Humans can develop almost impregnable defensive lines.
runyan99 wrote:Um yeah, but you're not being very creative about maneuvering you opponent out of that rather short line either. Tweaking the march to the guns reliability sounds like a good idea, but on the other hand, you need to show a little more initiative as the commander in chief of the USA armed forces.
In that screenshot, you hold the entire Shenandoah valley, and there seem to be no defensive lines east or south of Fredericksburg.
Is there some reason you cannot post a screen of defensive corps in front of Washington, and then send a large force up the Shenandoah to Charlotesville, VA to flank the line and threaten Richmond?
Could you possibly load up a corps or two and float them down to a landing east of Fredericksburg?
Either of these strategies would make the CSA line at Manassas untenable. I mean, McClellan launched his Peninsular campaign for some reason....
The game is less flawed than your Union strategy.
runyan99 wrote:Well, I feel the Union won the war in the west anyway...
runyan99 wrote:By the way, if you would build a depot at Harrisonburg, I'm not at all sure you would not have sufficient supply at the south the end of the valley to sustain a flanking offensive.
Jagger wrote:Do you mean Winchester?
I have never seen a large or even medium army supported beyond one region from a supply depot. Either they capture Charlottesville in one, maybe two, attacks or they must retreat due to lack of supply.
Even my cavalry runs out of supply two regions from Winchester.
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