Jabberwock wrote:Jagger -
I would like to see more testing and results posted from your command control mod. Possibly an AAR like Clovis is doing with his. If I had more time free in the next month, I would offer to work on one with you over a PBEM. Your mod theoretically seems like a more than adequate solution to the problem of extended lines of corps. The idea that even a great commander like Grant could provide strategic bonuses from the Appalachians to the Mississippi stretches credulity. I'm not sure I would cut it back quite as far as you have, that is why I would like to see more test results.
I also agree that entrenchments seem slightly too powerful.
McNaughton wrote:No, have not played PBEM, but know that players will always abuse aspects of a game, given limited restrictions and no incentive to take risks.
The CSA had not chance in hell to fight a purely defensive war. While they could have, their morale would have dropped to nothing after 1862. Even with the failed invasions of the North, there was knowledge that the war was taken out of the south, and into the north. It relieved the pressure on the economy, soldiers didn't desert to defend their homes, etc.
Without this pressure, players can take certain advantages in the game, and run with them. The CSA player now can entrench to level 8, as their forces never have to move. They can spread out, as their troops are always at 100%, rested, total cohesion, and able to respond as needed.
The 'fortifications' that we see in AACW are not linear, but strong-point based. Troops are concentrated at transportation hubs, or critical geographic strongpoints. This effectively controls a region without a long line (the WW1 analogy is not totally accurate).
If the CSA historically did this, no doubt their defenses and forces would have caused such defeats on the Union. However, the choice did not exist to sit on the defensive.
The concept of 'initiative' isn't as powerful as it should be. Having the initiative, being the one who determines where the battles are fought is what raises your morale, and lowers your opponents. Lee knew, that in order to keep initiative, and keep his army together he had to attack the North in 1862, 1863, and even in 1864. While all of the attacks were 'battlefield failures', one can imagine what would have happend should Lee not moved into the North, to take the war there.
So, causing more movement, and eliminating the option for the CSA player to fight purely a defensive war should mitigate many of the problems you have experienced. Fortresses, given time and devotion, should be very potent. Plus, a good command system needs to be in place to make a quantity vs. quality war, which the ACW was all about.
McNaughton wrote: I cannot recall too many wars that were won by a side being defensive.
McNaughton wrote:
It wasn't just Lee who attacked, but Price, Bragg, AS Johnston, Polk, Hood, etc. The Confederate plan of action was not one of passive defensiveness, as wars weren't won by simply sitting back and letting your opponent attack.
Clovis wrote:- ability for both sides to get too much troops too early. In April 62 Shiloh was fought by 40,000 confederates whose a significant part came from the coastal defense... Grant had 6 divisions numbering about the same. Fewer troops will lead to weaker defense line if this strategy is chosen.
runyan99 wrote:I agree that this is a factor. Confederate manpower seems far more robust than it was historically, which only makes forming and holding strong defensive lines that much easier.
runyan99 wrote:I think the Russians have had some success winning defensive wars.
The model for victory should have been Fredericksburg (using the power of the tactical defensive) and Chancellorsville (counterattacking to regain lost ground, while remaining on the strategic defensive).
The strategic defensive does not mean being always passive, and does not preclude offensive action in all cases. Some offensives, like Shiloh, made sense because they were offensives in Confederate territory to throw back the attacker and regain lost ground.
Lee's invasions of the north however, do not fit into this category. And, concluding from Lee's example that such gambles were a necessary part of the Confederate war strategy is, in my opinion clearly wrong.
Clovis wrote:And new units are too quickly built too.
But all this supposes Confederate player can't get sufficient troops to cover both fronts and the Coast...
Jagger wrote:I agree. I think the massive early manpower allows the CSA to build and man long defensive lines. I think of the large CSA manpower as a fourth but secondary factor.
If penalties existed to spreading out troops, then you would see all those troops concentrated into larger armies instead of spread out in entrenched lines across theaters.
Jagger wrote:Is it possible to mod entrenchment values? I could see lowering max entrenchment values early in the war and adjust upwards as the war progresses.
Is it possible to adjust "march to guns" values? I would like to experiment with the percentage chance of occurance.
Pocus wrote:Notes: These variables are not yet exported.
Rafiki wrote:Dunno about entrenchments, but Pocus addressed "marching to the sounds of the guns" in http://www.ageod-forum.com/showpost.php?p=44915&postcount=15
Unfortunately:
Jagger wrote:I just looked at the "march to the guns" parameters. I am wondering if they are working properly. In our game, we have only had three or four major battles between armies and each time, march to the guns has resulted in many outside formations arriving for the battle. In one case, I know the railroads were down in the region. I thought that would help prevent March to the guns but it didn't help. I will have to go back and look more closely at who actually arrived and the conditions at the time of the battle..
McNaughton wrote:I would loath to see the only way to attack, or defend, being to put troops in one big stack and just move them toward the other big stack.
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