Army and Corps Combat Testbed
Posted: Sat Mar 08, 2014 8:22 am
In a thread about whether or not to use an Army as a primary combat stack, moni kerr wrote this:
Wanting to test this, I turned off the AI in the Shiloh scenario, and assembled and maneuvered ASJ and his Corps into a line around Humboldt, TN. I then assembled a single stack under Grant, and sent him to attack ASJ’s stack stack at Humboldt. Holding Grant’s stack and behavior constant, I varied the CSA’s defensive setup to test Army behavior, defensive MTSG effects and overall battle engine behavior.
I organized Grant’s forces intentionally into a single large stack to test Army combat behavior, and sent him in as a single ~3000 PWR, 4 Division stack with 9 stack artillery (25 CPs). The Union has several more divisions available. The CSA has five potential Divisions but in all three scenarios some must MTSG to participate.
I have included the [ATTACH]26936[/ATTACH] if anyone wants to set up the forces differently and run a few iterations themselves. Unzip directly to CW2->Saves, and it will appear on the in-game Load screen as Testbed Z. (I am on 1.03 and use fred zeppelin’s roundel battle-flag mod; hopefully that doesn’t affect compatibility.)
[ATTACH]26937[/ATTACH]
The stacks are a little disorganized and not optimal. If I were doing this again, I would take the time to organize everything better before testing the battles.
I checked out splitting up Grant’s forces with Wallace and synch-attacking, but didn’t include it in the analysis because the force was slightly larger (they were somewhat more effective than Grant alone). I spent a lot of time looking at the round-by-round screens on the battle report trying to figure out how the Army stacks were behaving.
Continued...
There is a downside to this configuration. During combat an enemy force will not target the Army if there is an active Corps in the region.
A wily opponent would attack the Army stack and let the Corps mtsg in support. Once that Corps enters the region and joins in the combat, it's units will get all of the attention of the attacker and will not gain the benefit of the fortifications. The results can be quite devastating.
Wanting to test this, I turned off the AI in the Shiloh scenario, and assembled and maneuvered ASJ and his Corps into a line around Humboldt, TN. I then assembled a single stack under Grant, and sent him to attack ASJ’s stack stack at Humboldt. Holding Grant’s stack and behavior constant, I varied the CSA’s defensive setup to test Army behavior, defensive MTSG effects and overall battle engine behavior.
I organized Grant’s forces intentionally into a single large stack to test Army combat behavior, and sent him in as a single ~3000 PWR, 4 Division stack with 9 stack artillery (25 CPs). The Union has several more divisions available. The CSA has five potential Divisions but in all three scenarios some must MTSG to participate.
I have included the [ATTACH]26936[/ATTACH] if anyone wants to set up the forces differently and run a few iterations themselves. Unzip directly to CW2->Saves, and it will appear on the in-game Load screen as Testbed Z. (I am on 1.03 and use fred zeppelin’s roundel battle-flag mod; hopefully that doesn’t affect compatibility.)
[ATTACH]26937[/ATTACH]
The stacks are a little disorganized and not optimal. If I were doing this again, I would take the time to organize everything better before testing the battles.
I checked out splitting up Grant’s forces with Wallace and synch-attacking, but didn’t include it in the analysis because the force was slightly larger (they were somewhat more effective than Grant alone). I spent a lot of time looking at the round-by-round screens on the battle report trying to figure out how the Army stacks were behaving.
Continued...