Baris
AGEod Guard of Honor
Posts: 1945
Joined: Fri Apr 16, 2010 9:50 pm

Wed Apr 11, 2012 10:30 pm

OneArmedMexican wrote:
High casualty rates (as experienced in RUS and PoN) can be mitigated to some degree: reduce offensive and defensive stats across the board. In Drang many German infantry units have stats that translate into more than a 80% chance to inflict a hit. With a rate of fire of 3, such units are killing machines. I believe this is the main reason for the huge casualties that can occur in RUS. Clovis took another approach when he lowered cohesion in his mod in order to force retreats more quickly. Neither approach is perfect but a mixture may work. But obviously the masters of the engine know better than anyone else how to tackle this issue - they have been pretty successful at this (WiA may be the best example).

Frontage would need to be increased or the number of troops have to be decreased. In Drang, it is possible to have doomstacks that simply are too big to be effective even with perfect weather and terrain.


Yes, and casualties not only limited to Drang scenario.
I believe RUS map is handicap for low frontage. mostly clear,plain terrain. Clovis tweaked battle cohesion that after a heavy battle stacks mostly deplete their cohesion to 0 that they could not move elsewhere. Nonetheless they stop the skirmish :) . But I remember him saying that first versions of AACW have the similar problem but did take a tweaking in official terms. I did not play AACW much but WIA and ROP casualty rates in battles are very much satisfactory indeed with lower fire values.

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Longshanks
AGEod Grognard
Posts: 842
Joined: Wed Apr 13, 2011 11:48 pm
Location: Fairfax Virginia

Thu Apr 19, 2012 7:53 pm

Having spent a couple of weeks on Hearts of Iron3/Motherland now, I can state once again:

AGEOD, add a World War Two game to your development list.

The HoI3 is okay, but is NOTHING like the AACW/AGEOD engine experience.
Two Rules: 1. The Tournament Director is always right. 2. When the Tournament Director is wrong, see Rule 1.
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