cptcav wrote:I know that there has been numerous posts on the ideal division composition. What I would like to know is what exactly is the disadvantage of having multiple small divisions, especially if you have enough good leaders to command them? For example, if you have a corps with three or four good one star commanders, what disadvantage am I facing by making three or four small divisions versus two "full" divisions (assuming that I can put a sharpshooter unit in each division regardless of size)?
cptcav wrote:Napoleon said that victory goes to the bigger battalions; so, I wanted to make sure that this did not translate into bigger divisions as well.
Jarkko wrote:It does, unless the geography allows all troops to line up from start. Say you have a corps with three understrength divisions. You are facing a corps with two full strength divisions. Say everything else is equal between the two corps (both sides on offensive, equal total power, same dice rolls etc). Let us also assume at most half of the units can fill in the frontage.
Battle commence. After a while the front divisions rout and in steps the divisions at rear. The problem is now that the side with three divisions most likely can't fill all the front slots anymore, as their lone understrength (with the other two who have taken damage licking their wounds at back) is now facing a full strength division. A battle that was 1:1 suddenly effectively changed to 3:2
Not to mention the corps with three divisions can have fewer corp artillery. Artillery is the king. More artillery is better.
In short: Bigger divisions are better divisions.
cptcav wrote:Napoleon said that victory goes to the bigger battalions
Banks6060 wrote:I was under the impression that frontage was measured in elements....not divisions...
Jarkko wrote:Indeed. But when a division has had enough, it withdraws from the front, taking along all its elements. As you've probably noticed after combats, sometimes some divisions seem to not have taken losses at all, while others in the same corps have taken plenty; it just means the division with no losses was most likely sitting in reserve for (most of) the fight because their elements simply could not fit the front before the enemy already did rout.
For example, lets assume a fight in a terrain that allows 16 elements fit to the front and 8 to the back (for artillery and other support units); all other units present at the fight start in the reserve. Lets say I have two full divisions with 16 infantry elements plus 8 artillery elements at corps level, while you have three divisions each with 11 infantry and 2 artillery plus two artillery at corp level. Equal numbers, eh? Well, the combat starts, 16 elements line up on both sides, except that of course one division on both sides stays behind. Which means 16 front elements for both sides while I have all 8 artillery bombarding but you have just 6 (2 corp artillery and 2 from both divisions fighting). With equal rolls, both sides see the frontal divisions retreat to reserves at the same time, and in walzes the divisions from the rear. The numbers are now 16 infantry + 8 artillery (the corp artillery won't go anywhere until the fight is over) vs 11 infantry + 4 artillery (the corp artillery and the two from the fresh division).
Also, as I already wrote above, you can have more artillery at corps level if you have full strength divisions instead of (more) understrength divisions. It is, as was said above, inefficient use of the command points to use understrength divisions.
cptcav wrote:So, the key is that if you have small divisions, make sure that they have plenty of artillery support either in the division or in the corps.
CptCav
Jarkko wrote:Indeed. But when a division has had enough, it withdraws from the front, taking along all its elements. As you've probably noticed after combats, sometimes some divisions seem to not have taken losses at all, while others in the same corps have taken plenty; it just means the division with no losses was most likely sitting in reserve for (most of) the fight because their elements simply could not fit the front before the enemy already did rout.
For example, lets assume a fight in a terrain that allows 16 elements fit to the front and 8 to the back (for artillery and other support units); all other units present at the fight start in the reserve. Lets say I have two full divisions with 16 infantry elements plus 8 artillery elements at corps level, while you have three divisions each with 11 infantry and 2 artillery plus two artillery at corp level. Equal numbers, eh? Well, the combat starts, 16 elements line up on both sides, except that of course one division on both sides stays behind. Which means 16 front elements for both sides while I have all 8 artillery bombarding but you have just 6 (2 corp artillery and 2 from both divisions fighting). With equal rolls, both sides see the frontal divisions retreat to reserves at the same time, and in walzes the divisions from the rear. The numbers are now 16 infantry + 8 artillery (the corp artillery won't go anywhere until the fight is over) vs 11 infantry + 4 artillery (the corp artillery and the two from the fresh division).
Also, as I already wrote above, you can have more artillery at corps level if you have full strength divisions instead of (more) understrength divisions. It is, as was said above, inefficient use of the command points to use understrength divisions.
Banks6060 wrote:Hood's troops and guns have a 42% better chance of hitting your troops and guns. while yours have only about a 14% better chance of hitting mine.
Jarkko wrote:True. And yet, 8 cannons firing with +14% chance to hit will score more hits than 6 guns with +42% to hit. Bigger simply *is* better, and artillery is the king![]()
Vegetius wrote:As Sun Tzu said :
"Un ramassis d'hommes est autant une armée qu'un tas de matériaux de construction est une maison".
"A gathering of men is as an army than a stack of building items is a house"
Sorry for the approximative translation!
Wich involved that a huge stack of milicians will not stand very long to a little stack of good troops.
GraniteStater wrote:[...]Recruited some Gatlings, BTW; are they worth it? [...]
Chertio wrote:[...]Gatlings are powerful at short range and look cool. Probably Rodmans etc would do more damage overall in a fight, as they do ranged fire as well.
Dixicrat wrote:Here are a few interesting facts about Union Gatling Guns:Hopefully, this information will help with your decision making.
- They're range is "3": identical to Infantry with muskets.
- The have the highest "Defensive Fire" in the game. (36%) Only Siege Artillery is close. (35%).
- They have a ROF (rate of fire) of 4. (!!) Using the equation 1 - (1 - hit %) ^ ROF we see that there's a 83% chance of achieving at least one hit on a target. Nothing else in the game comes anywhere close to that.
- The Gatling Gun is the only ordnance which can share (and receive) supply with/from other units.
- Gatling Guns don't take hits for being out of supply.
- The "out of supply" movement penalty for all ordnance except Gatling Guns is 35%. GG suffer only 25%.
- Of course, the Gatling Gun shares the same combat penalty for being out of supply as all other ordnance: 75%.
- GG only use 1 supply, vs. 3 for other FA.
- GG only use 1 ammo, vs. 4 for all other Union Ordnance.
- GGs don't have as good of a rating for land and sea detection, as any other Union ordnance.
- Finally, they're worthless if captured by the Confederacy. Unlike all other ordnance, no VPs are won when the GG is captured.
IMHO, I believe that they're best utilized for point defense in non-open terrain. In particular, GG's are well suited for "difficult" terrain, such as forests and wooded hills. This is primarily because of the much shorter initial range of engagement, in these terrains.
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