veji1 wrote:Something I would really love to se would be a very short AAR or even just screenshots of a big battle and its immediate outcome : I would like to get a feel of how after a big battle the armies cohesion look like, and to what extent cant the victor exploit his success...
Please....
I know your busy finalizing the game and all, but we poor spectators and would be players need a fix to survive until release date...
Petty please...
Well, how the armies come out of it depends on so many different factors, it would be hard to get a representaative sample. A couple of examples from my last game, playing as the CSA.
I was faced with a situation similar to what happened in the real war, where I was facing an army in North Virginia, when it pulled back, and suddenly I was faced with an amphibious invasion behind my lines near Richmond. I immediately shifted two corps of the ANV to confront the landings to the north and south of the James. On the north side, I had a corps under J.E. Johnston (Beauregard was the army commander), and the southern corps was commanded by...Huger I believe, anyway, it was a bad general who only had his position because of his ranking.
In the north, the numbers were nearly even, so I pushed in with Johnston, and fought a 4 day battle in which I stopped the Union advance, but lost too many men and too much cohesion to even consider another attack for fear of losing the entire army. I also had one general killed and two wounded in the attack. I had to pull the last remaining corps out of the Manassas area to reinforce this army and ensure I could hold.
In the south, I had a slightly larger force, and tried to push him back immediately since I had moved a force of ironclads into the seazone and was hoping to trap his army without naval support and get a large surrender. But Huger refused to attack. I would change his posture to offensive and send him forward, but every time, he would immediately retreat from the battle without even threatening an attack. In fact, on the second or third attempt, he retreated to the south and then retreated again from a second amphibious landing. He had suffered a few hits, but nothing serious, so I shuffled commanders and put Johnston in charge there after he had recovered and let Beauregard take command in the north. Johnston quickly attacked and forced a surrender of the forces in the south. Beauregard, after I had reinforced that half of the army, also pushed in and forced a retreat from the peninsula, but again they suffered fairly heavily, and had to recuperate for a couple of turns before they would be available for any action.
At Manassas, I had Jackson in command of most everything else I could scrape up in Virginia, so when McClellan began to move a force down toward Richmond from Alexandria, Jackson came out from Manassas and hit him as he tried to get by. In a two day battle Jackson was able to completely rout McClellan at Fredricksburg, capturing many guns and men while suffering only about 9,000 total casualties.
So here, in the span of about 4 turns, I had three very different fights. The battles near Ft. Monroe were successful, but very costly, and required a large reinforcement of troops to finish off the fight. Very similar to the actual battles in the Seven Days campaign.
Around Norfolk, my force was preserved by retreats, so when I eventually got a general there who would fight, the battle went fairly easily, and a single turn would have sufficed to restore the army to offensive readiness.
And in Fredricksburg, Jackson completely decimated an opposing force while suffering very small losses. His forces were in good condition to continue heading north if I chose to do so and didn't need a pause to regroup.
In general, most armies, assuming at least average leadership, should be able to fight 2-3 medium to large scale battles before they really need to be rested. Obviously, better leadership (Jackson's modified ratings in this were 7 strat, 10 off, 7 def) should produce better results and less downtime. But once an army starts losing cohesion, unless you have no other choice, you should always give them time to recover. If you do this, you'll be able to keep your army structure together and actual destruction of units will be kept to a minimum. Pressing too deep into unfriendly territory and fighting too many battles is where you'll begin to see armies falling apart and losing whole brigades. The highest battle casualties I've seen (I had a 5 day battle that produced nearly 65,000 casualties) were between two tired armies, and resulted in both sides losing the rest of the campaigning season while we pulled back and reformed the armies, which were both too beat up to even consider moving.