briny_norman wrote:I guess we do also have to be careful not to understate the casualty rates - they were actually pretty absurd in some battles in real life too...
Clovis wrote:Berto,
You're right...and you're wrong.
I don't believe any wargame, even as detailed as AACW is for operational war, to be a perfect simulation. There is always a part of abstraction because the real thing isn't reproducible but can just be simulated. The simulation must give of course plausible results we name historical but by using abstractions and computation that are totally different than the reality is.
To come back to the Overland campaign, I highly doubt we will have during 3 turns at least a succession of 10 to 15 battles a turn necessary to replicate the continual fighting which occured. I doubt too most of these battles will only engage a part of the 2 armies. What we'll have at best is 3 to 4 battles a turn between the largest part of each opponents.
With 3 to 4 battles we will have the flavour of the continuous meatgrinding and I bet only the gnrognardest part of the grognards, few players will only notice the simulation to be false.
But if these less numerous battles don't produce higher amounts of losses than in reality we will not have the same historical feeling about loss rate in 1864.
So to seem right, the loss system has to be exaggerated or more simply put to be wrong.
berto wrote:But you could simulate the higher overall loss rates of 1864 without abstraction simply by doing what Grant did: ratchet up the force dispositions and ROEs to higher aggressiveness levels. In short, overall loss rates were higher in 1864 (in the east) because that was the essence of Grant's strategy. Also because of higher entrenchment levels. And we can directly model that, no abstraction required.
The problem, too, is that this "abstraction" seems to apply across the board, to every theater, to every year. In my Gettysburg 1863 tests, neither side would deliberately have been pursuing a meatgrinder strategy. Yet we can see 1864-type losses there, at that time, and at earlier stages of the war, too (see my earlier reported Kentucky 1862 results).
A "realistic" simulation (apart from the "game" aspect) should be able to account for the changing nature of the war: from 1861's Napoleonic stand out in the open and fire away to 1864-65's WWI-like trench warfare; from 1861's low loss rates to 1864's relatively high loss rates. (I commend you for addressing this problem in your mod.) (We could just as easily suppose the opposite: that by 1864, both sides might be getting sick and squeamish with the high casualties, that in later stages of the war casualty rates should be falling, not rising. Some wars are like that. Maybe AACW, too, if a particular player or players choose to play it that way.)
I kind of don't get it: why it is thought more important to endlessly quibble over leader ratings, to have precisely accurate OOBs, to get the RRs just right, etc.; but thought less important to model accurately movement rates, force levels (200K armies?!), battle losses?
It reminds me of these medieval fantasy movies where the actors and actresses are dressed in historically accurate costumes, where the expensive sets (supplemented by the best CGI graphics money can buy) are picture (and historically) perfect; but where the actors/actresses mouth 20th century dialog set to rock music. The anachronisms, the differing standards of historical realism are jarring, not at all to my taste.
So, why go to the trouble of having this super complicated, super detailed AACW game, then overly abstract (IMO) how all the details interact?
It's like speaking a language with 50,000 nouns and 30,000 adjectives, but just a few hundreds verbs and adverbs.
If anybody equates great masses of detail with historical realism (not saying that you do), I think they are mistaken.
Something's not right with this picture.
Franciscus wrote:We could be discussing this endlessly, but in the end, this is just a game, and a very good one, at that. Games are meant to be played and to have fun with it. I am having great fun, with vanilla AACW, which I feel, by the way, to have probably attained a "finished" level with 1.10d (ie, no more meddling really needed. The only important addiction I would welcome would be for the USA AI to be able to mount real amphibious invasions, and this might be in store in the future, being apparently a feature of WIA).
Really, I feel that it is time for Pocus and co to move on, and for me it is time to play and have fun.
(PS: being in essence a hedonist, of course I can understand if for others fun/pleasure is attained by modding, tweaking the RRs or the battle losses. But please, have FUN !:niark![]()
Clovis wrote:Oh I've fun, even with modding ( and I persist to have more fun in modding AACW than playing Forge of Freedom)![]()
Franciscus wrote:We could be discussing this endlessly, but in the end, this is just a game, and a very good one, at that. Games are meant to be played and to have fun with it. I am having great fun, with vanilla AACW, which I feel, by the way, to have probably attained a "finished" level with 1.10d (ie, no more meddling really needed. The only important addiction I would welcome would be for the USA AI to be able to mount real amphibious invasions, and this might be in store in the future, being apparently a feature of WIA).
Really, I feel that it is time for Pocus and co to move on, and for me it is time to play and have fun.
(PS: being in essence a hedonist, of course I can understand if for others fun/pleasure is attained by modding, tweaking the RRs or the battle losses. But please, have FUN !:niark![]()
Banks6060 wrote:I'd say maybe something like:
Smoothbore element = attack 9 defense 15
mixed element = attack 10 defense 17
rifled element = attack 11 defense 20
Banks6060 wrote:I agree though that cohesion probably needs some adjustment.
berto wrote:No, IMO we should now leave cohesion more or less alone, and instead adjust other factors impacting casualty rates.
arsan wrote:Like the long time units take to break in combat??
Thats caused by too much cohesion and/or little cohesion loss in combat i think.
Tweaking this cohesion elements will affect how much losses were taken in combat.
On the last movement rates changes total units cohesion was not tweaked from what i know. What was tweaked is how much cohesion loss was produced by movement, heavily reducing the loss.
That way the changes are probably causing more bloody battles as units enter combat with much more cohesion than before.
If Clovis is having success with his changes (as it seems) i think it would be sensible to follow his work, at least as a starting point.
Regards
Banks6060 wrote:The severe cohesion hit that was corrected through patches just solved a problem that most experienced players just avoided in the first place.
You just didn't move much and you didn't fight much either....unless your cohesion was high enough.
berto wrote:I meant leave alone the cohesion loss rates due to movement.
Go ahead and tweak the cohesion loss due to combat, and/or do some other tweak to reduce cohesion levels overall.
Just please don't return to the situation where normal movement makes armies start to fly apart. (For doing so makes impossible fast movements from historical example. See earlier threads where this was discussed to death.)
berto wrote:Hence a "historical", "realistic" style of game play was impossible.
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