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How are detailed battles improved?
Posted: Sun Sep 03, 2006 3:26 am
by Tanaka
Will we finally have an option for bigger battles and more space between armies (and more use for scouts) or will they still start out on top of each other?
RE: How are detailed battles improved?
Posted: Sun Sep 03, 2006 3:53 am
by Gil R.
On the set up screen for the game we give you two options for combat: Near Start or Far Start. So if you want always to begin at the far sides of the battlefield and move into optimal position and send out cavalry units as scouts, you can do that.
RE: How are detailed battles improved?
Posted: Sun Sep 03, 2006 6:30 am
by Tanaka
ORIGINAL: Gil R.
On the set up screen for the game we give you two options for combat: Near Start or Far Start. So if you want always to begin at the far sides of the battlefield and move into optimal position and send out cavalry units as scouts, you can do that.
Fantastic! You guys really are answering a lot of our concerns! Thanks!
RE: How are detailed battles improved?
Posted: Sun Sep 03, 2006 5:33 pm
by ericbabe
There are really three options for starting distance... if you select neither near-start nor far-start, then the starting distance is in between the near and far distances.
Some other changes to detailed combat:
- the map is bigger
- option to dig field fortifications
- new rules for command and control: an out-of-command status, and also new zones on the map that make it hard to exercise C&C
- ranging: every time a unit fires on a hex there's a chance it gets "ranging" for that hex. When a unit has ranging it gets a bonus to damage. If it moves or fires at a new hex it loses ranging.
- group movement interface: can give movement destinations to military groups, and can give orders to all brigades in a military group (such as, all brigades form a line or all brigades fall back)
- new system of global morale in battle (called will-to-fight)
- new statistics for brigades
- new functions for generals (and somewhat better feedback when generals perform their functions)
RE: How are detailed battles improved?
Posted: Sun Sep 03, 2006 5:56 pm
by Sonny
Sounds like it is gonna be fun!
RE: How are detailed battles improved?
Posted: Sun Sep 03, 2006 5:59 pm
by Tanaka
Wow! Great news thanks! Cant wait! [:D]
ORIGINAL: ericbabe
There are really three options for starting distance... if you select neither near-start nor far-start, then the starting distance is in between the near and far distances.
Some other changes to detailed combat:
- the map is bigger
- option to dig field fortifications
- new rules for command and control: an out-of-command status, and also new zones on the map that make it hard to exercise C&C
- ranging: every time a unit fires on a hex there's a chance it gets "ranging" for that hex. When a unit has ranging it gets a bonus to damage. If it moves or fires at a new hex it loses ranging.
- group movement interface: can give movement destinations to military groups, and can give orders to all brigades in a military group (such as, all brigades form a line or all brigades fall back)
- new system of global morale in battle (called will-to-fight)
- new statistics for brigades
- new functions for generals (and somewhat better feedback when generals perform their functions)
RE: How are detailed battles improved?
Posted: Sun Sep 03, 2006 7:11 pm
by Joram
Regarding the "ranging", is that for artillery only? I guess it's relevance would depend on the scale which I believe it was mentioned it was brigades? If so, does it make sense to do that for infantry/cavalry?
RE: How are detailed battles improved?
Posted: Sun Sep 03, 2006 7:25 pm
by jchastain
In my mind it could make sense due to the scale, though it wouldn't be so much "ranging" in the traditional sense of the word as much as having the entire unit focused on the proper objective. This is a time period when communications were far from perfect. After a few "turns" of receiving the same fire order, one might assume you finally have near universal compliance and focus which would result in better concentrations of fire and increased damage.
RE: How are detailed battles improved?
Posted: Sun Sep 03, 2006 9:15 pm
by ericbabe
The rifles used in the Civil War had slow muzzle velocities and thus had very parabolic trajectories. Infantry (and cavalry) were trained to estimate the range of their targets and to adjust their sights accordingly. This was something that green troops did very poorly during the confusion of battle.
RE: How are detailed battles improved?
Posted: Wed Sep 06, 2006 2:08 pm
by raydude
ORIGINAL: ericbabe
- group movement interface: can give movement destinations to military groups, and can give orders to all brigades in a military group (such as, all brigades form a line or all brigades fall back)
Is there an advantage to using group movement? Perhaps, by properly utilizing the chain of command the brigades will respond faster than if you moved each one separately and put them in different directions?
RE: How are detailed battles improved?
Posted: Wed Sep 06, 2006 7:34 pm
by carnifex
This was something that green troops did very poorly during the confusion of battle.
There was something that green troops did very well however, and that was attack and advance into enemy fire. More experienced troops would go to ground very quickly, because they knew what was in store for them. IMHO veteran troops should lose movement points when fired upon.
RE: How are detailed battles improved?
Posted: Wed Sep 06, 2006 9:11 pm
by ericbabe
There isn't any advantage to using group movement now other than ease of command.
Regarding green units' advancing into enemy fire, I was impressed by the accounts of this that Nosworthy relates in Bloody Crucible. I took this into account when building the results of charge combat -- veteran units are more likely to stand down from a charge.
RE: How are detailed battles improved?
Posted: Thu Sep 07, 2006 2:05 pm
by carnifex
Very nice. It's the little things that matter to us anal retentives.
RE: How are detailed battles improved?
Posted: Sat Sep 09, 2006 11:27 am
by ravinhood
Are there any scenario battles included such as "Gettysburg", "Shilo", "Antietam", etc. that are just the battles without having to play out the strategy game?
RE: How are detailed battles improved?
Posted: Sat Sep 09, 2006 4:02 pm
by Gil R.
ORIGINAL: ravinhood
Are there any scenario battles included such as "Gettysburg", "Shilo", "Antietam", etc. that are just the battles without having to play out the strategy game?
No. Our game, like its sister game "Crown of Glory" (both from the same engine), only has randomly drawn detailed battles. HOWEVER, we are very much aware of the demand for historical battles, and are eager to do some as expansion packs for "Forge of Freedom." Our ability to do so will depend on how successful the game is -- if it's a hit then we at WCS and Matrix will have good reason to put such plans into effect.