All right. . . I know you guys are working on a patch. So I thought I'd throw this out there.
In MP Games, we see many players advancing aggressively to contact with the enemy, especially if they have them outnumbered. Fine. Attack the weak point in the line. Fine.
There's just one problem. There's no penalty, or very little, for closing with the enemy. In assault columns or in line or even in road columns, there's no way for multiple regiments even behind stone walls to stop the enemy cold or even slow them down. Rifle fire at 75 yards or less should devastate advancing regiments who are not firing but simply advancing to melee.
If the real guns had been this weak at close range, Lee would have been successful on 3 July.
We need something like Buck & Ball. We need to make regiments pay for advancing to melee against regiments behind stone walls or fences or woods or even out in the open.
Please help. I think it would be good for the game.
There are a couple of things that can be done to "fix" this.
First, MP issues are slightly different than SP issues because we play with "GCM rules" which have nerfed the effectiveness of artillery, increased artillery reload times, and increased the range of infantry.
There are four changes that can be put into effect in GCM games that will help:
First, increase the artillery reload times - which I believe is influenced by the gun crews. GCM has only 10 man crews and the reload times are horribly slow. In stock games, reload times are between 30-45 secs. In GCM, my experience is that they are at least 60-75 secs.
Second, increase the effectiveness of the GCM artillery to halfway between its current level and that of the stock game.
For infantry, decrease the rifle range to 200 yards to eliminate the 20 yard disparity.
Finally, dramatically decrease the transition speed for units switching between column/attack column/line(this will put a big break on units without decreasing the formation speed itself, as the units will not be able to defend/fire while transitioning AND it is unrealistic for a 400 man unit in road column to transition to line in 10-15 seconds!).
Given the limitations of the current game engine, this will serve to minimize some of the imbalance that we are seeing based upon the tactics being used. Artillery was an effective deterrent for assaults that has been neutered in GCM games. Defenders were able to hold sectors with less BECAUSE of the artillery, not INSPITE of the artillery as it is currently configured in GCM. This should allow players to set up lightly manned defensive positions with artillery and mass MORE troops for offensive actions and flanking movements. Right now, depending upon the terrain, a defender needs to maintain at least a 5-4 ratio in order to hold a line. That is no where near the historical ability of troops to hold a defensive line with ratios between 1-1 and 3-1 easily attainable in CW battles.
The 220 rifles currently allow alot of stacking in game so you can place regiments at 200 yards and 210 and 220, creating an overlapping area of fire of 3 regiments on 1 single regiment. That basically puts fire from 3 regiments on 1 in the same battle space. With artillery unable to hit effectively (i.e. without canister) past 200 yards, there is no way that this 1 regiment can hold up even behind a wall. Throw in troops moving up in double-time in column/assault formation and it only adds to the problem.
I fully understand that assaults in columns did occur - most notably at Spotslyvannia - but there were some uniques circumstances in that successful incident. Emory Upton led 12 regiments on a dawn assault having to cross only between 200-400yards at the point of attack against the horseshoe. He benefited from both the suprise attack AND the fact that Lee had pulled EVERY SINGLE BATTERY out of that sector the night before. The attack took place with overwhelming force on an entrenched defender without artillery support.
Assault/attack (or heavy) columns were used in the Napoleonic wars and were somewhat effective based upon sheer numbers. There is some historical debate as to how they were actually used and how effective they actually were:
http://www.napoleon-series.org/military ... maida.html
The fundamental difference between the CW and NW was of course the rifled musket, which increased accuracy and killing range AND artillery improvements which accomplished the same. That is why the use attack columns were problematic - you could get away with 70% of your troops not firing while advancing when artillery and musket ranges were short and close order/melee assaults ruled the battlefield. However, that increased range of rifles and infantry don't give you as much time and space to deploy and successfully assault in such close formations. That is why large scale cavalry charges of a Napoleonic nature were few and far between in the CW - the time/space needed to deploy those large formations was not generally available on CW battlefields and the increased range/effectiveness of artillery would cause great disruptions to those formations.
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Now in a perfect gaming engine, we should be able to tweak as KG suggested. However, my suggestion would be to work on increasing the morale and fatigue malus of assaulting troops VICE increasing casaulty rates. For the most part, the casaulty rates are about where they should be. The problem is that the tactics described don't result in a higher morale and fatigue malus on attacking troops so you end up with this tidal wave effect in the absence of any breakers within the game engine.
The same problem impacts artillery - specifically counter-battery fire. From my testing in stock games, counter-battery casualty results are pretty spot on. The problem is that you can't "split" artillery's CB fire effectiveness from other types of fire such as when you target infantry. When you nerf the guns, it impacts all firing types. Additionally, based upon what Garnier has told me, at this point in time we can't increase the morale and fatigue malus of units under fire. For infantry targeted fire, this would simulate the "keep your heads" down effect of artillery without having to increase casualty numbers to ahistoric levels. For artillery, this would appropriately simulate the effects of counter battery fire in the CW. At Gettysburg, the majority of CB fire engagements resulted in one/more batteries being driven off by accurate CB fire that didn't necessarily knockout guns or inflict casaulties - basically it got too "hot" at that location to keep up the fire and batteries were driven off. The guns can be "silenced" as morale and fatigue malus inflicted should decrease firing rates and accuracy forcing the player to pull the guns back and regroup.