Re: Canister Reaction, Artillery Improvements Request
Posted: Sat Aug 25, 2012 3:24 pm
Beef,
It was once the case in the game that if you charged a battery and were one second away from getting your first gun the player who had the battery could hit retreat. Guns saved, they would limber and run away. The regiment would stop in its tracts and watch them get away. Garnier took a whole series of photos describing the event. The infantry regiment would just stop(not even shooting) and just watch them get away. Imaging getting hit with multiple canister on your charge and not ever able to get the guns. This is a SP game breaker? I play SP and I find the fix no problem at all.
The rolling up of guns to get them into canister range is a gamey tactic. This was never a civil war tactic and just try to imagine an actual implementation. With rifle fire at 160 the gunners are completely free from loses, which is just nuts. No loses ever. Even when I play SP I don't use these tactic. It is ugly to see happen and it is ugly to use. I have been studying Civil War battles for a long time and using this tactic makes SOWG a non civil war game, but just fantasy because it never happened. The recoil is an excellent button keeping the guns safe.
At the mule shoe, when Meade wanted to break the deadlock he sent in a battery to somewhat close range not even 200 yards and was completely shot down. Every man and every horse dead. They never got a chance to unlimber. It was one of the eerie memories recorded from that battle.
At the battle of Sayler Creek the rebels had no artillery. The union artillery was set up and when they realized that the rebels had no artillery they limbered up and moved in closer. How close did the move? From this game it would seem anything outside 160 yards would be good. 200 yards surely would be close and they would be plenty safe. Lets say 250 yards because even though rifles could fire that far they could never hit anything for accuracy. The Union artillerists themselves said that the best place for their artillery in the face of enemy infantry was 800 yards. Why wouldn't they go ahead and move closer since they had nothing to fear and what could they possibly see at 800 yards? I wasn't there and no one alive today was, so it doesn't matter what I say, but it does matter what they did. I'm sure self preservation was a concern for them so they balanced self preservation with getting their guns close. That range was 800 yards +/_.
The problem with column charge was not just against guns. It is a problem also against infantry. Its use was mostly against infantry. A player would overwhelm a single brigade or small portion of a line with an entire division causing 100% casualties and taking very few casualties themselves. GCM has fixed this with modding.
I still play plenty of SP and I will say for me the changes have been good and add to the civil war experience. In no way are they game breakers for me. I will also say that if these changes had not been made then MP would be a lot smaller today than it is; and I wouldn't be playing MP.
SOWG today gives a great civil war experience. Visually to actual play it is a very fine game. It mimics in many ways actual linear combat. C&C is a challenge, pulling off flank maneuvers, organizing and implementing a proper and successful attack, disengaging troops from combat, proper use of artillery, etc are all challenges that make SOWG a great game.
I must be the biggest cry baby of them all. I don't think that I am the only one crying here.
It was once the case in the game that if you charged a battery and were one second away from getting your first gun the player who had the battery could hit retreat. Guns saved, they would limber and run away. The regiment would stop in its tracts and watch them get away. Garnier took a whole series of photos describing the event. The infantry regiment would just stop(not even shooting) and just watch them get away. Imaging getting hit with multiple canister on your charge and not ever able to get the guns. This is a SP game breaker? I play SP and I find the fix no problem at all.
The rolling up of guns to get them into canister range is a gamey tactic. This was never a civil war tactic and just try to imagine an actual implementation. With rifle fire at 160 the gunners are completely free from loses, which is just nuts. No loses ever. Even when I play SP I don't use these tactic. It is ugly to see happen and it is ugly to use. I have been studying Civil War battles for a long time and using this tactic makes SOWG a non civil war game, but just fantasy because it never happened. The recoil is an excellent button keeping the guns safe.
At the mule shoe, when Meade wanted to break the deadlock he sent in a battery to somewhat close range not even 200 yards and was completely shot down. Every man and every horse dead. They never got a chance to unlimber. It was one of the eerie memories recorded from that battle.
At the battle of Sayler Creek the rebels had no artillery. The union artillery was set up and when they realized that the rebels had no artillery they limbered up and moved in closer. How close did the move? From this game it would seem anything outside 160 yards would be good. 200 yards surely would be close and they would be plenty safe. Lets say 250 yards because even though rifles could fire that far they could never hit anything for accuracy. The Union artillerists themselves said that the best place for their artillery in the face of enemy infantry was 800 yards. Why wouldn't they go ahead and move closer since they had nothing to fear and what could they possibly see at 800 yards? I wasn't there and no one alive today was, so it doesn't matter what I say, but it does matter what they did. I'm sure self preservation was a concern for them so they balanced self preservation with getting their guns close. That range was 800 yards +/_.
The problem with column charge was not just against guns. It is a problem also against infantry. Its use was mostly against infantry. A player would overwhelm a single brigade or small portion of a line with an entire division causing 100% casualties and taking very few casualties themselves. GCM has fixed this with modding.
I still play plenty of SP and I will say for me the changes have been good and add to the civil war experience. In no way are they game breakers for me. I will also say that if these changes had not been made then MP would be a lot smaller today than it is; and I wouldn't be playing MP.
SOWG today gives a great civil war experience. Visually to actual play it is a very fine game. It mimics in many ways actual linear combat. C&C is a challenge, pulling off flank maneuvers, organizing and implementing a proper and successful attack, disengaging troops from combat, proper use of artillery, etc are all challenges that make SOWG a great game.
I must be the biggest cry baby of them all. I don't think that I am the only one crying here.