Re: regiment disorganization
Posted: Thu Oct 27, 2011 6:53 am
Seal your a boob.
Making life simpler
https://www.norbsoftdev.net/phpBB3/
OK, but you can still slow them up with the K Column by giving it a negative number.The CantCharge thing is meaningless because there is zero delay in changing formation. You just run in column right up the enemy, and then click line and click charge immediately.
I agree that is did happen. It's just that it was exceedingly rare that there was large scale hand to hand fighting. As Davinci said, most hand to hand fighting was between a few individuals not regimental or even company size scrums. It is so rare that the individuals that were bayoneted are commented upon in the OR. Nobody writes about individuals that are shot, unless they are an officer.In other words, it was rare for a Colonel to order his regiment to fix bayonet, charge, and the men fought hand to hand to the death.
BUT it did happen.
Exactly!!! Saying there was alot of melee and citing one or two instances of units of about 350 men per side engaged in melee in a battle involving 150,000 men isn't proof that melee was widespread. It is actually proof that there wasn't alot of hand-to-hand fighting. As MTG states, the charges generally resulted in one side breaking contact or the other surrendering with a few instances of men struggling for the colors. Of course the historical record reflects and amplifies those minor struggles over the flag - why? Because everyone there remembered it because it probably stuck out to them in the haze of battle AND we have a human need to document that heroic behavior.Little Powell wrote:I agree that is did happen. It's just that it was exceedingly rare that there was large scale hand to hand fighting. As Davinci said, most hand to hand fighting was between a few individuals not regimental or even company size scrums. It is so rare that the individuals that were bayoneted are commented upon in the OR. Nobody writes about individuals that are shot, unless they are an officer.In other words, it was rare for a Colonel to order his regiment to fix bayonet, charge, and the men fought hand to hand to the death.
BUT it did happen.
There are many reports of bayonet charges being ordered and carried out. However, they always end with one or both sides retreating, or the charging unit stopping and firing their weapons instead, (ala Irish Brigade at Bloody Lane).
This behavior is what is missing in SOW, no fear of doom. The game probably generates a reasonable number of charges. But every charge results in a melee. I think most agree now that that is unrealistic.
Four and a half months gone and no more comments, and no change in the game. Willard is absolutely correct - the way SoW models morale and cohesion and firepower is completely at variance with what the battle accounts inform us happened.As for fixing the melee problem, it once again goes back to the need to increase the fatigue and morale malus of charging units and a morale check before a successful charge.
Massed charges are the bane of the MP community, no doubt. But as long as they are effective, players will use them. We have repeatedly asked to be able to mod the game so that we (GCM or any other MP group)can make and test changes until we find parameters with which we like to play. I don't think NSD has the time or inclination to make all the changes we ask for.Four and a half months gone and no more comments, and no change in the game. Willard is absolutely correct - the way SoW models morale and cohesion and firepower is completely at variance with what the battle accounts inform us happened.As for fixing the melee problem, it once again goes back to the need to increase the fatigue and morale malus of charging units and a morale check before a successful charge.
Meless should be EXTREMELY rare. "One per battle" is way too many. I gave up playing with the GCM group because certain players there use gamey, unrealistic, unhistorical tactics that get them easy wins. But that happens because the game code lets them do it. That is the issue.
Almost all attempts to make physical contact in SoW should fail, the rate should be that about 90% of attacks should stall. Of the 10% remaining, the defenders should fall back 5% of the time and the other 5% should result in a melee.
The autocharge rule is a horrible anachronism, it unbalances play and is a bane of frustration to me and other players in my group even having moved my MP gaming to a group that plays more historically. The game should NOT invoke an autocharge when units get close, it should invoke an AUTO-AVOID. Much closer to history and the ACW battlefield. Units should go to ground or stall yards apart and firefights should develop until one sides morale fails and it falls back.
The game should take its prime focus as morale. Morale and unit cohesion (the two are interwoven).
Please make some changes, SoW is a fantastic game but it has some glaring errors in it.