Tests on 1.1b
Posted: Mon Mar 14, 2011 11:11 am
I just wanted to write down the things I've noticed about this release so as to build (eventually and by no mean as mandatory) possible improvements for the near or late future of this wonderful game.
My tests are taking place on the Bde tutorial on Grognard level and after 4 consecutive battles (all lost) here's what I noticed:
There seems to be an unbalance between the CSA and USA forces. While the OOB shows a numerical advantage of 2000 men for CSA, the USA has got some artillery. The battle is supposed to be a BDE sized one but it looks like it's more of a Corps vs Corps where the player controls a single BDE of 5 Rgts. The beginning of the battle sees the USA player with mere 2 Rgts facing Archer's Bde. Thanks to the reinforcing 3 RGts and the defensive position, it is relatively easy to rout the 13th Al and even capture the 5th Al. This though leaves the player with his best RGT (seasoned) crippled with losses and quite tired.
My concern at this stage is since the setting is Courier SIDE for this difficulty level, the total lacking of indicators either on the map or on the command map make it difficult to really assess where exactly a RGT is and where exactly it is to be moved. I fail to see the destination of a map-commanded move for the selected Rgt and there's no indicator for Strat Orders either.
Since the situation is quite tense, the player is advised to engage CSA by the bridge taking advantage of the fences and stonewalls by the woods. Problem: The newly coming RGts for USA are cut off from Cutler, therefore, it may be quite nasty to give any order at all to the newcomers since CSA pinches and kills lots of couriers. This is good... of course.
The latest and final result was a catastrophe for USA but this is quite evidently depending on the fact Gen. Wadsworth does NOT intervene in battle. Asking for support to my DIV commander and CORPS commander was to no avail. In all 4 tests the AI friendly troops only engaged once. In all tests the USA ART was 99% ineffective and ended up as routed but, differently from other versions it did kill something and it definitely wasn't by cannister.
I am afraid unless the AI friends are more cooperative, this is a bde vs Corps battle and that's why it's so unbalanced. The Courier pathing might be a possible reason for the friends' inactivity, though it's really impossible to know at this difficulty level because of camera restrictions. As a sidenote this battle, like all others, evolves in a different way every time the player takes a different tactical choice. If the CSA comes full on you there's no chance to even hold for 10 minutes without help... and that's where the main problem is.
I was surprised to see the 13th AL taking so much punishment... being shot at by 4 different RGTs it took about 10 minutes of game time to make it rout but you can tell by its size that it is a huge RGT and Archer did have the skill of bolstering his troops' morale. I don't know about Davis but I saw him trouncing our entire DIV (me included) three times in a row. That DIV in the last test was camped for the entire battle and got surrounded on all sides and routed piece by piece.
I do think something's gotta have to do with my skills with the game (do mind it's quite tricky at Grognard Level) but it really feels VERY unbalanced the way it is.
In the one battle where my DIV actually fought, the match lasted for long and it was much much better. Things being what they are I would like to test this over and over again *with* the help of your comments on how EXACTLY to make my AI friendly troops intervene (i.e. how to send a courier to effectively tell them to stop camping and come helping my single BDE which is fighting against an entire CSA division).
Should this be solved, this scenario would really and I mean REALLY be a very credible introduction to the complexity of this game. So are there problems with the AI and Grognard Level? How do you make your AI troops commmit to help Cutler's troops? Is there a specific way to use the Courier for help in this Tutorial?
How is the "destination" in the command map supposed to look? Is it correct that basically only the objectives and the player's PoV show (Grognard Level) ?
Be advised: At this stage it is nearly impossible to effectively TC individual RGTs. This means switching to column and double stepping to flank an enemy RGT is impossible and this is a big loss. The sending of the same order again to a unit that just switched to line and engaged, ignoring such order, is a waste of time; remember: At this stage, everything is done by couriering. A possible quick solution in this direction would come handy.
Thanks for your tips and shared observations.
My tests are taking place on the Bde tutorial on Grognard level and after 4 consecutive battles (all lost) here's what I noticed:
There seems to be an unbalance between the CSA and USA forces. While the OOB shows a numerical advantage of 2000 men for CSA, the USA has got some artillery. The battle is supposed to be a BDE sized one but it looks like it's more of a Corps vs Corps where the player controls a single BDE of 5 Rgts. The beginning of the battle sees the USA player with mere 2 Rgts facing Archer's Bde. Thanks to the reinforcing 3 RGts and the defensive position, it is relatively easy to rout the 13th Al and even capture the 5th Al. This though leaves the player with his best RGT (seasoned) crippled with losses and quite tired.
My concern at this stage is since the setting is Courier SIDE for this difficulty level, the total lacking of indicators either on the map or on the command map make it difficult to really assess where exactly a RGT is and where exactly it is to be moved. I fail to see the destination of a map-commanded move for the selected Rgt and there's no indicator for Strat Orders either.
Since the situation is quite tense, the player is advised to engage CSA by the bridge taking advantage of the fences and stonewalls by the woods. Problem: The newly coming RGts for USA are cut off from Cutler, therefore, it may be quite nasty to give any order at all to the newcomers since CSA pinches and kills lots of couriers. This is good... of course.
The latest and final result was a catastrophe for USA but this is quite evidently depending on the fact Gen. Wadsworth does NOT intervene in battle. Asking for support to my DIV commander and CORPS commander was to no avail. In all 4 tests the AI friendly troops only engaged once. In all tests the USA ART was 99% ineffective and ended up as routed but, differently from other versions it did kill something and it definitely wasn't by cannister.
I am afraid unless the AI friends are more cooperative, this is a bde vs Corps battle and that's why it's so unbalanced. The Courier pathing might be a possible reason for the friends' inactivity, though it's really impossible to know at this difficulty level because of camera restrictions. As a sidenote this battle, like all others, evolves in a different way every time the player takes a different tactical choice. If the CSA comes full on you there's no chance to even hold for 10 minutes without help... and that's where the main problem is.
I was surprised to see the 13th AL taking so much punishment... being shot at by 4 different RGTs it took about 10 minutes of game time to make it rout but you can tell by its size that it is a huge RGT and Archer did have the skill of bolstering his troops' morale. I don't know about Davis but I saw him trouncing our entire DIV (me included) three times in a row. That DIV in the last test was camped for the entire battle and got surrounded on all sides and routed piece by piece.
I do think something's gotta have to do with my skills with the game (do mind it's quite tricky at Grognard Level) but it really feels VERY unbalanced the way it is.
In the one battle where my DIV actually fought, the match lasted for long and it was much much better. Things being what they are I would like to test this over and over again *with* the help of your comments on how EXACTLY to make my AI friendly troops intervene (i.e. how to send a courier to effectively tell them to stop camping and come helping my single BDE which is fighting against an entire CSA division).
Should this be solved, this scenario would really and I mean REALLY be a very credible introduction to the complexity of this game. So are there problems with the AI and Grognard Level? How do you make your AI troops commmit to help Cutler's troops? Is there a specific way to use the Courier for help in this Tutorial?
How is the "destination" in the command map supposed to look? Is it correct that basically only the objectives and the player's PoV show (Grognard Level) ?
Be advised: At this stage it is nearly impossible to effectively TC individual RGTs. This means switching to column and double stepping to flank an enemy RGT is impossible and this is a big loss. The sending of the same order again to a unit that just switched to line and engaged, ignoring such order, is a waste of time; remember: At this stage, everything is done by couriering. A possible quick solution in this direction would come handy.
Thanks for your tips and shared observations.