C. Hecht wrote:
The overall result doesn't surprise me, in turn gameplay the attacker usually has the upper hand and the defender isn't able to get out of his defense what he deserves.
If the Union artillery ammo is correct, and I doubt that a bit because he ran out of it before noon, it's just another proof because if so low on ammo artillery fire has to be selective and confined to stop assaults instead of being wasted by the AI in long range fire that has low if any effect.
As for the time consumption, recording replays might help, at least in some parts of a scenario there is usually nothing to see like night or before the forces meat. If recorded one can simply fast forward and check if there is anything to what at all, there is nothing more frustrating than watching a replay just to recognize that there was nothing to see at all.
@Scott
Pretty artwork as always!
I do think there should be some sort of adjustment to arty ammo consumption. Not sure what the solution is yet. Daniel's shortage of ammo was partially his fault. It isn't obvious from my posts but he was firing a lot of rounds at my guys south of the Chickahominy on the first day when they were dug in. It wasn't just the AI doing it. It wasn't hurting me a bit, I was hoping he would keep it up. I just didn't expect him to run out, I just expected him to get more selective with his shots.
I had to get more selective of my shots the last couple hours. I figured that with 3k rounds I could blast away. It doesn't take long when you have about 100 guns firing twice a turn. Once I droped below 1000 rounds I got real careful, but it comes with a price. You lose a bit of your offensive punch.
Time consumption was all about how many units were on the field. There were so many regiments firing, on both sides turn after turn, that it just took a while to play each turn. It was fun, but just difficult to find enough time to break away from real life and play it. That is why we had to take a break for a few weeks at one point, real life caught up to me.
As I typed this I thought of a solution to the arty ammo issue. Only offensive fire counts against the ammo supply, but defensive AI fire gets more selective as the ammo goes down. So when ammo supply is at 75% or better of total stock then AI will fire at anything within range.
At 50%- 74% arty will fire at anything within 75% of its total range.
at 25%-49% arty will fire at anything within half its total range.
Less then 25% arty will only fire at targets within rifle range.
Numbers would have to be tweaked, just kinda a free flow of ideas as I typed.
_________________
Lt. Col. Thomas Wayne (Iddings)
6th Brigade, 3rd Division, I Corps
Army of the West
