KWhitehead wrote:
The problem in game terms is that the defender only fires at one attacker not all. So it is easy to game the defensive fire making disruption of little value. You just attack with more than the stacking limit so you have a replacement if one is disrupted.
Well at least with turn gameplay and the automated defensive fire there can always be triggered a lot of it, usually not when you need it but at least there is a chance for it to happen, so you can even end up with more damage than manual defensive fire could achieve.
OK that is not the fact in phased gameplay but here I guess the enemy sits on a plate and you can pick them off perfectly as you like, I doubt that the defensive fire was in reality so "perfectly" distributed, I guess defensive fire from a defending regiment would usually be fired at that enemy unit that is marching to them and not for example to the neighboring regiment.
But indeed the handling of stacking seems a bit strange here, in the Napoleonic series you have most of the time problems stacking battalions together either because of optional rules(Column pass through fire) or normal game mechanics(only first unit in line can fire after that you have to "rotate" to fire the others). OK having 1000 men in a hex of 125 yards and 20 minutes turns I would say that the CO of that unit "manages" his troops to bring all these men to fire somehow but with multiple units it may be better to do it like Napoleonics and let only the first in the stack fire and then you need to rotate the others in to let them fire, that would at least for turn gameplay & automated defensive fire be another chance to trigger defensive fire.
KWhitehead wrote:
While it is true that the defender either stands his ground or fails, this is not the same as route. Most results of an attack was that the defenders didn't feel they could hold their ground so fell back voluntarily or not. This is pretty well reflected in the melee combat. If the attacker wins the defender retreats and is automatically disrupted but still undergoes a morale check to see if it routes.
Well it can route not must rout, a defender that is pushed out of the hex is disrupted but still would have to fail a Moral Check to rout.
KWhitehead wrote:
The problem comes in when it is strictly a fire fight. Two regiments blazing away at each other at 1-2 hexes. Here one is considered an attacker even though he is doing nothing the defender is doing. He can be firing at full strength just like the defender if he hasn't moved. But one can be routed (defender) and the other only disrupted by a morale check.
Well every side has its defensive and its offensive fire so isn't that equally?
You may can say that the one that is first to move in a turn has an advantage but on the other side the one that moves after him has the advanatge to react on what the first player did.
KWhitehead wrote:
In short, Melee combat seems to be logical, Fire combat illogical in its handling of the morale check.
Here I may say that the "momentum" may also be a factor. I remember reading something about Austerlitz where the defender fell back simply because his defensive fire did not seem to have an impact on the advancing French unit.
So you could say that the "momentum" lays with the attacker, his attack may stuck as his units turn disrupted but the defender could take so much beating that despited his thought of having the advantage in position & cover that all this isn't going to help and he falls back.
KWhitehead wrote:
From what I have gleaned from multiple books on small unit tactics during the Civil War things happened very quickly once they started happening. Rarely did both sides stand very close and continue firing. Usually one side or the other decided things weren't going their way and broke off. In game terms all these are lumped together in a 20 minute turn. Fire combat probably only required a few minutes ( under five) to resolve one way or another. 20 minutes is long enough for a regiment to fire every bullet they have but the reality was most battles averaged only 8-12 shots per man. Most likely in game terms there was five minutes of combat and fifteen minutes of trying to sort things out and decide what to do next.
Well the engine must cover the "extremes" of what is possible, 20 minutes sound much but when I see that I can cover 5-6 hexes clear ground(625-750 yards), make my offensive fire and my melee it sounds like 20 minutes are OK for all this. Sure if I don't move at all 20 minutes are long but I can at least fire with 100% instead 50%.
_________________
Lieutenant General Christian Hecht
Commander I Corps, Army of the Potomac
"Where to stop? I don't know. At Hell, I expect."