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PostPosted: Mon Sep 13, 2010 1:55 am 
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Vincent83 wrote:
I would disagree with that...I don't think anything is wrong with my deployment and I do make a point of keeping reserves. Keep in mind this is a preference.


I usually have each battalion covering 200 metres of the front and I keep 3 hexes between the first and the second echelon (usually an infantry brigade deployed in depth) and infantry in columns together with cavalry about 6 hexes away from the first line. With this formation - no way a big portion of your army can be routed at one given time.

On top of that create local and main reserve (usually in large battles) and you do not ever get situations where the scenario is lost because of the major rout.

Anglo-Allied academy has some good information on "in depth tactics":
http://home.scarlet.be/~tsh40803/AAA/KMA/depthtactics.html

Furthermore, rout limiting OFF is arguably more dangerous for the attacker as usually it is the attacker who has greater concentration of troops, which often become very vulnerable to counterattack, at which point they run back and smash the formations of the ones advancing behind them breaking the whole attack.

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(I don't play with with ZOC kills and Rout limiting ON)


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PostPosted: Mon Sep 13, 2010 2:06 am 
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Good suggestion, thanks. I guess I really don't mind playing either way, depends on my opponent.

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PostPosted: Mon Sep 13, 2010 3:51 pm 
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Vincent your right it's personal preference but some pretty senior officers are pointing out to you that you cannot blame a simple optional rule for a defeat in 4-5 turns as some here have said. I have experienced mass routs in games I have played and to date I have not lost a game. In the end though it's fine to play with it on or off after all it's an optional rule. But to say it will cause an unwarranted defeat is not true in my view.

By the way you have no signature which unit and army do you belong to?

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PostPosted: Tue Sep 14, 2010 5:30 am 
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Theron Lambert wrote:
"I do like historic battles but It's also very frusturating for a game to be over in 4-5 turns because such a large portion of my men have routed."

I prefer to play without rout limiting for many of the reasons that have already been presented. As a counter argument to the above, if at this point in the game a significant rout spells defeat, there is something wrong with your deployment. Successful commanders of this period nearly always maintained a reserve (either to plug such holes as these, or to exploit opportunities that may arise) -- if you don't have one you're asking for trouble. If a reverse in one area early on spells disaster, the probability is that your operational plan and/or deployment are seriously faulty.

Regards,


I agree, setting up ones own deployment, and having an adequate reserve, is important, but not always doable within the parameters of a given scenario. The historical scenarios are set based on historical deployments, so game commanders do not have the option of alternate deployments, and the number of turns before contact is pretty much always insufficient to redeploy before contact. Then, you have some scenarios, Quatra Bras for example, where at the start of the scenario, an army has only a few, low morale units, with no reserves at all. Scenarios such as these should start with units out of contact range for the first turn or two, to allow commanders time to redeploy if they don't like the set up. Without rout limiting, an aggressive attacker can end the game in 2-3 turns, and the defender, no matter how skilled the player, has no chance at all.

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PostPosted: Wed Sep 15, 2010 5:22 pm 
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Since most of my experience is playing as the Allies I always like it on.

I have and will play as Allies with it off in NRC and in the 1809 games (Echkmuhl and Wagram).

I accidently tried it off in Austerlitz as the Allies with Dean B and it was a complete waste of time. The Austrians melted away like dust in the wind after the French looked at them.

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PostPosted: Wed Sep 15, 2010 5:37 pm 
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Willie I have looked at Quatre Bras historical and I cannot agree with you. A skilled allied player has options to avoid a defeat in 2-3 turns.

If you just stand there and wait for the French it won't go well but an immediate drawing back with a delaying force left behind will cost you a few units but as the victory conditions are in your favour this does not matter.

Also the reinforcments are such that time is on your side. As Allied player you therefore must play this scenario to buy time. Having looked at that particular scenario I believe it's completely feasible as there is plenty of cover around that cancels out the French artillery and cavarly while you wait for your numerous reinforcements to come up. Not easy I would admit but possible.

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PostPosted: Wed Sep 15, 2010 7:35 pm 
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I agree it is more realistic to have rout limiting enabled. In fact, I think it should be the default option.

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PostPosted: Thu Sep 16, 2010 1:26 am 
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Scotsmaster wrote:
I agree it is more realistic to have rout limiting enabled. In fact, I think it should be the default option.


Did you mean Rout limiting Disabled is more realistic?

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(I don't play with with ZOC kills and Rout limiting ON)


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PostPosted: Thu Sep 16, 2010 2:30 am 
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zinkyusa wrote:
I accidently tried it off in Austerlitz as the Allies with Dean B and it was a complete waste of time. The Austrians melted away like dust in the wind after the French looked at them.


I don’t know see how Austrians can melt away like dust considering their units are mostly C & B. This is not any different to the French. HPS engine doesn’t differentiate between "French" or "Austrians"- it looks at values only.

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(I don't play with with ZOC kills and Rout limiting ON)


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PostPosted: Thu Sep 16, 2010 7:49 am 
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from Alexy: don’t know see how Austrians can melt away like dust considering their units are mostly C & B. This is not any different to the French. HPS engine doesn’t differentiate between "French" or "Austrians"- it looks at values only.


These are not the 1809 Austrians Alexy, infantry is almost all C quality (at least the ones in the Moravia Campaign) and leadership is awful.

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PostPosted: Thu Sep 16, 2010 9:26 am 
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Yeah, what I meant was: I always tick the box that says "Rout Limiting", thereby limiting the routs per the game rules. Sorry for the confusion.

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PostPosted: Fri Sep 17, 2010 8:20 am 
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Scotsmaster wrote:
Yeah, what I meant was: I always tick the box that says "Rout Limiting", thereby limiting the routs per the game rules. Sorry for the confusion.


the confusion was due to suprising conclusion of "Rout limiting enables is more realistic"
especcially considering the losses ratios HPS units suffer without being routed. I believe this thread contains a few points on why Rout limiting enabled is NOT realstic - hence I am suprised by your posting.

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Leib-Guard Preobrazhensky Regiment (Grenadier Drum)
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5th Guard Corps


(I don't play with with ZOC kills and Rout limiting ON)


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PostPosted: Fri Sep 17, 2010 10:38 pm 
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The issue of units remaining on the front line has bothered some folks for quite some time.

Thus while most of us like Rout Limiting ON others feel that the units should rout away sooner.

It all depends on how you handle the troops and how you decide to use them once they are beyond 300 fatigue.

Past that level I usually will not melee with them as they are losing melees on a higher level. I prefer to use fresh troops to melee with.

If a unit has 500 fatigue I know that I hardly ever will melee with them.

But if a unit has 500 fatigue I would not necessarily say that that unit should rout away. But mass routs did happen.

I suspect that why most of us do not like the mass routs is that most of the players we play pack up the entire army on turn one and hurtle it lock stock and barrel at their opponents. Thus if a wide gap is created in a line then you are a disadvantage. It probably will cost you the game.

I can see both sides arguments to this story. My question would be: how does your opponent play? Does he use his forces carefully or does he send the entire army at you on turn 1?

If you have divisions commitment rather than an entire corps all at once then its more in keeping with how they fought. But if you toss an entire corps at a front with no reserve then the issue is that even with some breaks that disorder a few bns. you still have a large force to break through your opponents lines.

I think that also the scenarios tend to be play balanced in this direction too. It always seems to be a race against time. For instance: why is Waterloo just one day in length? What if both sides decided to fight for another day? Perhaps the Anglo-Allied side would like to rest their troops. How about Blucher's fatigued men (meaning that they should arrive with fatigue from marching thru the mud) getting a rest after a failed attack? The same more or less holds for the second day of Wagram. Why have it last just one day (not talking about the day of the river crossing)? What if both players decided to play it cagey and just maneuver a bit with some preliminary bombardment?

But looking at it from the simulation viewpoint the use of Rout Limiting being ON is a way of the player saying "I want my troops to fight on longer than the GAME allows (not history). Far too often I have seen units pack it in after only 25 men being lost. Even lower amounts.

The low, medium and high fatigue levels all will highly influence if a unit routs. Especially if the unit is fired on in the flank. That is how I rout the enemy units I face (mainly). Flanking fire, even if the unit has a leader, has that effect.

I lowered the morales in Eckmuhl in the last Update, Austerlitz has lower morale levels too, Wagram is next followed by Jena-Auersteadt. The levels in Waterloo are correct as are NRC (I do not mind the Russian golden morale +2). I do not see the morale levels at fault. I have tried D morale for the majority of the line and it was a race for the exits. Thus C is correct for regular line. B was too high and we are working on making corrections to my games in that area.

I personally would like to see the losses in the melees lowered. Especially for cavalry vs. cavalry issues. They did not lose as many men as are seen in our melees. Its far too high. Especially for the attacker in cases where they are meleeing the flank.

In closing, a friend of mine told me about a unit in Lyon's Army at the Battle of Wilson's Creek, ACW, where that one unit of 300 men routed two brigades of CSA forces. In our game you would have to have the units Disordered and with low morale and probably some of them in a routed condition to pull that off. The CSA forces had not yet formed into their unit formation so that explains the rout. But even so some of the melees we read about are impossible to recreate in our games. And that is why I am mainly against efforts to slow up the attack where it regards morale. The options are there though and the players can turn BOTH Rout Limiting and Flank Morale Modifier OFF and stand back and watch the Replay and see their lines fall apart if they think that is historical. For me I saw that happen after only one turn on the line all too often for me to ever want to have those options turned OFF.

This discussion has been done about once every year since the option has been in the game and it never hurts to rehash it. Perhaps one day we will find a closer model to what really happened.

It would be nice to hear about how LG/HW models morale and how the units operate under fire. I found the Sid Meier's morale model to be one I liked. If you had "friends" your units stuck around longer. Once the line started melting away the morale dropped too. That is one reason why I asked for and got the Flanking Morale Modifier in the first place. Some say the option should work as a negative: if you LOSE a friend then your morale drops. And that might be so too. Something to consider.

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PostPosted: Thu Sep 30, 2010 9:48 pm 
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Bill,

Nice explanation on the reasoning and practicalities of the moral engine. I agree with what you say and believe it is extremely difficult to model moral, so many factors to consider and each possibility having varying degrees of effect.
Personally I do not like Rout Limiting ON. I feel the routing effect/domino effect was not uncommon, eg The spanish at Talevera, Cumberland Hussars, D'Erlon's Divisions first attack and the Prussians attack on Plancenoit at Waterloo are well known examples.
It very much depends on your positioning of both troops to ground and command radiuses. The gaps and depth in a deployment as many have pointed out is also key. Commanders rallying the troops soon after they rout is not hard and if you have depth, the gap is easily plugged and can allow some limited counter thrusts also, depending on where and what you have in depth/reserve of course.
It really is down to how well you know how the engine works and your ability to use command and deploy effectively. Again the diffference in someone wanting to play a 'historical and unpredictable' clash as opposed to a predictable chess with soldiers is often the issue. Most of my battles I have had to deal with multiple routs at some stage, do not get disheartened, it is not the end of the battle if you have well positioned reserves!
I like the inclusion of Flank Support and combined with Rout Limiting OFF I think is a good compromise.


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PostPosted: Sat Oct 02, 2010 12:34 am 
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I guess last two posts summarize the discussion.
I am struck by the number of posters who believe that Rout limiting disabled is unhistorical. :roll:

This is just so much like a human nature - run when everyone else runs - and Napoleonic era soldiers were not an exception. The examples are just countless...

At the end of the day Rout limiting DISABLED is something of the little we have in HPS, which makes battles unpredictable, fluid fast moving and outside of players control – something Clausewitz spoke about so much - - a chaos of War!

As mentioned earlier -- at the end of the day some people prefer chess.
Thats why we have it as an Optional rule.

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Leib-Guard Preobrazhensky Regiment (Grenadier Drum)
1st Brigade
Guard Infantry Division
5th Guard Corps


(I don't play with with ZOC kills and Rout limiting ON)


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