Bill Peters wrote:
All I can say is that the assumption that a battalion of over 500 men could attack in an area of 100 meters is odd.
- Not sure where were you reading. At no point we said something similar to that. What we did say is that a battalion above 500 men deployed in line CANNOT fit into 100 meters.
Bill Peters wrote:
And splitting the battalions up into two units has issues too. I thought about doing that for the Austrians for Eckmuhl/Wagram and it all came down to the issue of there being a unhistorical usage of the Austrians. That was discussed in our group too as Paco could attest.
- Yes – the issue is in less historical allocation of companies by tactical groups. However, taking into account the 100m by 100m hex this is the only way of representing the tactical aspect
correctly. If you stick to “historical” size of battalions this blows the tactical component out of proportion as you project the different size battalions to the same area of 100 by 100, REGADLESS of their size. We deal with what we have – and what we have is 100 by 100 meter hex.
Bill Peters wrote:
I know where you want to go with this but it has the same issues that were found in the ACW/BG concept that was similar to this. In the end the map didn't offer enough room for the units to get involved in the battle. I tried out the BGG game with the reduced stacking and in the end it just drove me up the wall.
- Certainly did not have this issue in our main testing scenario where 35K strong French force assaults Austrian positions along the 3 km front. Certainly, this battle density will not be problem for Austerlitz where there is a plenty of space. It will get packed and busy at Waterloo and Borodino but this is exactly how it was in reality - so be it.
Bill Peters wrote:
Since I cannot see the PDT file and do not have the time (I am in the middle of moving - my office is barren - my PC goes down tomorrow and I may not be up for a few days) to look over the doc for the charge multiple could someone post what you used. Here was my issue: if you do not use something above 7x for the charge multiplier for cav then they cannot run over infantry like they historically did. I only need to cite the famous charge by Kellerman at Marengo where some 400 dragoons (or whatever it was - my books are all packed away) rode over MANY Austrians battalions.
With only 280 cavalry in a hex attacking say, 800 infantry, they do not have a chance of winning with the present melee calculation in the engine. Even with my 5x multiplier for Austerlitz you end up with less than 1500 as a value and it is not even a 2:1 attack. In the HPS/JTS Nap series or even BG that spells a loss. You cannot attack and win in the series unless you can get 2:1 unless you have mods galore. For instance Old Guard Grenadier a Cheval attacking militia ...
-Spot on. For all the reasons you listed above H&R uses
*9 cavalry modifier. You said it was tedious to look through "historical" discussions of the PDF, hence you missed it but its there.
Bill Peters wrote:
I can also pull out my book on Jena that was translated by Bowden and show you where the French deployment at Auerstedt fits our stacking allowance.
- The original stacking allowance does fit, when the troops are positioned in the rear eshelons and reserves – once they were deployed in battle order they needed A LOT more space. For example cavalry was usually deployed in regimental columns – which can easily fit up to 1000 horsemen into one hex. But once they were ordered to move forward they redeployed into battle order - which is two-rank line - wich cannot fit more than 250-300 cavalrymen. Seems like you skipped this part of the PDF as well.
Bill Peters wrote:
Less losses? Yes. But not historical. Those large battalions were used as SINGLE entities. Not in groups like squadrons where companies were deployed 200 meters or more back from the rest of the parent battalion. Yes, I know that Lines could have a company in Column ready to deliver a quick counterattack but that was a rarity for most of the nations.
- The overwhelming majority of battalions still operate as single units. It is rarely, when they had to be split in half. [Furthermore this is not going to be an issue in 1812 and 1815 at all.] Mostly, “a company” was detached from each one and a new one was “formed”. As I mentioned earlier this was driven by the desire to improve the tactical aspect, which occasionally went at the expense of the less accurate representation of tactical units. It is reasonable to assume that benefits outweigh the inaccuracy of having 5 units in one regiment rather than 4 units. So it’s a matter of priority – and quoting your self from here:
viewtopic.php?f=5&t=11129Bill Peters wrote:
“as we all know (you too) that no one game will ever get it right.”
Bill Peters wrote:
I would prefer to continue my tack of asking John to reduce the casualties in the melee calculations and go with that…. I would prefer to just keep asking John to mod. the engine in this area.
- That would be really nice. But is this the only thing which needs to be fixed? A list might be a bit longer than that…. As you posted last month:
Bill Peters wrote:
“But I spent 11 years getting the engine changed. We need to move on. I want to finish up work on this series and do something else. Maybe you could become the guy that works with him on changing the game but frankly he has tons of work to do as it is. A change here or there is about all we can expect”
viewtopic.php?f=5&t=11129By the reasonable interpretation of the paragraph – we are not going to get much.
Bill Peters wrote:
But for me to go with your version as a default in new titles .. no thanks. I prefer to fix what is wrong if I can. I would love to see a command system that is more accurate. Probably not going to happen.
Exactly. That’s why we try to fix what we can otherwise most of it is “not going to happen”.
Bill Peters wrote:
Maybe I missed the PDT file. Send it to me if you want….Anyway, call it what you want - it just doesn't interest me.
- I guess no point sending the PDT then.