Jim Pfleck wrote:
I think before we get all caught up in debates over which pdt is more historical and accurate etc. more playtesting needs to happen with this mod. To really find out if the pace of play (compared to teh real time of actions) and the losses stack up with history, you need to have a wide variety of people playing your scenarios tons of times. The title is H and R, and the stated goal was to make the outcomes better mimic history, with the largest issue being number of casualties, and I think you need to see if people can "game" your system too.
That’s absolutely right - More playtesting needs to be done. There are only four of us and hence there is only limited testing we can do. That’s why we decided to release it now rather than spent another zillion month trying to achieve perfection.
That’s why we actively seek feedback from others and NWC discussion already proved to be useful. E.g it was noted that artillery effectiveness should not be all the same due to different training standards and human factor. So we corrected this in 1.02.
Jim Pfleck wrote:
I think you need to see if people can "game" your system too.
Yes, this mod might not be everyone’s piece of cake. Some people believe that rout limiting OFF is not historical even in the original game - obviously our vision of history is quite different to theirs and this is mod is not something they will like.
Jim Pfleck wrote:
Other thoughts: My take on losses has always been similar to the melee debate. To me, the numbers work out if it is considered an abstraction (melee representing the close approach and not actually hand to hand combat). In reading about battles in this period, the chaos behind the lines and the number of healthy soldiers helping their fallen comrades was quite high. With this in mind, with the number of troops in a unit representing those under arms at any given time, I am not sure if our losses are that inaccurate.
I personally prefer the actual simulation within the game rather than abstraction within the game justified by pretending that some “casualties” are in fact are not “casualties”. Same goes for melee. But indeed it is a matter of preference and of course no matter what PDT, OOB, SCN settings are used it will never be perfect due to engine limitations.
So it has to be decided what’s more important to simulate and what’s to be left out for abstraction. We felt that representing melee as “melee” is more important than anything else since blitzkrieging is something that NWC members have been bothered about since HPS Napoleonics first came out.
Jim Pfleck wrote:
I know that I have already changed how I play in repsonse to the C ratings in Austerlitz and in a future game I am testing. I am more cautious, place my reserves a little further back, and rely more on my artillery. In the game I am testing, with both sides being mostly C quality for infantry, I am finding myself and my opponents moving slower. The level of uncertainty is much higher than in the past and it is harder to push home an attack. I keep more reserves because more of my defensive line routs etc.
That’s exactly what we tried to achieve and all the factors you mentioned are much more expressed in H&R. The game plays differently and it takes time to adjust.
Jim Pfleck wrote:
With D rated units, I think of my experiences playing the Prussians in Waterloo (which, I know is skewed a bit as a point of comparison here because they are D and E and their opponents are not). With them, I actually play more aggressive because I know that if I do not use weight of numbers and large battalions quickly, they will melt away, which is the opposite of what you guys intend with D ratings. With D ratings, in my experience, it can be like herding cats.
In H&R it becomes rather hard to be too aggressive no matter what units you use as ability to melee undisordered enemy units is reduced drastically. Firepower and combined arms focus are the answers. Once the enemy is disordered the bayonet can be used with success – otherwise the aggressiveness may be very risky.
Jim Pfleck wrote:
To that end, I hope that the H&R team considers revisiting their firepower numbers and then playtests it a ton more. It is my understanding that the melee routine is hardcoded so the losses from that are harder to change, correct.
Yes – we cannot do much about melee losses apart from indirect measures – e.g. reducing the number if melees and reducing the number of participants – exactly what we done and we believe overall is a much more historical approach. And yes we are certainly looking forward to continue improving it based on feedback and data we gather from the testing. But the changes have to be justified both historically and from game perspective also considering the impact on other aspects of the gameplay.
Jim Pfleck wrote:
Finally, I will put my amatuer historian hat on for a minute and ponder the relationship of battlefield losses and strategic outcomes. Many, if not most of the battles in this period were not decisive on the battlefield. Marengo, Austerlitz, Jena-Auersted, Friedland, Kulm, Katzbach, Leipzig and Waterloo, stand as exceptions. So, in this regard, the slow down that Bill's changes (10 minute turns, C ratings) and the H&R team (D ratings) force on players better mimic history. However, I think you guys need to be careful not to remove the dynamism from the game. Exploitation did happen. A whole army wing was wiped out at Dresden. Erlon's Corps was rendered useless in less than half an hour at Waterloo. A whoel army disintegrated at the Katzbach. Human errors by players should still lead to severe disaster as your opponent has the opportunity to exploit the mistake (right Colin?) .
I actually think H&R creates much more opportunities for sudden dramatic changes on the field due to reduced morale and more fragile command and control system. One turn you think you have a very certain defence but in the next 20 minutes it appears that half of your corps is ether routed or disordered. This is largely determined by your own mistakes in deployment and the opponent’s ability to spot the weaknesses and to exploit the situation (right Alexander Zaitsev? ).
It is much more costly in H&R to make a mistake as units and structure is more fragile. On the other hand this does not mean that your force will be virtually annihilated. You may be kicked out of position in disorder with many units routed. But as long as there is a reserve near by the defeated formation can rally and reorganize behind the friendly lines and return back to action.
We are planning to start H&R Austerlitz historical this month and to test the hypothesis to the full extend at the scale of such large battle.
Jim Pfleck wrote:
The main reasons we attack all in when in history they took it slow is not pdt settings, but our eye in the sky and our knowledge of the past. The French attack all in at Waterloo because they know how many Prussians are coming and when. There is no tomorrow. Our dynasty is not in peril at Wagram so we do not take that into account.
Totally agree and we actually mentioned that at the beginning of the H&R document. However on top of that we are convinced that putting some constrains on players via morale, ability to melee control will slow down the pace and make the battle flow more realistic. But yes the final blow is to be delivered only by the introduction of Campaign factor which is not present.
Overall, very relevant points Jim and looking forward for your feedback.