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PostPosted: Wed Oct 09, 2019 9:41 am 
I second the list posted by Joe Meyer:

(1). Would like to see the ability to make squadron or troop detachments from a cavalry regiment to more realistically reflect scouting activities, and then re-attach the same to the parent unit.

This would make cavalry scouting activities more versatile.

(2). Would like to see the installation of double-time march fatigue.

I have wanted this feature for some time and being a programmer I believe this could be placed under the Command heading in the menu at the top. When selected it would simply call a different movement table for the values and have a fatigue factor attached to those movement values such as night movement fatigue currently does. The programming would be very similar.

(3). Would like to see installation of Column-of-Companies formation for infantry.

(4). Would like to see a greater amount of casualties inflicted by line infantry upon mounted cavalry.

Would someone please give me two examples of successful cavalry charges in the civil war that crushed infantry units in the line and routed an entire flank. This happens all the time in these games and is totally unrealistic and has no historical reference. Oh and I am not talking about the occasional infantry battalion that retreated at the sight of cavalry on horseback. Players are doing what players do, use the tools at hand to make up for other deficiencies. I would like to see an overhaul of the cavalry rules in general.


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PostPosted: Wed Oct 09, 2019 12:07 pm 
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Larry Mills wrote:
Would someone please give me two examples of successful cavalry charges in the civil war that crushed infantry units in the line and routed an entire flank. This happens all the time in these games and is totally unrealistic and has no historical reference. Oh and I am not talking about the occasional infantry battalion that retreated at the sight of cavalry on horseback. Players are doing what players do, use the tools at hand to make up for other deficiencies. I would like to see an overhaul of the cavalry rules in general.


Hi,

Don't necessarily disagree, but you asked. I agree changes should and could be made, but I shouted myself hoarse many years ago.

https://en.wikipedia.org/wiki/Third_Bat ... Winchester

https://en.wikipedia.org/wiki/Battle_of_Cedar_Creek

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Forrest's Cavalry Corps
AoWest/CSA


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PostPosted: Thu Oct 10, 2019 11:48 am 
mihalik You are absolutely correct and I expected someone to bring up those two examples. Was this standard procedure for use of cavalry in the Civil War, no, but they happened and were good tactics for that situation. My point is, and I think Joe is in agreement, the tactic is overused in the games. But again it always depends upon players priorities, historical realism or the ability to use what is at hand to win no matter its historical accuracy. I would like to see its effectiveness reduced so that I don't have to use house rules all the time. Many would disagree, but hey its a wish list! Santa seems to ignore mine anyway :D

Good points sir the historian in you is showing!


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PostPosted: Thu Oct 10, 2019 5:36 pm 
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I think historically in most major battles the cavalry cancelled each other out. I'm thinking of Stuart's attempt to outflank the Union left at Gettysburg being stymied by Custer. The main problem I see in the game is that the very limited communications during these battles is hardly reflected at all. One of my pet peeves is that cavalry escorts who historically accompanied leaders and are free to wander anywhere they want in the game without reference to their assignment.

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PostPosted: Sun Oct 20, 2019 12:28 pm 
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There never seems to be a reason to place a commanding officer above a brigade command level in the "front line". Often I see, and use, brigade commanders for the additional 10% bonus they give to either attackers or defenders but otherwise they are the only ones I ever even catch a glimpse of through the fog of war. Players never waste ammo by firing at lone commanders when other, more dangerous, targets are closer shooting at them. This makes any leader casualty about a brigade level very rare or accidental (i.e. failing to move a leader near some trees where the enemy had a unit hidden).

In numerous battles division, corps, or even army commanders picked up battle flags and led from the front with great effect. Lee was only halted by the men around him from leading a charge in the Wilderness and Albert Johnston was shot and mortally wounded leading from the front. But what if there was a way to up the motivational effect of a leader beyond the 10% for brigade? Something like 20% for divisional level, 30% for corps, and a crazy 40% bonus for army. No player would place a Lee or Grant in the front line except in a last ditch, must-win, go for broke moment of truth. But any unit being led into a battle by a Cleburne, a Reynolds, or an AP Hill must have been driven to greater lengths of exertion knowing that their upper echelon commander was there personally leading them. And what a huge morale boost for the opponent as well if they are lucky enough to make a casualty out of one of the leading generals on the other side.

A percentage modifier increase greater than 10% above the brigade level then might prompt desperate players to make desperate choices at key moments to attempt a much needed victory even at the cost of a very huge loss to the army. But the idea that McClellan, leading from the front atop Daniel Webster, sword in hand and screaming for his men to rally and charge the enemy would only give the same 10% boost as Col. Anonymous seems a bit off.

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PostPosted: Sun Oct 20, 2019 1:38 pm 
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Sounds nice, instead of a bonus depending on the CO position of the leader the bonus could depend on the commanders ratings, that way replacements leader will be not much help. Of course this bonus should have its limits, I doubt that even Lee could double the combat power of a unit.

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