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PostPosted: Sat Nov 03, 2018 5:15 pm 
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Posts: 174
Considering using generic strength than I'd suggest setting the units to 2400 men. That way they lose twice as many to begin with and realistically when degenerated in half would receive half as much casualties from fire. After proofing the equation firepower 4 muskets are good. A weather fire mod of 67% is perfect. It allows similar strength units 10% losses for the first turn of closed range full attack. The density mod is a key feature of combat simulation and should never be scripted out. Great thing about much higher strength units is that fatigue actually would start to work. Fatigue is way to high to record combat fatigue sustained over several turns of brutal volley fire. Higher strength would assist the units against disorder/rout for low to moderate casualty damage as well.

Followup to criticism of the 'one attacker per adjacent hex in melee' house rule is that it allows for a frontage consideration of who may actually advance to close combat with the attacked hex. If there is only one lane or hex to advance from than realistically there should be half as much potential of getting combatants there than a defender open to two hexes of attack. If the units are in echelon than that is covered by using MIM and allowing the echeloned unit attacking from the same hex to followup the advance on the defender should the first echelon fail to break in. Each lane of assault is a 60° sector triangulating equilaterally on approach. The attacked position allows only a single formation larger than an infantry peloton to realistically line up, advance, return fire and engage by wedging into that sector of the enemy formation during a single action.

My classic problem with the rule was never with infantry which is obviously more realistic and better in game theory but, cavalry versus cavalry melee. To make multiple melees against the defending cavalry the problem with high melee casualties only gets compounded. Perhaps mean defender casualties could be increased towards 0.1/attacker (in parity with the defense average) through a weather melee mod of up to +67%. Melee terrain modifier could also be switched off representing both units being in close quarters without disimilar terrain obstruction. So, at least there is more regulation of casualties even if they are a flawed high amount. This would also increase the vulnerability of disorganized units at the frontlines. Though I'm more inclined to increase melee defense>attack just to further spoil that ahistorical game exploitation out of spite. I think it is a great rule that is easy to implement but, a couple kinks that need further solution without over complication.

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Lieutenant Geoff McCarty
45ème Régiment d’Infanterie de Ligne,
2éme Brigade,
2ème Division,
1er Corps d'Armée,
La Grande Armée


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PostPosted: Sat Nov 24, 2018 6:54 am 
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Joined: Mon Oct 29, 2018 5:59 pm
Posts: 15
Location: Netherlands
Gentlemen,

I've added a Waterloo scenario: basically a corrected version of "The Ridge", with Van Bijlandt's brigade, the Grand Battery and Lobau's corps deployed in their proper positions (to name the most notable changes). You can check it out here.

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1e Luitenant Hans Boersma (Rtd.)
Former Commandant 1e Brigade
2e Nederlandsche Divisie
I Corps
Anglo-Allied Army
(2001-2004)

Wargaming the Waterloo Campaign


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PostPosted: Sat Nov 24, 2018 1:07 pm 
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Joined: Fri Dec 06, 2013 10:55 am
Posts: 949
Location: Bouches-de-l’Elbe
Very good, the community will surely appreciate it that someone finally corrects the scenarios. :frenchvive: :frenchvive: :frenchvive:

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Chef de Bataillon Christian Hecht, Corps Commander
La Grande Armée - 3éme Corps d'Armée
"Vive la révolution, vive la france and vive L’Empereur!"


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PostPosted: Sat Nov 24, 2018 4:58 pm 
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Joined: Mon Oct 29, 2018 5:59 pm
Posts: 15
Location: Netherlands
Thanks Christian!

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1e Luitenant Hans Boersma (Rtd.)
Former Commandant 1e Brigade
2e Nederlandsche Divisie
I Corps
Anglo-Allied Army
(2001-2004)

Wargaming the Waterloo Campaign


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