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PostPosted: Thu Oct 19, 2023 10:57 am 
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Gentlemen,
surely some have played games with the OR "Movement Threat Disorder", now I would like to hear what you think about it.
My problem with it, and the reason why I still don't use and suggest it, is that neither terrain(hex & hexsides) nor visibility seem to matter.
So units that I can't see threat me, and units that can't reach(by movement or projectiles) me threat me too despite not being able to harm me in any way.
I like the idea but the way it seems to work is pretty unrealistic, or not?

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PostPosted: Thu Oct 19, 2023 11:16 am 
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The 4.07 update did fix one problem with the rule: when you tried to move away from the enemy you could Disorder. The update removes that. So a step in the right direction.

I do not use the rule. We have enough confusion in the series with units routing through or near each other causing Disorder or "Good ole Bill makes a mistake with the mouse" :frenchlol:

I am sure that my mice are French mice. :sly: Tricky little guys always like to mess around with my Allied moves. Maybe Cossack mice!

:frenchlol1:

Anyway, I think that the Threat Disorder embedded code works fine. You try and change formation in a Threat Zone and you run the risk of Disordering or (GASP) Routing. I dislike that part of the embedded code but it goes clear back to Talonsoft days of the Battleground titles. I wish the Routing feature was removed.

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3. Husaren-Regiment, Reserve-Kavallerie, Preußischen Armee-Korps

Honarary CO of Garde-Ulanen Regiment, Garde-Grenadier Kavallerie

NWC Founding Member

For Club Games: I prefer the Single Phase mode of play. I prefer to play with the following options OFF:

MDF, VP4LC, NRO, MTD, CMR, PR, MIM, NDM, OMR (ver 4.07)


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PostPosted: Thu Oct 19, 2023 12:34 pm 
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Thanks Bill, that is indeed another good improvement.
And this rule goes back to Talonsoft days?
Wonder if we ever get the counter charge feature that is mentioned every so often.

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PostPosted: Thu Oct 19, 2023 2:38 pm 
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Well the Threat Disorder is nothing new and with it the possibility of routing or disordering if you try and change formation. What is new is the movement threat disorder that being that when you move into or through a Threat Zone your units might Disorder or rout.

Not sure on the counter charge rule. You'd have to ask Rich H. about that. Its probably "backburner" material for now. Add squaring during the Defense Phase too along with "Auto Squaring" by the AI into that pile.

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3. Husaren-Regiment, Reserve-Kavallerie, Preußischen Armee-Korps

Honarary CO of Garde-Ulanen Regiment, Garde-Grenadier Kavallerie

NWC Founding Member

For Club Games: I prefer the Single Phase mode of play. I prefer to play with the following options OFF:

MDF, VP4LC, NRO, MTD, CMR, PR, MIM, NDM, OMR (ver 4.07)


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PostPosted: Sat Oct 21, 2023 9:19 pm 
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Movement threat disorder is one of my least favourite optional rules.

As already said, there's more than enough opportunity for units to rout and disorder without adding another. It also seems to apply in situations where it shouldn't.

Further it's a one size doesn't fit all situation.

Consider the following example.

A four battalion brigade is advancing across open ground toward one battery. The current rule affects every battalion equally. Obviously though the battery can only fire at one battalion at a time. The battalion being fired at might struggle to advance, but the others are not actually advancing under fire.

In this example, there's no disadvantage for the battery firing against overwhelming odds. They fight and die to the last man with no potential threat disorder to themselves.

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PostPosted: Sat Oct 21, 2023 10:14 pm 
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Good point. Any good battery commander would limber up and move away.

May I note that the new rule has not come without some issues if its not ON. There is a lingering code is that will not allow leaders to move up to units on the front lines. The ACW series actually had that particular item added in on purpose. Its much harder on that series than this one as we have a lot of spare skirmishers or squadrons to escort the unit to the front. In the ACW series there is not a lot of spare units like that. Its not something that can be removed either without possible harm to the game. I am hoping that eventually it is removed.

All I can say is that in Junior College I started out as a CompSci major but after taking BASIC programming I bowed out gracefully. I have a lot of respect for programmers. I worked with programmers and analysts at the companies I was with from '83 to '04. Sharp people. Thousands of lines of code in the programs they built. Amazing that we didn't have issues .... critical systems for the nation's defense they were working on.

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3. Husaren-Regiment, Reserve-Kavallerie, Preußischen Armee-Korps

Honarary CO of Garde-Ulanen Regiment, Garde-Grenadier Kavallerie

NWC Founding Member

For Club Games: I prefer the Single Phase mode of play. I prefer to play with the following options OFF:

MDF, VP4LC, NRO, MTD, CMR, PR, MIM, NDM, OMR (ver 4.07)


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PostPosted: Sun Oct 22, 2023 4:05 am 
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Bill Peters wrote:
May I note that the new rule has not come without some issues if its not ON. There is a lingering code is that will not allow leaders to move up to units on the front lines.

Do you mean:
"Note: Leaders can not be moved within 4 hexes of enemy units within LOS unless stacked with friendly units or if friendly units are closer to the enemy units."
It does seem to matter if the MTD is ON or not. And its seems as long as the own units are closer you can still bring leaders forward, like a DC moving up to a brigade in contact with the enemy.

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PostPosted: Mon Oct 23, 2023 2:16 pm 
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So, controversially I quite like the rule. I like the increased level of uncertainty the rule brings and it feeds my penchant for making things difficult. We can't accurately recreate the challenges that commanders of the period faced, just not possible as we gave a god view of the battles we play, so anything that messes with our well laid plans oddly cheers me up.

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PostPosted: Mon Oct 23, 2023 7:58 pm 
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Christian Hecht wrote:
Bill Peters wrote:
May I note that the new rule has not come without some issues if its not ON. There is a lingering code is that will not allow leaders to move up to units on the front lines.

Do you mean:
"Note: Leaders can not be moved within 4 hexes of enemy units within LOS unless stacked with friendly units or if friendly units are closer to the enemy units."
It does seem to matter if the MTD is ON or not. And its seems as long as the own units are closer you can still bring leaders forward, like a DC moving up to a brigade in contact with the enemy.


Actually there is a code bug that is still in force if the rule is OFF. I have yet to figure out how it works, when or when it will not come into force. I just know that its best to just have the leader move to the front with a unit such as a skirmisher or escort cav unit. Call them "stepping stones" or whatever, that is what I do.

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3. Husaren-Regiment, Reserve-Kavallerie, Preußischen Armee-Korps

Honarary CO of Garde-Ulanen Regiment, Garde-Grenadier Kavallerie

NWC Founding Member

For Club Games: I prefer the Single Phase mode of play. I prefer to play with the following options OFF:

MDF, VP4LC, NRO, MTD, CMR, PR, MIM, NDM, OMR (ver 4.07)


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PostPosted: Tue Oct 24, 2023 9:42 am 
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Mike Davies wrote:
So, controversially I quite like the rule. I like the increased level of uncertainty the rule brings and it feeds my penchant for making things difficult. We can't accurately recreate the challenges that commanders of the period faced, just not possible as we gave a god view of the battles we play, so anything that messes with our well laid plans oddly cheers me up.


+1 to the above.

I am very much in favour of this rule. Although it may not fit SOME situations, in the big picture, it introduces an element of "fear and hesitation" when approaching the enemy, mirroring reality. This makes the game less linear, and no commander should be guaranteed that troops will execute his well-planned aggressive maneuver. Battalions were composed of human beings, each with their own will to survive, and personal agendas further complicated by the necessity to work together as a team, essentially functioning as one body, all while enduring tremendous stress.

Even smaller shortcomings of the rule can be debated:

1. The argument that units I can't see threaten me - can be explained by the surprising effect. Breaking it down step by step in sequence:
- In the game reality: your units will approach the hex and then become disordered without seeing the enemy. The impact: there is a disordered friendly, and with the player immediately knowing there is an enemy force behind that ridge.
- In historical reality: the units would approach the ridge, be surprised by a sudden and unexpected enemy appearance, become disordered, and likely pull back a bit in hesitation to aboid being fired. The impact is exactly the same as above: you get a disordered friendly unit, you know there is an enemy behind the ridge, and you probably do not have much intelligence on them. The info about what exactly happened may not reach army level HQ at all. So it does not matter what exactly happened - bottom line your unit got stumbled over somthing and its now disordred. Some chaos of war element. It's pretty realistic to me.


2. A four-battalion brigade is advancing across open ground toward one battery. The current rule affects every battalion equally argument - it is extremely likely that AI defensive fire will open fire on multiple battalions. Also, the considerations of the men in the battalion, not being targeted, should not be dismissed. Seeing their comrades being torn apart by cannonballs is likely to trigger some risk assessment, causing hesitation, slowing down, morale failure, and ultimately a disordered formation. It's completely natural for people to feel panicked or scared when they encounter a shark, even if the shark isn't actually attacking them.

Overall, to me, the Threat Rule works as it should in the overwhelming majority of situations where the enemy is clearly visible, and the threat is real. I don't see enough statistical grounds to turn it off just because presumably it doesn't cover 100% of the situations. The 80/20 rule is good enough wtith the other 20 are also not black and white but rather grey.

What’s certainly not realistic to me, is when you get skirmish companies wandering around in front of a major cavalry force running around from cover to cover like on a parade ground. With Threat or ON, you would think three times before doing this.



Furthermore, I woold say WDS could be considering to enhance melee calculations with threat value.

Currently, the whole crowd within the attacking stack is being treated as if every single soldier within the stack ends up using his weapon driving enemy losses. So we end up with the logic that the larger the stack, the better. And we end up with a problem of entire brigades going into melee to maximize the odds (not realistic) and to maximise defenders losses.

In fact, there should be capping to infantry vs infantry melee losses regardless of how many soldiers are in the attacking hex as only the first row of troops had a consistent opportunity to use thier weapons. At least it should not be a linear correlation between the number of troops in the stack and the losses they cause.

As of now the engine treats melee using two formulas:
1. one for the purpose of casualties and
2. another one for win/loss outcome (the logic is unknown to the public but generally you need 2 to 1 advantage to win a melee).

Threat value should be one of the key drivers for win/loss consideration. And the threat value may come from all other enemy hexes, not just from the hex of the attacking stack. Seeing large enemy force approaching you should be impacting flee-or-fight assessment. Even though rationally thinking it is clear that enemy soldiers of the third row and further to the back, will not be using their weapons on you. So, in such environment it then makes sense to concentrate your cavalry, like commanders did historically and to maximise threat value. As of know there is no value in replicating massive cavalry charges of thousands of cavalrymen. Entire Cavalry corps can be stopped for good by a couple of 100men squares. The tiny squares have no fear or corncern of the massive cavalry body in front of them. They just care whats happening within the melee they fight, regadless of the wider context.

It's like entering into a one-on-one street fight outside of the pub and suddenly realizing that your opponent's mates are emerging from the pub to join in. Naturally, you would extrapolate the situation beyond the one-on-one fight and take into account the broader context. Situational awareness is key, gentlemen! The threat value is up :frenchcharge: and its time to pull back :frenchshock:

Brainstorming on this - the melee calculation, blended with threat value could looks like (again using two formulas like as it):
1. casualties’ calculation can be adjusted via capping/non-linear correlation.
2. While the second win/loss formula could be adjusted via threat value from both sides, with the threat value coming from all enemy hexes, to replicate the situational awareness.

So to me, threat value is a huge step into more realistic simulation and there is a huge potential to leverage on this further.

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PostPosted: Sun Dec 31, 2023 1:02 pm 
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The Movement Threat Disorder feature was added primarily for the following reason - to prevent infantry, including low quality militia, from advancing right into contact with good order enemy cavalry that are facing directly towards them with complete impunity.

If any player thinks that infantry - especially militia in line formation - should be able to advance into contact with cavalry with impunity then please feel free to play with this optional rule switched OFF.

When the feature was introduced, it was done in such a way that infantry and guns could also cause advancing enemy units to disorder. This seems logical (so was kept after being play-tested), but was not my original reason for adding this feature.

Recently, the Movement Threat Disorder feature has been toned down to make it less likely that advancing units will disorder or even rout. This was because it was proving too powerful and causing a lot of units to disrupt.

However, I would strongly recommend that players give this feature another chance. Yes, it does make it harder to frontally assault good order troops, but this is more realistic. But, more importantly, the feature makes it much more difficult for infantry in line formation to advance into contact with enemy cavalry with impunity.

Richard White
Scenario Designer for Bonaparte's Peninsular War, Wellington's Peninsular War, Renaissance and The Thirty Years War.


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PostPosted: Sun Dec 31, 2023 4:38 pm 
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Are there any changes or adjustments planed for this OR?

I still think that taking pure range is a problem, everyone can imaging that infantry crossing a river feels save now from enemies on the other side, still the current rule would simply apply threat to them if in range.
Of course in the simple situation of an attacker advancing onto a defensive line this will mostly not matter, but other situations might play out strange if units are affected despite being rather save from the threat.

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PostPosted: Wed Jan 10, 2024 12:44 pm 
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Richard wrote:
The Movement Threat Disorder feature was added primarily for the following reason - to prevent infantry, including low quality militia, from advancing right into contact with good order enemy cavalry that are facing directly towards them with complete impunity.

If any player thinks that infantry - especially militia in line formation - should be able to advance into contact with cavalry with impunity then please feel free to play with this optional rule switched OFF.

When the feature was introduced, it was done in such a way that infantry and guns could also cause advancing enemy units to disorder. This seems logical (so was kept after being play-tested), but was not my original reason for adding this feature.

Recently, the Movement Threat Disorder feature has been toned down to make it less likely that advancing units will disorder or even rout. This was because it was proving too powerful and causing a lot of units to disrupt.

However, I would strongly recommend that players give this feature another chance. Yes, it does make it harder to frontally assault good order troops, but this is more realistic. But, more importantly, the feature makes it much more difficult for infantry in line formation to advance into contact with enemy cavalry with impunity.

Richard White
Scenario Designer for Bonaparte's Peninsular War, Wellington's Peninsular War, Renaissance and The Thirty Years War.


I just saw your response today. I turn the rule OFF not only because its still causing unhistorical chaos in the games but because of other reasons. And militia in Line formation should be affected by the Line Movement Disorder rule anyway, right? Turn that one ON and that militia battalion stays put or could disorder. If you guys are using this MTD rule then certainly you are using the LMD rule too. Correct?

So no, I won't be giving the rule another go. Even with the toned down features I do not like to see units that have no LOS to my units project a Threat Zone on mine and cause them to run for the rear. And even with that in place, the adjustment of a facing or simple movement one hex forward to give a leader a stepping stone to the front line should not be penalized.

Am hoping that this rule is never removed as optional and used for the default form of play. I know that at that point I would move on from playing it or just drop back to an older version of the game.

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3. Husaren-Regiment, Reserve-Kavallerie, Preußischen Armee-Korps

Honarary CO of Garde-Ulanen Regiment, Garde-Grenadier Kavallerie

NWC Founding Member

For Club Games: I prefer the Single Phase mode of play. I prefer to play with the following options OFF:

MDF, VP4LC, NRO, MTD, CMR, PR, MIM, NDM, OMR (ver 4.07)


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