Some observations on recent posts.
Indeed in the Nap games it is common for a unit to have higher casualties and still win the melee. I haven't been able to get a precise explanation, but believe there is actually a 2 step process in the Nap engine -- one which determines casualties and one which determines the melee winner (based on a second calculation of losses that is not displayed). It also appears to me (from observation) that all modifiers are not applied to both calculations. I assume both game engines are essentially the same and don't know why this result is more common in the Nap games (I think it can easily occur 10-15% of the time). I agree that it is reasonable to win with higher casualties, but I do cringe when such a loss results in a zoc kill -- after all those brave defenders were beating off the attackers in greater numbers!
On limiting melees to disrupted units. Again in the Nap games there is a manpower reduction factor if disupted units are included in the melee and I don't know if this is on the list for the ACW games, but I think the idea is also a reasonable house rule in the flavor of the historical battles and it would add to the value of keeping units in command control, making that a more important element of a game.
Lt Gen Bob Breen
Commanding 4th Bde, 2nd Div, VI Corps, AoS
"Where we lead, the Army follows" - VI Corps
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