Good day,
I would like to continuing a discussion that started here:
viewtopic.php?p=104650#p104650regarding a more historical gameplay involving the game mechanics & optional rules.
The games done by me till now were all done in turn gameplay and over time a feeling grew that a very well knew from the Napoleonic series, the feeling that the only hope of success lays in the offensive and to keep up the momentum of the advance as the defense is simply not able to hold because of the game mechanics in turn gameplay, also keeping up the offensive would be necessary because if you were not able to drive the enemy away offensively you surely were also not likely to hold them off when you would switched to a defensive stance.
The main point here seems to be the fact that defensive fire is conducted by the AI at 50% strength, while that makes also just 50% casualties it has a much bigger impact on Moral Checks, see this picture:

So here you see that while above 25 casualties you would have a chance bigger than 50% but below 25 casualties the chances would drop sharper and sharper.
And now imagine you would make lets say 30 casualties but with the 50% defensive fire from turnplay you would do only 15, that means the probability of a Moral Check occurring would have been 54,55% with 30 but only 37,50% with 15 casualties.
I have done some milk maid calculations and ended up with the conclusion that the defensive fire in turnplay might even lead to overall more casualties if triggered 50% of the time:
1. It could under good conditions be triggered multiple times and make more casualties in a turn than a single 100% volley could have done.
2. With the lower probabilities of Moral Checks occurring the fire fights could be more extensive and so result in even more casualties.
So my attempt for now to shift to a more historical gameplay will be that I will drop turn gameplay and switch to "Manual Defensive Fire" optional rule that switches the game to phased gameplay, but I will also use the "Automated Defensive Fire" optional rule for now to keep the workload and pace equal to turn gameplay.
All this in the hope that the defenders will have a bigger chance to hold their ground and force the attacker to commit much more troops to shift the force ratio of attacker: defender on at least the classical 3:1 or an even high ratio that seems to have been often the case in the Civil War.
PS
Another OR I'm thinking about is the "Higher Fatigue Recovery Rates" OR, if the defender has now a better chance to hold off the attacker the attacker might have to rely much more on melee than fire fight but currently the fatigue gained by melee is so high(even higher as described in the manual) that it makes melee only useful if the victory for the attacker is assured be him in bringing a massive overweight in men into the melee so that he simply can't loose.
But this overweight is also not easily achieved and so I consider a higher fatigue recovery as necessary to allow melee attempts even under not so favorable conditions in the hope of achieving some impact on the defenders and enabling the attacker to use is units again after a proper rest.
The normal fatigue recovery rates don't seem to achieve this as a unit that even when having almost no fatigue can jump into the medium fatigue range when loosing a melee and that this fatigue will likely not be reduced enough to enable them to participate in combat again.
_________________
Lieutenant General Christian Hecht
Commander I Corps, Army of the Potomac
"Where to stop? I don't know. At Hell, I expect."