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PostPosted: Fri Aug 19, 2005 10:05 am 
As some may have noticed, I have taken on a new leaf
where instead of complaining about the existing engine,
I study ways of making the existing engine work in
new and different ways.

But let me take a holiday from this approach for this
thread, so that I can propose a "someday modification"
to the engine.

As we know, generally speaking, cavalry units move
twice as far (or twice as fast) as infantry. Intuitively
speaking, it is understandable that units that can
move TWICE as fast as another unit are less vulnerable
to fire.

Not only is it a little more difficult to target a quickly
moving target, but by the time you have re-loaded, the
targeted cavalry unit may no longer be in your Line of
Sight or in range.

This should mean that in the Auto Defense mode,
for every hex moved, Cavalry units should either
suffer defensive fire 50% less frequently, or fire that
is 50% less powerful. Perhaps the percentage should
be 40% or 30% ... since some would point out
that horses are larger than dismounted men. But
it could also be argued that horses really move MORE
than twice as fast as infantry. But we really aren't ready
for this kind of fine tuning

Please correct me if I'm wrong, but I am not able
to detect either modification to defensive fire for
cavalry.

In OOB designs with which I'm experimenting, I have
tried to at least double the normal number of units/counters
per hex. In other words, if a scenario averages about 3
infantry counters per hex, then I have given the cavalry
six (6) counters per hex. In this way, during auto defensive
fire, disruption of one counter of Cavalry doesn't affect
most of the other cavalry.

It creates a visually realistic effect too! As a wing of
cavalry moves through the battlefield, defensive fire
hits various units and disrupts them as the cavalry
gallops by. The cavalry can either stop and stay with
the disrupted units or, more frequently, it proceeds on
to its assigned destination, leaving a trail of wounded
cavalry behind it (these disrupted units can either hunker
down where they are, or slowly return back to their
lines).

This is usually not possible when there is one or
two counters representing cavalry. Once disrupted,
the whole unit or company is disrupted.

Naturally, any difference in treating cavalry units
would be something in the distant future. However,
perhaps this has already been considered? Does anyone
know whether or not cavalry suffer auto defensive fire to
a different degree than infantry?

Or perhaps the engine even assigns MORE harm to
cavalry, since they are bigger targets?

Regards,

Lieutenant Brooks


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