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HANDLING CAVALRY IN SOME FUTURE ENGINE https://wargame.ch/board/cc/viewtopic.php?f=6&t=5983 |
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Author: | 927 [ Fri Aug 19, 2005 10:05 am ] |
Post subject: | HANDLING CAVALRY IN SOME FUTURE ENGINE |
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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