|
<b> Which is why I agree with Ken on the stacking issue but do not agree on changing the values for fire. Then we get back to the old problem of too many losses. </b>
That is exactly the results I had when I initially increased infantry and artillery firepower. A solution that seemed to solve the problem was to decrease morale. I did an across the board decrease in morale of two levels.
Currently I am doing a test of the Eckmuhl scenario "The Archduke Fights". After 11 turns, or almost 3 hours of steady fighting, the French have lost 3642 infantry of a total strength of 31,094. The Austrians have lost 3625 infantry of a total strength of 28,373. So in 3 hours, the losses have been about 11-12 percent.
The losses are less than what would be expected with the increased firepower due to a forced need to use different tactics. I am not moving into one hex range of infantry in line unless I have a definite advantage or willingness to accept the casualties. I also don't leave infantry stationary in front of artillery. I increased the average bombardment value of artillery at effective range from 2 to 3. That isn't an extreme increase but does make a difference. The greatest increase of artillery is within case/cannister range. In the mod, a 6lb battery puts out the equivalent firepower of a 600 man infantry battalion at one hex range. A 12 lb battery puts out the equivalent firepower of a 900 man infantry battalion. Usually you won't see artillery firing a cannister range except when defending (or aggressively using horse artillery). And because it is using defensive fire, it fires at half firepower. Off the top of my head, I would say an artillery battalion has a 20-40 percent chance of causing a disorder result on a charging infantry battalion. If it achieves disorder, the artillery will probably survive an infantry attack remembering the increase in artillery melee value. It isn't guaranteed but an infantry attack against artillery is more risky.
Now back to morale, the decreased morale ensures more disordered results when hit by defensive fire. A disordered result means practical failure of most attacks whether against infantry or artillery and often produces the need to retreat the unit till it recovers. And the mod produces far, far more disordered results than routs. With proper management of leaders, recovery from disorder doesn't take long.
The same is actually true with routs. I do not use the optional "rout limiting" rule. So from time to time, a complete brigade attacking or defending will take that crucial first rout and the entire formation heads for the rear. Knowing how to rally is very important. Usually it takes 3-4 turns for a brigade to recover when it completely routs. Of course, during that time frame, there is a big hole which needs to be filled or exploited.
It is hard to describe in words. But if someone plays a couple of scenarios with an open mind and thinks about the tactics being used...line, extended line, column, skirmishers, etc, the mod produces a very different and I think, more realistic tactical game.
|