Garnier wrote:
I think that's how it works but there are several problems. Most importantly, the defender can hold ONE position to win, and this position is impregnable if the defender is smart enough, he just forms a semicircle and it is a mini gettysburg: suicide for the attacker. There need to be an odd number of objectives (3 or more) to force the defender to spread out to hold them, and allowing for back and forth swapping of roles.
There's a factor not to neglect, the artillery: We have manual targeting here.
You can decide where to concentrate fire and a semicircle will just not always do. Arty will be fixed with shrapnel and shell damage and also the firearms will be modded. You send a better regiment against the weaker spot and you'll crack a hole that a semicircle can't always cover.
One thing is as it is now with a regiment shooting 10 minutes against the other and minimal losses implied. Another is when it takes 5 minutes to rout an opponent... there won't always be time to cover that gap in time.
There's also the leadership of generals involved. Many factors that will take time to be finetuned, modded, perfected. Certainly studying the opponent's OOB will tell which regiment is strong or weak so, perhaps even if ahistorical, some randomization would help (but i presume it's about scenario making). This with scenario making is a double edged sword. I think maps and oobs should be validated by the DEV team to make sure they are screened, finetuned properly and then inserted into the game officially or we risk to have 100 different gettysburg games (but it's secondary right now we are still at 1.0).
Second, the points are not a real advantage during the battle. They are not something the players can immediately grasp the importance of, and they do not help the player win except at the very end. I don't feel like I'm losing anything by taking a long time getting ready to attack, whereas if the defender was getting a real advantage like ammunition, I would. The points system is indeed necessary but it isn't enough on its own.
Realistic settings can give a big helping hand here. If you can "remotely" manouver unseen on the enemy the time you take could prove fatal for a camping defender who does not react accordingly. Unfortunately, things being what they are right now, with those settings you can't manouver "remotely" because you couldn't see the spots to move them to from your commander's location. Still, and again about scenario making, perhaps the scoring system is not balanced to prize the attacker properly. I'm sure our community will make this game 100 times better in due time.
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