Road Marching

Let's talk about Gettysburg! Put your questions and comments here.
KG_Soldier
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Re: Road Marching

Post by KG_Soldier »

Garnier wrote:
Troops don't move slower when fatigued
Yes they do.

Willard wrote:
I am not sure where Saddletank's counterintuitive analysis that "road marching was not necessarily quicker." One of the reasons that battles took place in certain geographic areas had to do with the existence of a road and/or rail network to supply advancing/defending armies.
I believe what Saddletank said was that roads have strategic value for moving large formations of troops long distances but when the battle is joined they become tactically insignificant. That is a true statement. Once the battle was joined at Gettysburg, the roads lost their value. The Union 1st corps moved cross country to reach Seminary Ridge. There was no battle for possession of the Emittsburg Road.

But this discussion, though interesting, is really much ado about nothing. Since the speed and fatigue can be adjusted to suit anyone's taste, taking Norb & Co. to task for picking the 'wrong' numbers is pointless. Change them to the values you feel are correct.
"I don't know whether you are missing the point but road marching wasn't necessarily quicker but it was logical because it was easy to describe "take the Hagerstown road" and you know that if you needed to find that formation, to send it new orders, say, you just rode along that road until you bumped into the troops because you knew they'd be somewhere along it. Formations could easily "follow this road to Mummasburg" rather than be told to strike out across country to Mummasburg and hope they bumped into it."

I believe that's the part of Digby's post Willard took issue with.

And I certainly wasn't "taking Norb & Co. to task for picking the 'wrong' numbers." I'm not sure how you came to that conclusion.
Marching Thru Georgia
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Re: Road Marching

Post by Marching Thru Georgia »

KG_Soldier wrote:
And I certainly wasn't "taking Norb & Co. to task for picking the 'wrong' numbers." I'm not sure how you came to that conclusion.
From your 1st post.
I sure wish NSD would address this in the next patch, or at least on future maps.
I can make this march and I will make Georgia howl.
KG_Soldier
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Re: Road Marching

Post by KG_Soldier »

KG_Soldier wrote:
And I certainly wasn't "taking Norb & Co. to task for picking the 'wrong' numbers." I'm not sure how you came to that conclusion.
From your 1st post.
I sure wish NSD would address this in the next patch, or at least on future maps.
"take somebody to task:

to scold or reprimand someone. The teacher took John to task for his bad behavior. I lost a big contract, and the boss took me to task in front of everyone."

http://idioms.thefreedictionary.com/take+to+task

Wishing for something isn't quite scolding or reprimanding.
Last edited by KG_Soldier on Tue Jul 10, 2012 8:45 pm, edited 1 time in total.
Reason: spelling
Saddletank
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Re: Road Marching

Post by Saddletank »

What I said is true - roads are NOT used for moving faster. And moving across country will tire and disorganise troops more.
HITS & Couriers - a different and realistic way to play SoW MP.
KG_Soldier
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Re: Road Marching

Post by KG_Soldier »

What I said is true - roads are NOT used for moving faster. And moving across country will tire and disorganise troops more.
Almost very funny. Roads were only used so that armies wouldn't get lost? Not because they are the fastest and easiest way for an army to get from point a to point b?

Roads were used by armies not because they were the fastest way to get the army from point a to point b, but because it was easier to give an order to move by road than to give an order to move cross country?

Roads were used not because they are the fastest and easiest way to get an army from point a to point b, but because it would be easier to find them to give new orders if needed?

Come on Digby, really?

"I don't know whether you are missing the point but road marching wasn't necessarily quicker but it was logical because it was easy to describe "take the Hagerstown road" and you know that if you needed to find that formation, to send it new orders, say, you just rode along that road until you bumped into the troops because you knew they'd be somewhere along it. Formations could easily "follow this road to Mummasburg" rather than be told to strike out across country to Mummasburg and hope they bumped into it."
Last edited by KG_Soldier on Tue Jul 10, 2012 10:04 pm, edited 1 time in total.
Reason: laughing too hard to spell check
Willard
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Re: Road Marching

Post by Willard »

I believe what Saddletank said was that roads have strategic value for moving large formations of troops long distances but when the battle is joined they become tactically insignificant. That is a true statement. Once the battle was joined at Gettysburg, the roads lost their value. The Union 1st corps moved cross country to reach Seminary Ridge. There was no battle for possession of the Emittsburg Road.

But this discussion, though interesting, is really much ado about nothing. Since the speed and fatigue can be adjusted to suit anyone's taste, taking Norb & Co. to task for picking the 'wrong' numbers is pointless. Change them to the values you feel are correct.
That may be what Saddletank meant, but that isn't what he posted. He posted that:
I don't know whether you are missing the point but road marching wasn't necessarily quicker but it was logical because it was easy to describe "take the Hagerstown road" and you know that if you needed to find that formation, to send it new orders, say, you just rode along that road until you bumped into the troops because you knew they'd be somewhere along it. Formations could easily "follow this road to Mummasburg" rather than be told to strike out across country to Mummasburg and hope they bumped into it.
Units didn't take those roads so they could march around until they bumped into something. They took those roads because they needed to get to Gettysburg as fast as possible. The quickest way to achieve that objective was to march on the established road network to/from Gettysburg. I am sure a unit could have walked in a direct line from a location and marched less miles cross country, but they wouldn't get to Gettysburg faster.

As for the issue of units walking cross country, you are correct the Iron Brigade moved cross country a relatively short distance to get to Seminary Ridge. But that is not the situation I was discussing nor was I claiming in those instances units shouldn't tactically deploy quickly cross country to key locations.

In SP I changed this as I was referring to SP/stock play and the GCM mod which IMO makes much more sense play, because there is no fatigue or speed malus, players rarely use the road network because it is just as fast, for example, to march up and over LRT as it is to take the existing road around it. That simply doesn't make much sense. If a player was taking up a defensive position in LRT, of course it makes sense to go straight up. However if you are heading to points further east towards Emmitsburg/Peach Orchard it should be the faster road movement of using the Wheatfield road vice going over LRT and through DD. On a larger scope with different/larger scale maps, this minimizes the importance of utilzing the road networks as there is no advantage to moving 5 miles on the roads when you can simply move 4 miles cross country just as fast.

I don't think anyone is taking anyone to task at NSD. The fact that we are still here playing SOW on a daily basis and providing suggestions for the continual improvement of the game and game engine is a positive sign. The answer that we can mod "the values you feel are correct" isn't the issue. We know that certain values can be modded but there are still certain things that cannot be modded. The issue isn't that we can/can't mod, the point is that we are raising some additional suggestions for improvement for the stock game.

Although I don't agree with all the changes in GCM, there are some that are improvements over the stock game that many of us would like to see incorporated in future game iterations. I think part of the frustration stems from the fact that MP play is very different than SP play and because the MP community is much smaller, we can feel a bit disenfranchised. That being said, although we all in MP may disagree on how best to fix certain issues, I think in general terms we have all identified issues that still need to be fixed.

There may be limitations on what can/cannot be done with the existing engine and that is certainly understandable. However, as I am assuming the development of future products is ongoing given the release of the screenshots, I would also assume that NSD is seeking feedback in developing the best possible product.

In my particular case, I have posted multiple times on issues impacting artillery. However, we have never really received any explanation on what the future lies in this regard. Many of the fixes may not be possible now with the current game engine, but by discussing future design decisions now it may help in generating ideas for future improved game engine iterations.
Last edited by Willard on Thu Jul 12, 2012 5:11 am, edited 1 time in total.
garyknowz
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Re: Road Marching

Post by garyknowz »

Let’s define our terms here for a moment. By saying it’s “faster to travel by road,” do we literally mean a more rapid quick-step? If so, the increase should be very minor. A soldier should be able to march a short distance over open terrain without sacrificing too much speed. However, wheeled units like artillery and wagons would benefit a bit more by using roads due to the compacted soil. This---increasing road speed---seems to be the agreed upon solution though.

If by saying roads are faster over a distance of half mile or more? Absolutely. A road would be noticeably faster as it avoids obstacles and other terrain features that impede or slow progress, and prevents fatigue from setting which should incrementally slow progress as units fatigue rating increases. Even transversing open ground a long distance is more tiring than marching down a road as terrain tends to be softer (particularly farmland). So that’s where the penalty should lie, imho.

Now there are conflicting reports as to whether fatigue affects speed. If it does, perhaps it’s too slight, and what need to happen is to amplify the effect fatigue has on speed and distribute penalty incrementally as units fatigue status increases. If it still seems ahistorical, either adjust the previous penalties again or increase the speed a unit takes on fatigue over certain terrain types. This seems like the most complete solution, imo. I just fear simply increasing road movement only masks the real issue, and perhaps opens a whole new line of contention about historical inaccuracies.

But then, I really don’t have much say as I haven’t been granted much in the afternoon to gather for GCM community battle (I don’t get home from work until 8pm PST--- damn 1½ hr LA commute). I’d love to do it sometime though. Sounds like a blast. Good luck, gents, on whatever you decide.
Sorry. I suffer from a serious case of typosis. Don't worry, it's not contagious :)
Marching Thru Georgia
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Re: Road Marching

Post by Marching Thru Georgia »

Willard wrote:
In MP play, because there is no fatigue or speed malus, players rarely use the road network because it is just as fast, for example, to march up and over LRT as it is to take the existing road around it.
In that case you should put the penalties back on the maps.
In MP play, because there is no fatigue or speed malus, players rarely use the road network because it is just as fast, for example, to march up and over LRT as it is to take the existing road around it. That simply doesn't make much sense.
You are absolutely correct, that makes no sense at all. But if that is what you observe then that is a GCM problem, not an NSD issue. With the stock maps, if you take the trip you describe, up and over LRT and through DD to the PO the trip will be slower and more tiring than if it was done via the road.
I can make this march and I will make Georgia howl.
Shirkon
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Re: Road Marching

Post by Shirkon »

"I don't know whether you are missing the point but road marching wasn't necessarily quicker but it was logical because it was easy to describe "take the Hagerstown road" and you know that if you needed to find that formation, to send it new orders, say, you just rode along that road until you bumped into the troops because you knew they'd be somewhere along it. Formations could easily "follow this road to Mummasburg" rather than be told to strike out across country to Mummasburg and hope they bumped into it."
How did they even know the road was the Hagerstown Road? Maps were very scarce during the Civil War. It took hourrs for Meade's staff to track down an Adam's County map and as for copies, they were mostly tracings of the major roads given to the Corps Commanders not to Division and below. Sometimes an officer familiar with an area would be available to consult on the local road network, but that was usually limited to the command staff of the army. They didn't have the luzury of having Rand McNalley maps at the corner gas station like we do today. Most ot the tracings had little or no ledgend attached telling which road led to where and often they left off minor farm roads or lanes. using one of those tracing and telling a unit to take the the main road left out of town then taking the second lefthand road could lead a unit onto a farm road leading to a dead end no where near the actual intended destination.

Even maps made from scouting parties were only of general use since they were of limited detail and never showed the entire road net or all the prominent features. Even those features shown never really told how they actually were. Saying an area is "rocky" wouldn't really tell you just how bad Devil's Den is, but that is how it is described on the period Adam's County map.
War is cruelty. There is no use trying to reform it. The crueler it is, the sooner it will be over.

Sherman, December 1863, remark to a Tennessee woman.
KG_Soldier
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Re: Road Marching

Post by KG_Soldier »

Willard wrote:
In MP play, because there is no fatigue or speed malus, players rarely use the road network because it is just as fast, for example, to march up and over LRT as it is to take the existing road around it.
In that case you should put the penalties back on the maps.
In MP play, because there is no fatigue or speed malus, players rarely use the road network because it is just as fast, for example, to march up and over LRT as it is to take the existing road around it. That simply doesn't make much sense.
You are absolutely correct, that makes no sense at all. But if that is what you observe then that is a GCM problem, not an NSD issue. With the stock maps, if you take the trip you describe, up and over LRT and through DD to the PO the trip will be slower and more tiring than if it was done via the road.

I'm not sure what Willard is talking about. GCM maps have faster road speeds and it takes longer to cross fences, though the fatigue penalty for crossing fences is lowered. There are no fences on LRT, but on the GCM Devil's Den map, it's faster to use the roads. Road marching is much more prevalent in GCM games on GCM maps. I started this thread talking about the differences between stock maps (Pipe Creek) and GCM maps concerning road speeds.
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