NY Cavalry wrote:
Players like me really like the historical aspect of the game, yet I understand its not perfect and there will be tactics employed because the game allows it. No one wants to get beat up from canister fire. More than anything they need to change their tactics. Do not attack artillery head on. When I have cleared the infantry line and am left with a gun line I stop. If I cannot get to the guns I will move to the flanks or withdraw.
Exactly!!!
As for the other suggestions, I have no problem with the following:
#1 - Extending the range of fire for infantry units to 200 yards. However, the % hit rate at that range should not be as high as it is at closer ranges.
#2 - Increase the casualty rate very slightly for gunners under fire. I would also increase the fatigue/morale malus much higher to simulate the stress gunners had when under fire which would really force them to be withdrawn OR if a decision is made leave them in place, would significantly decrease their ROF.
#3 - I agree there should be no front-line supply for guns or any other units. Not sure how to model this in-game except for a "house rules" agreement. Would it be possible to change the supply unit to a fighting unit with a ZERO fighting value? That would allow it to be targeted and even captured. If it is targeted, the re-supply points could be destroyed. NOW that I say this though, I am positive some gamey player will move supply wagons to the front-line to draw fire from other units.
#4 - Skirmish and column charge should be eliminated.
#5 - I have no problem with adding more sharpshooter units, however the range should be decreased a bit along with the ROF. I would also like to see a greater morale/fatigue hit on Sharpshooter units to counter-act their higher ROF and longer range.
And my other recommendations from below...
#6 - Tweak the speeds at which different formations can move. Columns more entirely too fast in open field. Units in column do and should continue to get a speed bonus on roads and that should remain the highest speed means of travel. However they should have their speed decreased and fatigue increased in cross country movement. As it stands now, players do not use the road network at all because it is just as fast to move brigades cross-country with minimal fatigue hit.
#7 - Increase the casualty, fatigue and morale malus on troops in column formation. As it stands now, columns can continue to charge despite being hit with 2-3-4 canister shots. In reality, after that 2nd shot, there is no way those troops continue to run up to a battery of guns.
#8 - Increase the fatigue and morale malus for charging units all together. As is stands now, the game speed is a bit off as players continue to charge the same unit one time after the another with minimal impact on the units morale and especially the fatigue. Charging is and should remain an important part of the game. However, regiments now can simply charge one-after-another without any penalty such as a morale and fatigue hit. Plus, units re-form to line way too quickly after a charge.
#9 - Add a delay in changing formations by slowing down the speed in which the formation deploys. As it stands now, units move entirely too fast into and out of column/line formation. Slow that down because it is impacting games. What happens is that units are deployed very quickly - sometimes sprinted up to 150 yards of the enemy and switch into line without any negative hits. As a result battle lines can be deployed WAY TOO fast. By slowing down the deployment rate, battles will evolve more naturally, with units moved up and deployed into line much further away and marched up in that formation. Plus, it stops game column charging because if you increase the fatigue/morale/casualty rates, these deployments will need to take place much further away from the battle lines unless the commander is willing to risk the hits.