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UI issues & bugs - 6/10/2008 5:00:39 PM   
KenClark

 

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I have had a very frustrating turn as GB in a PBEM game.
First, in my naval phase I port struck the French fleet in Toulon, and we both lost 11 ships. I clicked on "done" before checking out the die rolls (which must have been 1 and 6 since I had Nelson there and we both had about 75 ships), but the combat log just gave the PP results. It didn't give any other results. Land combat is the same, it never tells you the size of teh opposing army, nor what the final corps strengths were.

Of course, also in my naval phase it asked me if I wanted to (land) assault two cities that I was beseiging. That was clever of my troops.

During the diplomacy and/or reinforcement step I wanted to set my battle plans for my two corps to "withdraw" because the French were going to squish them. Since they were "in the city" (i.e. beseigning the cities they were on), I couldn't actually give them the default "withdraw" order that I wanted to, but I could, cleverly, give them the options to "sortie or surrender" if the French broke into the cities (which, of course, I am beseiging). I was able to move them "out" of the city (in the reinforcement phase?) and then give them the default orders, and then was able to move them back "into" the city.

This didn't work. The French attacked my two corps (in two different battles) and one of them picked withdraw while the other picked escalated assault.

Naturally, the corps that withdrew did withdraw to a random land area even though I am supposed to be able to tell it where to go within the supply rules (also a bug in the inconclusive combat scenario at the end of a day of battle fwiw).

Some of these UI problems are really fundamental to the game. How am I supposed to plan an attack after screening off a major stack (and losing a PP because the trivial battle option is not implemented, another major design flaw)?

These things really need to be fixed.
Post #: 1
RE: UI issues & bugs - 6/10/2008 7:08:51 PM   
Jimmer

 

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quote:

ORIGINAL: KenClark

During the diplomacy and/or reinforcement step I wanted to set my battle plans for my two corps to "withdraw" because the French were going to squish them. Since they were "in the city" (i.e. beseigning the cities they were on), I couldn't actually give them the default "withdraw" order that I wanted to, but I could, cleverly, give them the options to "sortie or surrender" if the French broke into the cities (which, of course, I am beseiging). I was able to move them "out" of the city (in the reinforcement phase?) and then give them the default orders, and then was able to move them back "into" the city.

I don't understand why you think this is a bug. The rules are very explicit: You can only pick withdraw during a field combat (or, set it as a standing order for field combats). If you are in the city, you can't possibly have a field combat. The only possible combat is a siege combat.

There is no possibility of "withdraw"ing from a besieged city.

HOWEVER, you CAN remove the corps by fleet, if you have a fleet in the port. But, that's not withdrawing. It's transporting them.

_____________________________

At LAST! The greatest campaign board game of all time is finally available for the PC. Can my old heart stand the strain?

(in reply to KenClark)
Post #: 2
RE: UI issues & bugs - 6/10/2008 7:14:48 PM   
Jimmer

 

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quote:

ORIGINAL: KenClark

Some of these UI problems are really fundamental to the game. How am I supposed to plan an attack after screening off a major stack (and losing a PP because the trivial battle option is not implemented, another major design flaw)?


Where did you get this idea?

If you have a corps in the open field, then you will always lose 1 PP if you lose a battle. Period.

In the EIA board game, two powers could agree to make a field combat be a trivial combat. However, that has not been implemented in the computer version, because it would have been too complicated to have the players ask the question of each other before combat. Also, I can't recall if there were PP gained/lost for trivial combats that were made trivial by agreement or not. Someone would have to look that up.

But, the game certainly doesn't have an error in it regarding THIS problem.

_____________________________

At LAST! The greatest campaign board game of all time is finally available for the PC. Can my old heart stand the strain?

(in reply to KenClark)
Post #: 3
RE: UI issues & bugs - 6/10/2008 7:27:32 PM   
KenClark

 

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quote:

ORIGINAL: Jimmer
I don't understand why you think this is a bug. The rules are very explicit: You can only pick withdraw during a field combat (or, set it as a standing order for field combats). If you are in the city, you can't possibly have a field combat. The only possible combat is a siege combat.

There is no possibility of "withdraw"ing from a besieged city.



I am talking about my corps which is BESEIGING another city, occupied by an enemy garrison. If that corps gets attacked by an enemy corps which moves into the land area, it is a field combat (or limited field combat if the garrison helps out). I want to be able to tell my corps what to do in that case.

Clearly, when a BESIEGING (not BESEIGED) corps is given orders, the order to surrender is silly.

quote:

ORIGINAL: Jimmer


Where did you get this idea?

If you have a corps in the open field, then you will always lose 1 PP if you lose a battle. Period.

In the EIA board game, two powers could agree to make a field combat be a trivial combat. However, that has not been implemented in the computer version, because it would have been too complicated to have the players ask the question of each other before combat. Also, I can't recall if there were PP gained/lost for trivial combats that were made trivial by agreement or not. Someone would have to look that up.

But, the game certainly doesn't have an error in it regarding THIS problem.



There is an optional rule in EiA which says that if a field comabt is at a 5:1 force ratio or greater that the battle is treated as a trivial battle. Trivial battles do not cause any PP changes. This is not a "choice" by the players, which is a separate option, which I agree is not necessary in the PBEM implementation that we currently have.

The 5:1 optional rule allows for what we call "screening corps" which typically have 1-2 factors in them and prevent movement of large stacks, since any corps counter has to stop when entering an area which contains another corps (unless that corps has retreated inside the city as implemented in this game). This strategy is key to avoiding "superstacking" where a country's main army stacks in one gigantic stack and runs around squishing things. What an opponent would do is "screen" the giant stack from being able to move by surrounding it with 1-factor screening corps, preventing its movement. (You can approximate this by playing the initial Austria v. France Austerlitz scenario in the original EiA game which involves no PP exchanges and you will immediately see the value of screening corps in preventing the French army from reaching Vienna in time).

Because of the lack of implementation of the 5:1 trivial battle rule, screening corps are no longer practical (as they would merely reap a PP harvest) and thus you can no longer slow down Napoleon from running his 12-stack of death straight to Vienna or Berlin. The lack of implementation of this rule is a balance-breaker, and certainly is, despite your uninformed coments, an error in design in this game.

(in reply to Jimmer)
Post #: 4
RE: UI issues & bugs - 6/10/2008 8:41:56 PM   
Jimmer

 

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quote:

ORIGINAL: KenClark

I am talking about my corps which is BESEIGING another city, occupied by an enemy garrison. If that corps gets attacked by an enemy corps which moves into the land area, it is a field combat (or limited field combat if the garrison helps out). I want to be able to tell my corps what to do in that case.

Clearly, when a BESIEGING (not BESEIGED) corps is given orders, the order to surrender is silly.

Sorry. I missed that you were besieging.

_____________________________

At LAST! The greatest campaign board game of all time is finally available for the PC. Can my old heart stand the strain?

(in reply to KenClark)
Post #: 5
RE: UI issues & bugs - 6/10/2008 8:55:30 PM   
Jimmer

 

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quote:

ORIGINAL: KenClark

There is an optional rule in EiA which says that if a field comabt is at a 5:1 force ratio or greater that the battle is treated as a trivial battle. Trivial battles do not cause any PP changes. This is not a "choice" by the players, which is a separate option, which I agree is not necessary in the PBEM implementation that we currently have.

The 5:1 optional rule allows for what we call "screening corps" which typically have 1-2 factors in them and prevent movement of large stacks, since any corps counter has to stop when entering an area which contains another corps (unless that corps has retreated inside the city as implemented in this game). This strategy is key to avoiding "superstacking" where a country's main army stacks in one gigantic stack and runs around squishing things. What an opponent would do is "screen" the giant stack from being able to move by surrounding it with 1-factor screening corps, preventing its movement. (You can approximate this by playing the initial Austria v. France Austerlitz scenario in the original EiA game which involves no PP exchanges and you will immediately see the value of screening corps in preventing the French army from reaching Vienna in time).

Because of the lack of implementation of the 5:1 trivial battle rule, screening corps are no longer practical (as they would merely reap a PP harvest) and thus you can no longer slow down Napoleon from running his 12-stack of death straight to Vienna or Berlin. The lack of implementation of this rule is a balance-breaker, and certainly is, despite your uninformed coments, an error in design in this game.

First, trivial combats CAN result in PP. The exception is when the trivial combat is done by agreement, PP are gained or lost normally (see EIA 7.5.3.5, the EXCEPTION).

Second, you are complaining about the lack of an OPTIONAL rule, and, in fact, an EXCEPTION to an optional rule, and calling it a bug.

_____________________________

At LAST! The greatest campaign board game of all time is finally available for the PC. Can my old heart stand the strain?

(in reply to KenClark)
Post #: 6
RE: UI issues & bugs - 6/10/2008 9:55:26 PM   
KenClark

 

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quote:


First, trivial combats CAN result in PP. The exception is when the trivial combat is done by agreement, PP are gained or lost normally (see EIA 7.5.3.5, the EXCEPTION).

Second, you are complaining about the lack of an OPTIONAL rule, and, in fact, an EXCEPTION to an optional rule, and calling it a bug.


First of all, the trivial battles we are talking about result in no political points exchanged: "7.5.3.5: No political points are gained or lost in trivial combats." There is an exception to this, which is that if people agree to use trivial combat tables when they should be fighting a real field combat. This is not one of those times. (to be clear, in all trivial combats there are no PP exchanged except when you fight a field battle (or limited field battle) as a trivial battle due to agreement between the parties).

Check the errata to EiA which says:

12.3.10 : OVERWHELMING NUMBERS: Field or limited field combats where one side has a 5:1 or better ratio in strength factors _must_ be resolved using trivial combat. EXCEPTION: An outnumbered _defender_ may attempt to withdraw before the trivial combat by rolling the commander's strategic rating or less.

Second of all, this is the most important land combat rule of all time. It completely changes how the game is played. You don't seem to comprehend the massive change in strategy that this implies. I have played EiA for over 15 years in three different cities with about 5 different hard-core gaming groups and we always played with this rule. It's critical.

Do you know what else are "optional" rules in EiA? Let me give you a few examples:

12.3.3.1 Cav Superiority (implemented - not optional)
12.3.3.2 Cav Withdrawal (implemented - not optional)
12.3.4 Guard Commitment (implemented - not optional)
12.3.5 Artillery (implemented - not optional)
12.3.6 PROPORTIONAL LAND LOSSES (implemented - not optional)
12.3.7.1 CORPS LEADERS (implemented - not optional)

(and of course 12.3.1 max 4 corps per depot (not implemented, another critical rule))

I could go on and on. Many of these "optionals" are in fact required for a balanced playing of EiA. (Cav superiority, commiting the guard etc.). The design decision to not implement 12.3.1 and 12.3.10 are errors, important errors, in my opinion.

All of this to say: If you have a good reason to not implement 12.3.10 I'd love to hear it, but everyone I know who plays EiA or the computer version thinks that it's essential.

Ken Clark

< Message edited by KenClark -- 6/10/2008 10:09:34 PM >

(in reply to Jimmer)
Post #: 7
RE: UI issues & bugs - 6/10/2008 10:17:49 PM   
JanSorensen

 

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Guard commitment is optional.
Proportional land loses - is that implemented?

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Post #: 8
RE: UI issues & bugs - 6/10/2008 10:44:39 PM   
Jimmer

 

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Ken,

A debate may be held on whether it would be a valuable addition. I would certainly support adding it as an option for those who see value to it. But, I would much rather see some other options implemented first (like, Nappy going soft in his old age -- I can relate to that).

Jan,

Proportional land losses is not implemented. I think Marshall is considering it and how to make it work, but I haven't seen any commitment yet.

_____________________________

At LAST! The greatest campaign board game of all time is finally available for the PC. Can my old heart stand the strain?

(in reply to JanSorensen)
Post #: 9
RE: UI issues & bugs - 6/10/2008 11:14:29 PM   
Soapy Frog

 

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Just to back Ken up here, the 5:1 Trivial Battle rule is kind of a "mandatory" optional in all the games I have played. Jimmer I find that in your zeal to defend EiANW you are taking the bizarre position that omitting an optional rule that is pretty much standard fare is somehow not as important as implementing Napoleon's reduced factors (which many players refuse to use).

Above all, I think that omitting an optional as important as this one ranks up with lack of combined movement as among the MOST serious departures of EiANW from EiA.

(in reply to Jimmer)
Post #: 10
RE: UI issues & bugs - 6/11/2008 5:08:27 AM   
Jimmer

 

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Soapy, none of the games I've played in ever played with that rule. I certainly didn't miss it, either. So, it can hardly be called "bizarre" for me to take such a stance. I consider this rule near-zero in terms of overall effect. On top of that, IMO, it would be a hindrance to the game, preventing small forces from ever winning a battle.

_____________________________

At LAST! The greatest campaign board game of all time is finally available for the PC. Can my old heart stand the strain?

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Post #: 11
RE: UI issues & bugs - 6/11/2008 7:38:08 AM   
KenClark

 

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quote:

ORIGINAL: Jimmer

Soapy, none of the games I've played in ever played with that rule. I certainly didn't miss it, either. So, it can hardly be called "bizarre" for me to take such a stance. I consider this rule near-zero in terms of overall effect. On top of that, IMO, it would be a hindrance to the game, preventing small forces from ever winning a battle.


You clearly haven't played with it if you suggest that it has "near-zero in terms of overall effect". It is the single most important game-changing rule there is. It adds an entire other dimension to the maneuver aspect of the game.

And it totally has the exact opposite effect for small forces than you claim, as there is now incentive for small forces to exist, rather than without, which causes massive superstacking.



(in reply to Jimmer)
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RE: UI issues & bugs - 6/11/2008 10:12:00 AM   
DCWhitworth


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quote:

ORIGINAL: Jimmer
But, I would much rather see some other options implemented first (like, Nappy going soft in his old age -- I can relate to that).



I really don't like this option. Not because I disagree with it, but because it unfairly singles out Napoleon. Implement a few other rules, e.g. for Charles having an epileptic fit, Kutusov falling asleep at staff meetings, Blucher personally leading cavalry charges etc, and I'd be interested.

_____________________________

Regards
David

(in reply to Jimmer)
Post #: 13
RE: UI issues & bugs - 6/11/2008 7:40:30 PM   
Jimmer

 

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quote:

ORIGINAL: KenClark

You clearly haven't played with it if you suggest that it has "near-zero in terms of overall effect". It is the single most important game-changing rule there is. It adds an entire other dimension to the maneuver aspect of the game.

And it totally has the exact opposite effect for small forces than you claim, as there is now incentive for small forces to exist, rather than without, which causes massive superstacking.




Oh, we played with it. For one wartime turn. Then we decided it was detrimental to the game and removed it. It doesn't "add" another dimension to the game. It REMOVES one: The political cost of overrunning the map board with small corps counters. Having this rule in a game would make me not want to play in that game. I might still do it, but the strange tactics that could be employed without this political cost would really bother me.

_____________________________

At LAST! The greatest campaign board game of all time is finally available for the PC. Can my old heart stand the strain?

(in reply to KenClark)
Post #: 14
RE: UI issues & bugs - 6/11/2008 7:41:31 PM   
Jimmer

 

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David,

I might be interested in discussing that, but let's use another thread. That's really a side-issue for this thread.

_____________________________

At LAST! The greatest campaign board game of all time is finally available for the PC. Can my old heart stand the strain?

(in reply to Jimmer)
Post #: 15
RE: UI issues & bugs - 6/11/2008 10:01:25 PM   
KenClark

 

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First you say:

quote:

ORIGINAL: Jimmer
Soapy, none of the games I've played in ever played with that rule.


Then you say:

quote:

ORIGINAL: Jimmer
Oh, we played with it. For one wartime turn. Then we decided it was detrimental to the game and removed it.


So really you never played with it.

quote:

ORIGINAL: Jimmer
It doesn't "add" another dimension to the game. It REMOVES one: The political cost of overrunning the map board with small corps counters. Having this rule in a game would make me not want to play in that game. I might still do it, but the strange tactics that could be employed without this political cost would really bother me.


First, since you never played with the rule, you are making generalizations without any actual meaningful experience. I am therefore puzzled as to why you are defending the lack of implementation of this option (which can easily be implemented, and made an option) in that case.

Second, the "strange tactics" are not without political cost, since you can employ anti-screening measures as well (usually with 4-factor strength corps, which France especially can exploit if moving last then first over two turns). How this removes a dimension from the game escapes me.

But, I suppose it's futile for me to discuss this with you further as you appear to be defending the game as written no matter what. So consider this my last word to you on the subject.



(in reply to Jimmer)
Post #: 16
RE: UI issues & bugs - 6/11/2008 10:19:57 PM   
Jimmer

 

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quote:

ORIGINAL: KenClark

First, since you never played with the rule, you are making generalizations without any actual meaningful experience. I am therefore puzzled as to why you are defending the lack of implementation of this option (which can easily be implemented, and made an option) in that case.

Second, the "strange tactics" are not without political cost, since you can employ anti-screening measures as well (usually with 4-factor strength corps, which France especially can exploit if moving last then first over two turns). How this removes a dimension from the game escapes me.

But, I suppose it's futile for me to discuss this with you further as you appear to be defending the game as written no matter what. So consider this my last word to you on the subject.

I'm not defending the implementation. I'm saying it was not a bug to have it this way; it was a choice. Probably a choice made for expediency more than anything else, I would guess. Plus I explicity stated, twice, that I would support its inclusion as an optional rule. I just wouldn't play with it (or, more accurately, I would vote against while the optional rule set was being chosen).

_____________________________

At LAST! The greatest campaign board game of all time is finally available for the PC. Can my old heart stand the strain?

(in reply to KenClark)
Post #: 17
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