Iñaki Harrizabalagatar
Posts: 825
Joined: 12/11/2001 Status: offline
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quote:
ORIGINAL: lancerunolfsson quote:
or redeploy them in column, march them along an enemy flank and redeploy in line, all in one turn. Sounds like move rates set too high. Though in linear warfare games a formation change should usually consume all or most of a units turn. A change from march collum to line by a simple left or right face should actually go pretty quick. I am wondering though Inaki how it can be that maintaining a line is not a good policy in the game? In any game any period maintaining a coherent line should put you at an advantage against a player that does not. Unless the unit density is very low. Even in modern warfare with conventional oponenents you want to have some sort of line even if parts of it are covered only by fields of fire. To be able to come up with a game were a line is no help is indictivie of unusual talent in design;^) Basically, as random is so high, flank attack is the only option for a succesful attack garanteed, as the outfflanked unit doesn´t return fire. regardless of the unit rate of movement (that can be edited) the relation between line and column movement cost remain the same, very favourable to column, so that your best option in PBEM is to keep only a tenous line, just to cover your units in column behind that line, ready to jump on the oportunity to outflank any enemy Bn deployed in line. In all, very unrealistic. The problem is that basically the game tried to cover 2 levels, tactical and operational, and it makes it worst by the fact that you can send your coulmns in several directions with far greater flexibility than in reality. I made some scenarios in which units could not form in column, for instance I made an scenario for the battle of Leuthen in which the outflanking manouver by the Prussians was already done and the units deployed in line, however even then the battlefield quickly degenerates into a mess because units rout in all directions, including towards the enemy and behind enemy lines, and then you can rally them, to attack the advancing Prussians from behind, or still better, to capture their generals, or even Frederick himself! As it is now, H6M2 needs badly 1) A new routine for routing units 2) Command range blocked by enemy units 3) Random lowered (preferible editable) 4) A better group movement 5) A different, more restricted and realistic, column movement 6) A different battle system for cavalry charging infantry (right now a suicide for cavalry units) 7) A fix for the skirmish units (contrary to logic, units deployed in skirmish suffer more losses under fire, but are tougher against charges, specially cavalry charges) 8) Right now moral, disruption and losses under fire follow separated calculations, for instance, the same Bn could suffer devastating losses and no moral hit, or no losses and a big hit in moral. They should logically be related. I have complaied about the above in the Shrapnel Games forum several times, however apparently they are sticking to the game system, while going into some more graphics enhancement, so I am afraid I will not buy the second game in the serie
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