MadMike -> RE: Container Movement Rates (3/29/2007 11:16:10 PM)
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Misere, good points and a very interesting train of thought. My understanding is that every move by every container is influenced by the Init rating of it's commander, or the Command Staff rating of the container itself. With that in mind, let's consider the positive and negative effects of the command decisions of the proposed force-size/movement rate relationship. 1) What I propose is not that larger size units have a lesser chance to successfully execute any particular movement between provinces, but that the size of the container limit it's maximum 1-turn operational range. The Init/Command Staff ratings, plus the terrain/weather factors, already sufficiently affect this factor. 2) Someone correct me if I'm wrong (no rulebook with me), but doesn't the size of the container a unit is in affect it's supply? If not, it might be interesting to add a supply efficiency bonus to units within a army container (representing a larger staff and logistics operation), with a degradation of supply efficiency within corps containers, and a further hit to division containers. (your supply service is hard pressed to run all over creation supplying individual division staff, when they could much more easily deliver the bulk of supplies to a corps or army level logistics staff and let them worry about it) 3) The Init system is a very efficient way to model the tendency for seperate units marching towards the same destination to get out of sync with each other when operating under different command staffs, with the result being that if the player decided he absolutely must have his entire 3-corps army in a province that is 2 away from their origination province, he would be forced to break it up into corps units (assuming a 2 province max for corps-sized units). The consequence would be that he is trusting his corps commanders to get their units to the destination on their own, and is assuming the risk that one or more may fail an Init check on the way and not make it. 4) This setup {assuming a 1(army)-2(corps)-3(division) max province movement rate} would lead to operational possibilities like a single well lead division able to flank the enemy army and raid rear areas, and the enemy having to dispatch similar-sized formations to run it down and stop it. (very realistic) 5) The Init system appears again in the ability of a high-Init commander being capable of leading his army unit in a more vigorous manner than a low-Init enemy corps commander, and pinning him down to fight at long odds because he couldn't get his corps out of the way fast enough. 6) With the addition of another general ability, like "force marching", you might consider that all the units led by that commander could exceed the province movement limitation by one province, while taking double or triple march attrition, ala Jackson and his "foot cavalry" during the Valley Campaign. A question for Eric and the gang is whether any of this is possible within the current programming structure or is it simply impossible without breaking the whole game code? Sorry for the long post, but I was really running with all the possibilities that this would open up for the players. Cheers, MadMike Edit for clarification: when I use the division/corps/army designation for unit size, I'm not limiting the designation to the container unit only, rather I'm referencing the number of brigades within the container. So, an army container with 3-5 brigades is not restricted to army 1-province movement, but may move as nimbly as any division. In my mind, it is the number of individual brigades that must be coordinated that limits the largest units operational radius, not the size of the staff or the rank of the CG.
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