Gil R. -> RE: My impressions - detailed battle, etc (4/12/2007 1:07:02 AM)
|
quote:
ORIGINAL: DI7 Hello all, These are my impressions after playing a few turns as confederate, and almost up to 1864 as the yankees. I have the beta patch and played a little bit under previous versions. Current situation is that I have captured Richmond after Lee took almost his entire forces to reinforce Longstreets western corp and during the entire year of '63 we had a stalemate on the western Kentucky/western TN front between my reinforced Army of Ohio (taking divisions from the AOP) similiar to the front on the Potomac. So that left the Reb's eastern front lightly defended except for a couple divisions, it took me 6 months however to get McCellam to move his but down into Fredricksburg to Richmond. Meanwhile I had Butler break off a few division from the Army of the Potomic and capture Knoxville and the capital of SC, but my positions is tenous. Lee is now moving east. It's been an interesting game and I am enjoying it but my issues are this: In the newest (unreleased) version of the patch several changes have been made to the strategic AI, including some designed to keep Richmond from being abandoned. Assuming that the new code works as intended, it won't be possible just to waltz into Richmond by drawing off the ANV into western areas. 1.) On the strategic map I see the confederates have a TON of forces, much more than I have. Now I am playing on one of the lower difficulty levels so my money penalty isn't that much. But I can see each city and fort has 3 or 4 brigades, Longstreet has 60,000, Lee could have as much as 200,000 as his forces haven't had a real battle yet, and his divisions in the east still number 30k or 40k. If he pulled out his various garrison troops from down south I would be crushed. Meanwhile I am struggling to maintain maybe 250,000 total on the front lines, that's after pulling garrison troops, using tons of camps, mustering, recruiting when I can afford it, and drafting when I could get away with it (one case of drafting started riots in Connecticut and it spread to Massashucetts). How in the heck are the Confederates getting/affording so many troops? yes I am playing the european diplomatic game of matching the Rebs dollar for dollar. How I hate those meddling Europeans. I thought the Union should at least exceed the rebels in manpower. Is the AI working under the same penalties as we do? Does desease, attrition, angry governers, supply, etc effect them? Which scenario are you playing? And do you have the higher population option turned on? Those numbers don't sound right. But yes, the AI does have to deal with disease, attrition, etc. On the higher difficulty levels it gets some bonuses, but that's pretty standard. 2.) Detailed battle - so frustrating! I've had to hold back from throwing my laptop against the wall on several occasions. Now I am a veteran of CWG, the old talonsoft series, etc. I understand hex warfare. I've read the directions up and down and even went into the data files to exactly understand the ground penalties, etc. It's just not intuitave! Anything in particular that we can help you with, or explain? a.) Now I think what is lacking in this game is the ability to identify "good ground". Good ground is key, it was key in the actual civil war, it was key in the aforementioned games and it made hex warfare enjoyable. Here you certainly get movement penalties, but I don't see noticable defensive or offensive attributes of holding the edge of the woodlines, holding the high ground, holding the river, etc. I know there are some, i've seen the data files, it's just not noticable enough when you take everything else into the calculation. Some of this may be the limitations of the random battlefield. I don't see the long lines of ridges as was common in the Virginia landscape. I don't see dense wide wooded areas followed by the open farmland killing grounds. What I do see is a few hexes of hills, a hex of forest, a farmland hex, etc. I want the ability to use good ground. b.) What is this AI (the confederates in this case) attacking in column? In the aforementioned games (and in real life in the Civil War) attacking in column, I don't care how much morale they have or what general is leading them, would be suicide? The key to gunfire is not how many soldiers you have, it's how many guns you have firing forward. I'm amazed, I see the AI approach in column, I'm thinking "what fools" and fire and then inflict maybe 30 casualties, and then the column fires back and takes out 300 of my men! I flank them and sometimes I get the same results. Then this column gets tired of killing this particular brigade and moves 6 hexes to repeat the same process on one of my other brigades. I believe that this has been changed in the unreleased version of the patch. c.) Pinning, out of command, etc. Heck if I know if that works for the AI. All I know is if I get one in trouble they move to the rear and reform. What do mine do? Stay, fire even if they are out of ammo and losing 10 to each 1 of the enemy, then eventually drop there weapons and flee the field. I love the suicide charge thing that sometimes an out of command brigade will do - right in the middle of a division of rebs usually. d.) flanking penalties - those yellow and red hexes. Ok I understand that to a certain degree. But guys I can't dig in on good ground, I can't fight face to face because of this superhuman column thing, and you penalize me if I try to flank. Let me flank in force please without my forces getting shaken once they get into those yellow hexes. e.) brigade attrition AI vs me in detailed battle - One again I fight Longstreet, OK during our last battle I know I gave them a black eye, and they put an equal number of Yanks in their grave, we both moved around and lost forces during the move. Between our last battle we had the usual round of deseases, etc. Now I fight them again with my average brigades of 2,000 or so, dang if I see Longstreet at least looking and firing as if he had full strenght brigages. I guess the AI could have put them on full supply or something. Yeah, maybe the AI built a bunch of camps and directed the replacement troops his way. f.) OK this bothers me - fire rates. You have one turn, you have one of these AI superhuman columns. I have 3 brigades surrounding him and firing. Maybe this column has a feature that is immune to flanking, doesn't matter. But everytime I fire from these three seperate brigades the AI column returns fire to each. Now, regardless of flanking, regardless of column, etc - wouldn't it make more sense for a unit to fire ONCE during a turn. Maybe make an exception if they have upgraded weapons like spencers or something, but the way these guys fire makes me think they have AK47's. It's still a musket, fires 3 or 4 times a minute, shouldn't have them return fire to 3 or 4 different units all in the same turn and only allow my forces to fire once. Ok that's my beef with an otherwise enjoyable game. Just wish detailed battle was more intuitive. Thanks for your comments (some of which will have to be answered by Eric, Erik, or someone else. It's great to get such detailed feedback, especially regarding first impressions.
|
|
|
|