Password Change/Strange result? (Full Version)

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Jutland13 -> Password Change/Strange result? (1/13/2009 6:25:07 PM)

Is there a way to change a password mid-game. I recently experienced a very strange result. As the Union I held Wilminton vs a force 50% larger. I did have two heavy arty and fortress, but no AC and not completed CSC. The attacker was 50% larger with an AC, not sure on full CSC, my guess is he did. In the results I lost 22,000 vs his 2800 and Wilmington held. Of the 24 units holding Wilmington, only 5-6 remained afterwards, while his force ~35 strong retreated.
I would like to send him this turn so he can see the replay. Firtstly, this seems a bizarre result. I have now retried it 3 times and each time a similar result. Given that the game allows you to replay turns, I would like for him to see that this result was consistent, but also so he can include it on his AR and get some feedback or thoughts on this result.




Tempest_slith -> RE: Password Change/Strange result? (1/14/2009 6:07:13 AM)

Early on in my experience with WBTS, I had a similiar outcome in that a fort battle ended with the defender left with no units and the attacker with 7 infantry, yet the attacker had to retreat. I posted it as a bug result, and Joel kindly explained it was a possible legal outcome.

Read 10.1.4 Combat Victory Determination carefully. You called Wilmington a "fortress", so I presume it was a level 2 fort. Each undestroyed defending unit in the fort had a die(40) added to its combat value, which is an average of 20. Since the attacking units best combat value is infantry with 8, each defending unit (even arty with a only a 1 combat value) was worth over 2 attacking units due to the fort bonus alone.

With this tremendous fort bonus in mind, the battle outcome you describe is correct. A well defended level 2 fort is pretty much impossible to assault successfully.




Erik Rutins -> RE: Password Change/Strange result? (1/14/2009 3:10:16 PM)

Yes, the only effective way to take a Level 2 Fort (assuming it is defended) is to first cut off its supply and then assault it. This is pretty much what had to be done historically as well, when a fort system of that level was defended and not subject to some kind of coup de main. Note that Level 2 Forts are MUCH more effective than Level 1 Forts (and much more expensive and limited to certain locations).




Joel Billings -> RE: Password Change/Strange result? (1/14/2009 5:52:19 PM)

Am I right in assuming that a lot of your force was militia? It's very easy for militia units to be destroyed. I do think the game has a weakness in resolving these kinds of battles, with the defenders taking more losses than they probably should have taken. One can see it as a force that was somehow cut off from the main Fort or elected to make a fight in the open and was forced to surrender (or which was dispersed), while the main forts protecting the town werenot taken, and thus the attacking army had to withdraw. As Erik said, these locations pretty much have to be cut off from supply (or reinforcement) so they can be worn down and taken. Attacking them with a prepared army may lead to many defender casualties if the defender is not as well prepared (with AC and CSC's, etc.), but won't take the final objective (the major forts and town).




Jutland13 -> RE: Password Change/Strange result? (1/15/2009 2:55:00 AM)

Thanks for the input everyone. Approx. 50% of the 24 units were militia. 9 militia were destroyed and 7 regulars inf were damaged. Your explanation makes sense, just seeing a casualty total of 22k for the defender vs 3k from the forces assualting seems very strange. At that rate he shoud keep coming, he will wear out US forces in a few months. rarely does the defender ever suffer such a disparity in losses as the attacker when hunkered down in intrenchments.
I think the many reasons quoted above contributed to this. If I had proper CSCs, more regulars, more heavy arty and a few more capable leaders, I am sure the attacker would have suffered more gravely.




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