• Blitz Shadow Player
  • Caius
  • redboot
  • Rules
  • Chain of Command
  • Members
  • Supported Ladders & Games
  • Downloads


Improvement suggestions
10-05-2020, 07:57 PM, (This post was last modified: 10-07-2020, 04:50 PM by Mowgli.)
#3
RE: Improvement suggestions
(09-10-2020, 12:21 PM)BigDuke66 Wrote:
(09-09-2020, 08:14 PM)Mowgli Wrote: [*]leader units should not prevent the usage of roads
[*]In what series do they do that? Afaik leaders are not consider for that and can be moved with a unit using road movement.

Oops, I think you are correct. Tested it and indeed moving into a hex that only contained a leader did not prevent the use of the road. I don't know what I've seen. Must have been for some other reason. Sorry for the mistake.

I also noticed that my point on the LOS overlay is title-specific. It does work in the American Civil War battles, but not in Napoleonic battles. 

After some more games, here are more points: 
  • I think artillery in the Napoleonic titles should be better handled like in the American Civil War series - I am still of the opinion that it is quite vastly overpowered in the Napoleonic titles: artillery should be able to disrupt (but perhaps not to be eliminated/uncrewed) and should suffer more from fatigue (in ACW, fatigue effects are doubled for artillery). Also, a reduction of manpower (for melee puposes) seems very reasonable. In the Napoleonic games, each gun counts as 40 men (!) in melee. As a compensation, it would make sense if artillery received a three-hexes front section (as all units have in the American Civil War titles). The constant need/opportunity to clip out of a battery's fire arc feels unrealistic and gamey.
  • In the same vein, when playing cavalry, I often have to alternate the facing of my squadrons in a hex in order to prevent a flank attack (*1.4 melee power in Napoleonic titles). This is also a result of the 2 hexes frontal sector, which makes flanking comparatively easy. So I think cavalry would also play much more elegantly if it had a three hexes' front, not just two.
  • Big manual update please. The manual for the Napoleonic titles is not very helpfull at all. It does not include stacking incompatibilities, does not explain elevation movement costs (full elevation cost if uphill, half if downhill; none if using roads), it does not explain when units conduct tests ("stress" tests [cas / (cas+size)] and morale tests - which work differently depending on whether they happen during your turn or at the beginning of your turn), it does not include info on explicit artillery suppply, etc. etc.
  • It seems as if the new movement threat mechanic (which I suppose is a very welcome addition designed to give lines more staying power against column attackers?) considers the threat value in the hex you're trying to move into. This is a bit unfortunate as you cannot see the threat value and fail chance in advance. No threat values are displayed in hexes in which you have no units. I also find it a bit odd that units that your unit can't even see do cause threat. Also, the general help file implies that only cavalry can cause movement threat. The manual (and my ingame experience) suggests that all unit types may contribute to movement threat.
  • Compared to ACW, it's weird that in Napoleonic titles the chance for a unit to disrupt depends on the unit size (due to the cas/(cas+size) test). It blurs unit size and morale a bit. I think it would make more sense to use fixed thresholds like in ACW (unit size always "25").


Some general impressions/opinion: I played a bit of both, the American Civil War series and the Napoleonic series, and even though the American Civil War series is more user-friendly, I greatly prefer the Napoleonic series when it comes to the overall flow of the game. The reason is very simple: The reaction intervals in ACW are simply too long. The American Civil War series is based on a 20 minutes' turn, whereas the Napoleonic series uses 10 or 15 minute turns. 20 minutes turns can lead to very absurd results, like infantry being able to outflank cavalry and strike out of nowhere. Also, I have troubles to identify which unit has moved where, because positions change so much in between the turns. Across clear terrain, mounted cavalry can move 12 (!) hexes per turn in Gettyburgh, infantry 6 hexes. It's by far too mobile for my taste.
Quote this message in a reply


Messages In This Thread
Improvement suggestions - by Mowgli - 09-09-2020, 08:14 PM
RE: Improvement suggestions - by BigDuke66 - 09-10-2020, 12:21 PM
RE: Improvement suggestions - by Mowgli - 10-05-2020, 07:57 PM
RE: Improvement suggestions - by Steel God - 10-06-2020, 08:45 AM
RE: Improvement suggestions - by neonlicht - 11-27-2020, 08:30 PM
RE: Improvement suggestions - by Gary McClellan - 11-28-2020, 01:37 AM
RE: Improvement suggestions - by neonlicht - 11-28-2020, 03:30 AM
RE: Improvement suggestions - by -72- - 11-28-2020, 07:36 AM
RE: Improvement suggestions - by neonlicht - 11-28-2020, 04:38 PM
RE: Improvement suggestions - by Nortan - 11-28-2020, 09:09 AM
RE: Improvement suggestions - by -72- - 11-28-2020, 11:09 AM
RE: Improvement suggestions - by neonlicht - 11-28-2020, 04:40 PM
RE: Improvement suggestions - by Nortan - 11-28-2020, 08:41 PM
RE: Improvement suggestions - by TheGrayMouser - 12-13-2020, 02:02 AM
RE: Improvement suggestions - by Mowgli - 04-10-2021, 06:00 AM
RE: Improvement suggestions - by neonlicht - 04-10-2021, 04:47 PM

Forum Jump:


Users browsing this thread: 5 Guest(s)