HistWar

HistWar (English zone) => General discussions => Discussion démarrée par: Gunner24 le 01 janvier 2010, 16:41:39 pm

Titre: "Runaway" stats.
Posté par: Gunner24 le 01 janvier 2010, 16:41:39 pm
Does anyone think the number of routers/runaways looks a bit high ?.

(http://img683.imageshack.us/img683/2183/010110runaways.th.png) (http://img683.imageshack.us/i/010110runaways.png/)

I notice in most, if not all, battles, this figure looks very high.  I presume it's well calcuated and is an "historic" reality based number.  I've read many Nap books over the years but never seen much information about the number of men who left the battlefield in this mannor. 

Does anyone know of somewhere on the web where this is discussed / recorded.

Titre: Re : "Runaway" stats.
Posté par: Formaldehyde le 01 janvier 2010, 17:12:54 pm
I'd be interested in hearing more about the calculations in general as well.  I was curious to read that there is no randomization in the game's calculations.  HWLG certainly introduces some solid historical concepts (retreating before combat when faced with melee, etc.), but I'd like to hear about the sources for the numbers we end up with in game, and how JMM incorporated them. 

Can we manipulate/mod these numbers in the final version?
Titre: Re : "Runaway" stats.
Posté par: Pariente le 01 janvier 2010, 17:28:03 pm
All losses, behaviours are determined by calculation, except a commander's death and a loss of a flag which are random.

During a battle, when two infantry lines were facing each other, the volleys of shots killed few men, wounded hardly more and produced a lot of smoke. Battalions used to be routed by the loss of confidence : few men step back, and their neighbours followed them.

Most of soldiers « out of fight » were either wounded or running away. In the aftermath of a battle, some may get back to their army, especially if it has been victorious.

If you look at the 3D view, regiments usually move back after sustaining little losses : it is coherent with the percentage of sustainable losses.

In my opinion, that is reason why routers are more than dead or wounded.

Friendly,
Pariente.
Titre: Re : "Runaway" stats.
Posté par: CBR le 01 janvier 2010, 17:56:47 pm
I presume a unit that has reached its max allowed losses will have its remaining men count as routed.

The 3rd corps under Davout took more than 1/4 casualties at Auerstedt and most if not all of his units were still standing when the battle was over. That is going to be rather difficult to recreate in LG.


CBR
Titre: Re : "Runaway" stats.
Posté par: Gunner24 le 01 janvier 2010, 19:53:15 pm
Citer
In my opinion, that is reason why routers are more than dead or wounded.
That is to be expected, but the numbers are VERY high, 30,000 per side, over 30% routed, it looks like too many but I can not find any information to prove these kind of numbers are right, OR wrong ??????.

Citer
The 3rd corps under Davout took more than 1/4 casualties at Auerstedt and most if not all of his units were still standing when the battle was over. That is going to be rather difficult to recreate in LG.
It would seem so.

I've not found anything about soliders running away from the action, maybe because it's a difficult subject.  Was any "action" taken against soliders/units/formations that routed from the battlefield, or was it accepted as a fact of battle ?.

Titre: Re : Re : "Runaway" stats.
Posté par: Count von Csollich le 01 janvier 2010, 20:11:06 pm

I've not found anything about soliders running away from the action, maybe because it's a difficult subject.  Was any "action" taken against soliders/units/formations that routed from the battlefield, or was it accepted as a fact of battle ?.



I've read some stories about the British dealing with this in the Penisular campaign: For example, you weren't even allowed to help a wounded comrade back from the line(Officers excepted, of course :lol:), and if you did so nonetheless and it took you too long you were seen as a coward and treated as such by your fellow comrades...

But as to the huge amount of runaways... it would have been a rather bizarre picture having 30000 men wondering around the battlefield...

One incident is konwn to me though: Aderklaa at Wagram: an area where reported thousands of Saxons and Austrians were wondering around during the battle, long after the failed attacks of Bernadotte to retake the earlier given up position...

a real reference though would be really helpful!
Titre: Re : "Runaway" stats.
Posté par: Gunner24 le 01 janvier 2010, 20:16:57 pm
Citer
For example, you weren't even allowed to help a wounded comrade back from the line(Officers excepted, of course ), and if you did so nonetheless and it took you too long you were seen as a coward and treated as such by your fellow comrades...
I have also seen some of this kind of thing in isolated cases, which if it were true, and followed to a conclusion, would mean there would never be any large scale "routs" but there clearly were.......

I can well understand in certain circumstances these king of figures would be seen, but not on BOTH sides ?????.....if one side had a massive advantage I can see the other side breaking, but the same figures for both sides is a little suspect, and if it's the same in every LG battle it may be something worth looking at in future......just maybe something might need a tweak to reduce this number.
Titre: Re : Re : "Runaway" stats.
Posté par: Count von Csollich le 01 janvier 2010, 20:37:04 pm
I have also seen some of this kind of thing in isolated cases, which if it were true, and followed to a conclusion, would mean there would never be any large scale "routs" but there clearly were.......


This was of course the order of things worked out by "masterminds" at Horseguards back home... as a casestudy that this was sometimes carried out would be this famous regiment I seem not to remember right now which Wellington used to plug the gap at Talavera (I believe  :?:) which sustained more than 2/3 casualties and still hold the ground...

and of course there was Aspern, as we call it (as this was the village we had taken for good at the end of the day), or Essling (as for the French) when the columns of Hiller, Dedovich and Rosenberg repeatedly charged both villages and used every time the regiments already employed in the preceeding failed charge reinforcing them with battalions of yet untouched regiments.
I've got quite a detailed account of their numbers as some of my ancestors were in charge of these attacks and I have been reviewing the official reports at the austrian war archives including the "relations"...


As to any conclusions: Orders seem to lose their importance when the officer in charge loses control of his men...
I don't know if you ment it that way...
I would be surprised if you would have...  :mrgreen: :mrgreen: :mrgreen:
Titre: Re : Re : "Runaway" stats.
Posté par: Count von Csollich le 01 janvier 2010, 20:53:02 pm
The 3rd corps under Davout took more than 1/4 casualties at Auerstedt and most if not all of his units were still standing when the battle was over. That is going to be rather difficult to recreate in LG.

not concerning runaways but we might have the same problem with Austerlitz, as to replaying the exceptional luck the French had at the right wing holding up Kienmayer long enough for Hulins advance guard to arrive at the nick of time and then of course catching the far superior Russian units at Tellnitz of guard, routing them in the process and adding another 30 minutes or so in favour of napoleon's plan... these fortunate coincidences continued throughout the entire battle (6 12lbers of Soult's corps artillery arriving to support Thiebault against Kamensky -1's attack from the flank...)

And of course the perfect example would be the replayed version of Austerlitz as reported on this forum using HWLG where I believe the "wrong" side one  :mrgreen: :mrgreen:... a strong casestudy for any sandbox general telling stories about: "if we would have been there, then we would have been able to this there and this there and of course this would never have happened if... :smile: :evil: :twisted: :mrgreen: :mrgreen:...


I know this post wasn't exactly to the topic but i had to get it of my mind ...sorry guys  :mrgreen: :mrgreen:
Titre: Re : Re : "Runaway" stats.
Posté par: CBR le 01 janvier 2010, 21:07:17 pm
I've not found anything about soliders running away from the action, maybe because it's a difficult subject.  Was any "action" taken against soliders/units/formations that routed from the battlefield, or was it accepted as a fact of battle ?.
One could look at early (right after the battle) and later casualty reports for units. IIRC at Waterloo a few units had something like 20'ish % of the "casualties" that were merely missing and who came back later on. We could call them lurkers or stragglers or something like that: individuals who had helped wounded but not returned, panicked soldiers who had fled or played dead or simply become lost in the chaos of combat. It is my impression that such soldiers were not punished as there could be all kinds of valid reasons for their disappearance unless it had been some obvious cowardice that was witnessed by someone.


CBR
Titre: Re : Re : Re : "Runaway" stats.
Posté par: CBR le 01 janvier 2010, 21:15:40 pm
not concerning runaways but we might have the same problem with Austerlitz, as to replaying the exceptional luck the French had at the right wing holding up Kienmayer long enough for Hulins advance guard to arrive at the nick of time and then of course catching the far superior Russian units at Tellnitz of guard, routing them in the process and adding another 30 minutes or so in favour of napoleon's plan... these fortunate coincidences continued throughout the entire battle (6 12lbers of Soult's corps artillery arriving to support Thiebault against Kamensky -1's attack from the flank...)
There are certainly loads of examples of units that were still fighting on after taking losses that would be similar to what Guard units in LG can take. Without any other external factors it would be a rather poor unit that would give up at just 20% casualties.
Titre: Re : Re : Re : Re : "Runaway" stats.
Posté par: Count von Csollich le 01 janvier 2010, 21:20:18 pm
Without any other external factors it would be a rather poor unit that would give up at just 20% casualties.

many times it took much less to rout an entire regiment or even more... just keep the charge of the polish lancers in Spain in mind... routing 6000 Spaniards from a strong postion (with what - some 96 men...)

and 20% casualties was quite something in a normal firefight...
Titre: Re : "Runaway" stats.
Posté par: CBR le 01 janvier 2010, 21:41:57 pm
Yes it was easy enough for units to rout when they felt everything around them was falling apart with routing friends, feeling outflanked or outnumbered.

Spanish troops in the Peninsular War were generally not considered that great. But they did great at Albuera where you also going to find a heavy firefight that left a British brigade still standing after 50-60% losses.

In LG a Line quality unit is going to rout with just 5% losses. It will obviously rally and can do it a few times before it is completely finished at around 20%. It would be a lot better if the mechanic was for units to fall back instead of turning into a defenceless mob that can be captured by cavalry, that along with being forced to do it after just 5% is hardly realistic.
Titre: Re : Re : "Runaway" stats.
Posté par: Count von Csollich le 01 janvier 2010, 21:55:54 pm
Yes it was easy enough for units to rout when they felt everything around them was falling apart with routing friends, feeling outflanked or outnumbered.

That is what I also ment, though I had thought that such factors were included in "external factors"...

Spanish troops in the Peninsular War were generally not considered that great. But they did great at Albuera where you also going to find a heavy firefight that left a British brigade still standing after 50-60% losses.

That was what I ment with my earlier post of this regiment at Talavera(or so?) there is always the exception and of course we historians or interested people will get to know those glorious and galant fight more often... I think it is very difficult to actually implement some sort of parameter as to when a unit has the courage to stand and fight to death (perhaps as the know that they are the last unit standing between a organized retreat and a complete rout...) or when a unit just breaks and routs at the first enemy contact as they are just allied troops or they are weakened by decease or their commanding officer didn't earn their trust etc....

I believe it to be impossible to review every single regiment in order to get definitive parameters for their performance in battle (they might have fought bravely once and taken flight the next time...)
[/quote]

In LG a Line quality unit is going to rout with just 5% losses. It will obviously rally and can do it a few times before it is completely finished at around 20%. It would be a lot better if the mechanic was for units to fall back instead of turning into a defenceless mob that can be captured by cavalry, that along with being forced to do it after just 5% is hardly realistic.

I totally agree with that, of course with exceptions that shall we say rarely but randomly or in connection to some factors they would still do so...

Titre: Re : "Runaway" stats.
Posté par: Gunner24 le 01 janvier 2010, 22:06:43 pm
Interesting stuff, do you all think 30% in the screen shot in the first post is too high for BOTH sides ?.  I would not be surprised by this figure for the side that was well beaten.  Have others seen these kind of figures in their games ?.

In real life, if a whole Division "routed" what did this mean for that Division after the battle ?.

Citer
It would be a lot better if the mechanic was for units to fall back instead of turning into a defenceless mob that can be captured by cavalry, that along with being forced to do it after just 5% is hardly realistic.
I agree.
Titre: Re : "Runaway" stats.
Posté par: Hook le 01 janvier 2010, 22:15:06 pm
Routing isn't a permanent condition.  It's more like a "forced back" result in other games.  They will come back and resume fighting in most cases.

I've seen units stand and fight until almost destroyed.  I've seen units frightened by being ordered to march.  There are a lot of possible results and the range is huge.  The game will, at some point, duplicate almost anything from any true story you've heard.  It will not, however, duplicate anything you can possibly imagine, and it will not usually duplicate some general's fantasy, like destroying an unshaken square by throwing cavalry into it.

Runaways probably includes all units that have "escaped".  These guys have left the field, but will be available for subsequent battles.  Units can't continue fighting forever.  These are what some other games call "routs".  They've routed off the battlefield and are no longer combat effective.

Hook
Titre: Re : "Runaway" stats.
Posté par: Gunner24 le 01 janvier 2010, 22:21:36 pm
Citer
Runaways probably includes all units that have "escaped".
 
I'm sure that is the case.

Citer
These guys have left the field, but will be available for subsequent battles.
 
Yes, better to have been saved for another day, no doubt.

Citer
Units can't continue fighting forever.
We are talking about a day here. 

Citer
These are what some other games call "routs".  They've routed off the battlefield and are no longer combat effective.
I would like to see these guys "rallied" in the rear and re-form, even if not capable of fighting again.

Do you all think 30% in the screen shot in the first post is too high for BOTH sides ?. 
Titre: Re : Re : "Runaway" stats.
Posté par: Count von Csollich le 01 janvier 2010, 22:34:23 pm
do you all think 30% in the screen shot in the first post is too high for BOTH sides ?.  I would not be surprised by this figure for the side that was well beaten.  
for most of the battles I would say yes...

In real life, if a whole Division "routed" what did this mean for that Division after the battle ?.
nothing special if this Division belonged to the victorious side: they would simply reassemble, regroup if necessary and then be available for combat after ressupplying and perhaps a few "morale rising" days off :mrgreen:

if the division was on the losing side it could have well ment that most of the stragglers were caught after the battle or in the process of the following days/weeks as they lost their will to fight and would surrender at the first enemy contact - the reference would be the losses of tzhe Prussians after the battle of Jena. In the period after the battle they lost about the same amount of men again as they were unbale to reorganize and put up any organized resistance (i don't quite remember the correct numbers but they were well in the tens of thousands
Titre: Re : Re : "Runaway" stats.
Posté par: Count von Csollich le 01 janvier 2010, 22:41:52 pm
I've seen units stand and fight until almost destroyed.  I've seen units frightened by being ordered to march.  There are a lot of possible results and the range is huge.  The game will, at some point, duplicate almost anything from any true story you've heard.  It will not, however, duplicate anything you can possibly imagine, and it will not usually duplicate some general's fantasy, like destroying an unshaken square by throwing cavalry into it.
I can second that, same things happened to me and I was very impressed - and i totally understand that some outstanding things that maybe happened once can't reoccur in that game!!
Except for the heroic Charge of the Light Brigade at Balaclava :mrgreen: :mrgreen: :mrgreen: happened to me many times already :mrgreen: :mrgreen:

Runaways probably includes all units that have "escaped".  These guys have left the field, but will be available for subsequent battles.  Units can't continue fighting forever.  These are what some other games call "routs".  They've routed off the battlefield and are no longer combat effective.

That's very interesting, I haven't thought of that - this would of course explain the huge number!!! Thanks for the explanation!
Titre: Re : "Runaway" stats.
Posté par: Franciscus le 01 janvier 2010, 22:47:46 pm
Just a thought... Is there any chance that in statistics every unit that routed at least once (even if later rallyed and fought again) is being cumulatively summed up ??
Titre: Re : "Runaway" stats.
Posté par: Hook le 01 janvier 2010, 22:57:23 pm
Citer
Citer
Units can't continue fighting forever.
We are talking about a day here.

Actually, we're talking about hours here.  Units can only stand in combat for a certain amount of time before they're going to be ineffective.


Citer
Citer
These are what some other games call "routs".  They've routed off the battlefield and are no longer combat effective.
I would like to see these guys "rallied" in the rear and re-form, even if not capable of fighting again

It's happening, just off the map.  There's no reason to render a huge mass of units near the rally point/lines of communication if they're not going to be going back into the battle. Just think of it as, the rally point is off the map.

If they don't leave the map, you'll end up chasing them all over the battlefield at some point.  We used to do that in Sid Meier's Gettysburg a lot.

Citer
Do you all think 30% in the screen shot in the first post is too high for BOTH sides ?

I think if you divide the number of runaways by the number of units out of the map from a previous analysis screen to get the number of runaway men per unit, you'll find the number are more reasonable.

If we rephrase your question to be, "Do I think the number of units leaving the map is too high" then I have to say I'm surprised it's as low as it is.  I expect a unit to have only one or two fights in them before they are no longer effective.

Hook
Titre: Re : Re : "Runaway" stats.
Posté par: Hook le 01 janvier 2010, 23:00:08 pm
Just a thought... Is there any chance that in statistics every unit that routed at least once (even if later rallyed and fought again) is being cumulatively summed up ??

If that was happening you'd have more runaways than original troops! :D

Hook
Titre: Re : "Runaway" stats.
Posté par: Pariente le 01 janvier 2010, 23:25:46 pm
Look at the « new potential » value : in the aftermath of the battle, generals gathered routed units, which are then not considered as casualties.
Titre: Re : Re : Re : "Runaway" stats.
Posté par: CBR le 02 janvier 2010, 01:43:46 am
I believe it to be impossible to review every single regiment in order to get definitive parameters for their performance in battle (they might have fought bravely once and taken flight the next time...)
It certainly will be something that takes a lot of study yes, but IMO not impossible to get a reasonable understanding of it. Christopher Duffy noted how some Prussian regiments in the SYW still behaved poorly more than a year after a serious defeat. The combination of lots of recruits as well as the veterans having tasted enough blood to lose some of their confidence was most likely the reason IIRC.

Even the burned out veterans of the 95th Rifles who seems to have had enough at Waterloo and some of it can IIRC already be seen near the end of the Peninsular War.

But ok enough of that...I'm not suggesting we go through all 1100+ regiments of LG  :smile:

A system where external factors (feeling outnumbered/outclassed, flanks threatened or supported etc etc) adjusts the currently fixed percentage before a unit is forced back would be nice.

Citation de: Hook
I've seen units stand and fight until almost destroyed
Have you seen units stand and fight beyond the expected 15-42% losses as described in the manual?

CBR
Titre: Re : "Runaway" stats.
Posté par: Hook le 02 janvier 2010, 02:04:27 am
A system where external factors (feeling outnumbered/outclassed, flanks threatened or supported etc etc) adjusts the currently fixed percentage before a unit is forced back would be nice.

That already seems to be in the game.

Citer
Have you seen units stand and fight beyond the expected 15-42% losses as described in the manual?

Yes.  I've seen units in defensive line take 80% casualties before breaking.  Look in the Analysis for the unit that took the most loss (third from the bottom on the third screen if it's not translated from French).  Some of them are quite high.  I've got a screen shot that shows over 2100 loss for one regiment.

Hook
Titre: Re : Re : "Runaway" stats.
Posté par: CBR le 02 janvier 2010, 02:12:06 am
Yes.  I've seen units in defensive line take 80% casualties before breaking.  Look in the Analysis for the unit that took the most loss (third from the bottom on the third screen if it's not translated from French).  Some of them are quite high.  I've got a screen shot that shows over 2100 loss for one regiment.

Hook

Then you should report it as a bug or the manual needs a change  :lol:

If it indeed supposed to be like that, then it seems better than described in the manual and what I have seen in tests (with my obviously outdated demo)
Titre: Re : "Runaway" stats.
Posté par: Hook le 02 janvier 2010, 02:37:37 am
Then you should report it as a bug or the manual needs a change  :lol:

If it indeed supposed to be like that, then it seems better than described in the manual and what I have seen in tests (with my obviously outdated demo)

The 2100+ loss was from the demo.  As for the manual, it would only be in error if it said units always break after XX% loss under all circumstances.  I'm not going to go looking for that, but when the current editing pass takes me to that part of the manual, I'll see if it says anything wrong.

I think a lot of things are showing up during normal play that won't show up in tests with isolated units and a lot of constraints.

Hook
Titre: Re : "Runaway" stats.
Posté par: CBR le 02 janvier 2010, 03:45:15 am
Are you sure the 2100 loss came before it routed? If so do you have a replay of it?

I had one regiment taking 2280 but it disappeared so that explains that 100% loss. The canister bug can cut down hundreds of men in a routing unit. I have had artillery fire at a whole corps and did not see any units taking more than they should according to the manual.


CBR
Titre: Re : Re : "Runaway" stats.
Posté par: Pariente le 02 janvier 2010, 15:16:49 pm
Yes.  I've seen units in defensive line take 80% casualties before breaking.  Look in the Analysis for the unit that took the most loss (third from the bottom on the third screen if it's not translated from French).  Some of them are quite high.  I've got a screen shot that shows over 2100 loss for one regiment.

Hook


I was playing the battle for the umpteenth time, Davout's corps had only 500 men left after having faced three ennemy corps. And their morale was still at 80 ! :shock:
Its artillery fought during two hours, then, there were no canons left, and the French kept fighting while cannoballs were showering down on them.
Titre: Re : "Runaway" stats.
Posté par: Gunner24 le 02 janvier 2010, 15:22:17 pm
Citer
There's no reason to render a huge mass of units near the rally point/lines of communication if they're not going to be going back into the battle. Just think of it as, the rally point is off the map.
Ahhh, yes, good point.

Citer
I think if you divide the number of runaways by the number of units out of the map from a previous analysis screen to get the number of runaway men per unit, you'll find the number are more reasonable.
I'm not so sure, the number of runaways is for the most part WHOLE units that have left the battlefield.

My point, which keeps getting missed, is :
Was it "normal" for about 30-35% of an Army (win OR lose) to be "gone" after a battle where a few thousand were killed and wounded ?.
Titre: Re : "Runaway" stats.
Posté par: Pariente le 02 janvier 2010, 16:08:33 pm
My point, which keeps getting missed, is :
Was it "normal" for about 30-35% of an Army (win OR lose) to be "gone" after a battle where a couple of thousand were killed and wounded ?.

One of the greatest French military theorist Charles Ardant du Picq (1819-1870) said about MacDonald's column at Wagram :

« On 22 000 men, 3 000 or hardly 1500 reached the position, and certainly they were not responsible for the taking of this place : the moral effect of a hundred guns and cavalry deserve the laurels. Were the 19 000 missing men out of fight ? No. 7 on 22 - about a third, huge proportion - might have been killed in action. What were the 12 000 missing men doing ? They fell, they were lying on the ground, playing dead so they would not have to go further. »

As the French love to exaggerate, all the figures may be... approximate. :mrgreen:
But it happened, MacDonald's incredibly high losses were due to : runners, comedians and soldiers who helped the wounded to go back.[/pre]
________________________________

I found different information about the three Davout's divisions' losses at Auerstaedt but I take in account the 7 000 dead or wounded, according to Jean Tranié (in L'épopée napoléonienne : les grandes batailles). 7000 on 26 000 : nearly a quarter.

I guess 30% is not « normal » but is possible. The size of the battlefield and the fact that the ennemy army in the demo never retreat may explain such losses.
Titre: Re : Re : "Runaway" stats.
Posté par: CBR le 02 janvier 2010, 17:57:44 pm
I'm not so sure, the number of runaways is for the most part WHOLE units that have left the battlefield.
When I did a test I could see how the number of runaways increased whenever a unit had moved off the map. So it seems the number comes from the soldiers who are in units that have escaped.

Citer
My point, which keeps getting missed, is :
Was it "normal" for about 30-35% of an Army (win OR lose) to be "gone" after a battle where a few thousand were killed and wounded ?.
Each battle is of course unique but was it normal? No.

edit: and yes the numbers for Wagram are a bit suspect as MacDonald did not advance with anywhere 22,000 soldiers but more like 8,000 according to what I have read. The total losses of the Army of Italy (that his corps was part of) are stated to be around 6,000 (30%) and IMO we can safely assume his corps took heavier losses than the other corps in the army.


CBR
Titre: Re : Re : "Runaway" stats.
Posté par: Hook le 02 janvier 2010, 18:13:41 pm
My point, which keeps getting missed, is :
Was it "normal" for about 30-35% of an Army (win OR lose) to be "gone" after a battle where a few thousand were killed and wounded ?.

Who do you think the "runaways" actually are?  (The French word is "Fuyards.")  They appear to be units that have left the field because they are no longer combat effective.  This will include units that are reorganizing.  Or whole corps that have retreated off the map.  They are no longer available to fight for whatever reason.

There's already a statistic for "missing."  This may be what you expect runaways to be.  

Suggest a different term for "runaways" and I'll put that in the translation file instead.  Would "Left the battlefield" make more sense?  We have a statistic on another screen for units "Out of map", this would be "Men out of map" or similar.

And your point, which I did address, was that I was surprised it was as low as it is.  Real life generals who watch wargamers playing are surprised at the number of losses we're willing to accept.  At the end of the battle, 1/3 of the force is no longer combat effective and have left the battle rather than fight to the death.  How would you prefer to handle these forces?

Hook
Titre: Re : "Runaway" stats.
Posté par: Formaldehyde le 02 janvier 2010, 18:18:02 pm
I have always taken the "runaway" message as somewhat abstracted.  The formation in question has manpower, but ceases to exist as a coherent combat unit.  As far as better terminology in English- The unit has been rendered "combat ineffective" or "unit shattered" "broken", etc.
Titre: Re : "Runaway" stats.
Posté par: Count von Csollich le 02 janvier 2010, 18:30:42 pm
It seems to me good idea to suggest these terms as a possible change in the interface because they make things clearer... especially the "combat ineffective"...
Titre: Re : "Runaway" stats.
Posté par: Hook le 02 janvier 2010, 18:45:13 pm
I'm changing "runaways" to a more generic "Out of map" unless someone has a better suggestion.  I'm not sure if this number includes reinforcements that haven't arrived yet.

Hook
Titre: Re : "Runaway" stats.
Posté par: Gunner24 le 02 janvier 2010, 18:55:13 pm
Citer
This will include units that are reorganizing.  Or whole corps that have retreated off the map.  They are no longer available to fight for whatever reason.
What your saying here is these men have in fact "retreated" to safety and can no longer fight TODAY, but may re-organise ready for tomorrow, that makes sense to me but I'm sure this figure is too high when compared to the killed and wounded stats.

Citer
Suggest a different term for "runaways" and I'll put that in the translation file instead.  Would "Left the battlefield" make more sense?  We have a statistic on another screen for units "Out of map", this would be "Men out of map" or similar.
How about "Withdrawn from battlefield", would that be any good ?.

Citer
At the end of the battle, 1/3 of the force is no longer combat effective and have left the battle rather than fight to the death.  How would you prefer to handle these forces?
If you look at the casuality figures for major Napoleonic Battles there were huge numbers of men killed and wounded, if what your suggesting is correct, how did that happen - as they would have left the battlefield rather than fight.

Some basic info from : http://napoleonic-literature.com/WE/Casualties.html

Citer
Battle French Casualties Enemy Casualties
Austerlitz 9,000 27,000
Borodino 30,000 44,000
Eylau 25,000 15,000
Jena-Auerstadt 12,000 38,000
Waterloo 41,000 22,000

Yes, it is obvious that the above casualty figures, which include killed, wounded and missing, are large;

In the demo battle in the first post of this topic the total killed, wounded and missing, come to about 10 and 14 thousand.

We could say, at Waterloo, almost the whole French Army ended up as "runaways" but how many of the Brits/Prussians did the same ?.

I'm not trying to say the runaway figures are "wrong" only that they appear very high, for both sides, I don't know if they are right or wrong......it will be interesting to see if these type of figures are repeated in the full game version.

I suspect in an effert to avoid "fighting to the last man" in LG something may be a little over tweaked to make sure that does not happen.
Titre: Re : "Runaway" stats.
Posté par: Hook le 02 janvier 2010, 19:19:00 pm
We could say, at Waterloo, almost the whole French Army ended up as "runaways" but how many of the Brits/Prussians did the same ?.

We don't have stats for that.  For example, the Household Brigade would probably have been counted in the "runaway" number.  Where is it recorded what happened to those units?  They're simply ignored for the rest of the battle.

Where are the actual battle stats for "men in units that are no longer combat effective"?  I've never seen it recorded, but you might be able to calculate it if you're given the number of effective battalions at the end of the battle.  Even better if you're given the number of ineffective battalions. 

And exactly why do you think this number is too high?  What do you have to compare it to, since it's never reported for real battles?  I think it's too low, because units are staying in battle longer than I expected.

Hook
Titre: Re : "Runaway" stats.
Posté par: Gunner24 le 02 janvier 2010, 21:30:58 pm
Citer
What do you have to compare it to, since it's never reported for real battles?
Ha, so why are you right and me wrong when you admit there are no sources to prove one way or the other.

It's a fair bet that at Waterloo there were many more "effective" troops left for the Brits/Prussians than the French, who were leaving the battlefield in very large numbers, with little organised resistance, unless I've read all the wrong books of course.

Citer
And exactly why do you think this number is too high?.
Everyone is allowed to "think" something for themselves (even if they turn out to be wrong) and I gave some interesting stats.  If we use Borodino from them as an example, 30k and 44k killed, wounded and missing for each side, that's about THREE times the number in the LG demo battle, so it would follow that the 30k "runaways" would also be three times as many, meaning neither side would have hardly any (if any at all ?) effective troops left after Borondino.  Now you can say that is correct because after that kind of battle very few troops would be capable of fighting again for................how long ?.

What really happened ?....I'm guessing that after a period of intense action (how long ?) units were withdrawn to a quite area for rest while another fresh unit took it's place, but I doubt very much if formations that had years of training and battle experience fought for two hours and then said, "that's it, I'm done for today I'm off for a cup of tea in that nice barn over there......see you in a few days time".  More likely they were withdrawn to a safe area, with little or no action, for a spell to re-group and rest, then they would be ok for further action later - if needed.

You are suggesting they fought for an hour or two and that was it, they had done their job, that may be right, but it's not the impression I have got from all the books I've read.

I could not care less if your right, or I'm right, or we are both right, or both wrong, the fact is we were not there and all we know is what we read from books and one opinion is as valid as another.

The number of "runaways" look too high to me, they look too low to you.   
Titre: Re : "Runaway" stats.
Posté par: Hook le 02 janvier 2010, 23:02:57 pm
Citer
More likely they were withdrawn to a safe area, with little or no action, for a spell to re-group and rest, then they would be ok for further action later - if needed.

And that's exactly what's happening.  They'll be available for combat tomorrow.

The safe area is off the map.  You don't get to order them back into battle, where they'll break at the first threat.  This is a good thing.

I'm not saying the number is too low, just that I'm surprised that it's not higher.  I'm willing to go with the number in the game.

There are any number of reasons a unit can only take one or two hours of direct contact with the enemy.  Fatigue, combat stress, morale, losses, lack of ammunition, the will of the men and the officers to continue fighting, breakdown of discipline due to officer and NCO casualties, probably a lot more I can't think of off the top of my head.  There's a limit to how long you can expect even a Guard unit to stand and die.

Hook
Titre: Re: "Runaway" stats.
Posté par: chops le 03 janvier 2010, 00:13:58 am
Instead of "Out of Map"  how about "Left the Field".  I also like "Combat Ineffective" and "Broken".
Titre: Re : Re : "Runaway" stats.
Posté par: Franciscus le 03 janvier 2010, 00:32:19 am
...
If we use Borodino from them as an example, 30k and 44k killed, wounded and missing for each side
...
  

I would say that many if not most of those "missing" are in fact the so called "runaways", don't you think ? "Missing" could even be a good term for this statistic...
Titre: Re : Re: "Runaway" stats.
Posté par: Duke of Earl le 03 janvier 2010, 01:37:32 am
Instead of "Out of Map"  how about "Left the Field".  I also like "Combat Ineffective" and "Broken".

Bonjour Messieurs,

I changed my interne text to say 'Broken' ....  :)

Cordialement, DoE
Titre: Re : "Runaway" stats.
Posté par: Hook le 03 janvier 2010, 01:48:29 am
Citer
"Missing" could even be a good term for this statistic...

Already got one for Killed and Missing.  At least these guys are responding to a roll call.  The missing ones aren't.

Citer
Instead of "Out of Map"  how about "Left the Field"

I like "Left the field" better than "Out of Map" myself.  If no one has any objections, I'll put that in the final files I send to JMM.  He's already got the Out of Map version.  They aren't finished, though.  Just better than what we had before.

Hook
Titre: Re : "Runaway" stats.
Posté par: Formaldehyde le 03 janvier 2010, 02:44:27 am
"Out of map" seems a bit ambiguous.  It breaks the brittle layer of believability that we all have as historical simulation gamers.  I know it's a game, and that there is a "map"- but I want to think that the forces that have just failed to do their duty to me have "broken" or "fled the field".  It's funny how words matter in different contexts.
Titre: Re : "Runaway" stats.
Posté par: Hook le 03 janvier 2010, 03:05:02 am
"Out of Map" was intentionally ambiguous, as I didn't know if it included reinforcements that had not yet entered the battlefield.  I just checked and it doesn't, so "Left the Field" or similar it is.  Similar words "out of map" are used in several other places and I'm not sure what everything is used for.

Hook
Titre: Re : "Runaway" stats.
Posté par: Gunner24 le 03 janvier 2010, 15:17:13 pm
Citer
"Left the Field"
is good, but is :

"Left the Battlefield" better ?.

Titre: Re : Re : "Runaway" stats.
Posté par: Count von Csollich le 03 janvier 2010, 22:40:42 pm
is good, but is :

"Left the Battlefield" better ?.



how about good old British English and "Left the Field of Battle"... :mrgreen: just a joke...
Titre: Re : "Runaway" stats.
Posté par: Mooncabbage le 12 janvier 2010, 10:40:14 am
I believe it was the role of drummer boys and other musicians to remove the wounded from the line. I think the fact that there was a rule at any point forbidding soldiers to leave the line to remove wounded commrades suggested that this happened regularly. I believe this is modelled in game, with a rallied unit regaining strength and morale over time. Can anyone confirm this?

I would like to see units "retreat" instead of rout if they have only taken a small number of losses, atleast when on the defensive. This would reflect being pushed back. If they took more losses the retreat might turn to a rout. This already happens sometimes (regiments will make a "retreat move" where the men slowly walk backwards). I think routs should perhaps be confined to units that have had a spectacular failure of morale.

In LG is there any morale bonus/penalty for a regiment with a threatened or unsupported flank? Do friendly fleeing regiments negatively affect morale? I am not sure, sometimes I see corps taken apart piecemeal with regiments routing and being captured, while some other regiments stand steadfast. I would expect that if a corps commander was taking massive losses, he would order his corps to retreat rather than see it destroyed. Does anyone have opinions on this?
Titre: Re : "Runaway" stats.
Posté par: Hook le 12 janvier 2010, 11:04:34 am
I believe this is modelled in game, with a rallied unit regaining strength and morale over time. Can anyone confirm this?

Don't know for sure, but feel free to watch in the game to see, and let us know.

Citer
I would like to see units "retreat" instead of rout if they have only taken a small number of losses, atleast when on the defensive. This would reflect being pushed back. If they took more losses the retreat might turn to a rout.

Already happening.  Probably only happens for higher quality units.  You have to have considerable control over troops to get them to do an orderly retreat, more than you'd have for a typical line unit.  Read du Picq.

Citer
1.  In LG is there any morale bonus/penalty for a regiment with a threatened or unsupported flank?

2.  Do friendly fleeing regiments negatively affect morale? I am not sure, sometimes I see corps taken apart piecemeal with regiments routing and being captured, while some other regiments stand steadfast.

3.  I would expect that if a corps commander was taking massive losses, he would order his corps to retreat rather than see it destroyed. Does anyone have opinions on this?

1.  Don't know.  Feel free to check.

2.  It appears they do.  In any case, it's documented that an elite or guard level unit fleeing will have a major effect on morale.  Check the manual.

3.  This is already happening.  Some corps will retreat completely off the field.

We've already determined what the "runaway" numbers are counting.  You may notice that the numbers are generally smaller in DemoII.

Hook
Titre: Re : Re : "Runaway" stats.
Posté par: Mooncabbage le 12 janvier 2010, 12:24:30 pm
Already happening.  Probably only happens for higher quality units.  You have to have considerable control over troops to get them to do an orderly retreat, more than you'd have for a typical line unit.  Read du Picq.

This makes plenty of sense. I can imagine them trying to retreat and having it rapidly turn into a rout. I think routs should be involuntary, while a retreat is something attempted by the tactical and regimental AIs.

1.  Don't know.  Feel free to check.

I imagine this would be hidden in the engine if it was the case, so I think it's something that we can speculate on but JMM will have to confirm or deny for certainty.

2.  It appears they do.  In any case, it's documented that an elite or guard level unit fleeing will have a major effect on morale.  Check the manual.

This should most certainly be the case. Seeing an elite unit broken would have been devastating to morale. However regular old allies fleeing is something that has ALWAYS been a problem, historically, if not on the same scale as say, the defeat of the old guard.

3.  This is already happening.  Some corps will retreat completely off the field.

I have only ever seen corps retreat completely from the field. Usually they leave a rearguard which is very awesome. However I have seen corps completely obliterated with no attempt to flee and no mass rout, just slowly picked off... Which to me seems a historical or stupid (ie. incompetent commander). The corps WAS deployed in "defence on line" mode, and I think I read somewhere about this breaking the AI though. So perhaps it's that?
Titre: Re : "Runaway" stats.
Posté par: Hook le 12 janvier 2010, 12:46:56 pm
I imagine this would be hidden in the engine if it was the case, so I think it's something that we can speculate on but JMM will have to confirm or deny for certainty.

Given that the morale is shown and continuously updated, it's easy enough to watch various units and see what their morale does.  Moving units around during the setup phase is a good way to test various morale conditions involving unit or commander proximity.  No speculation needed.

Hook
Titre: Re : "Runaway" stats.
Posté par: Mooncabbage le 12 janvier 2010, 13:11:13 pm
Hmm good point. Although it still won't tell us (easily atleast) what effect a routing friendly regiment has
Titre: Re : Re : "Runaway" stats.
Posté par: Count von Csollich le 12 janvier 2010, 17:07:46 pm
I would like to see units "retreat" instead of rout if they have only taken a small number of losses, atleast when on the defensive. This would reflect being pushed back. If they took more losses the retreat might turn to a rout. This already happens sometimes (regiments will make a "retreat move" where the men slowly walk backwards). I think routs should perhaps be confined to units that have had a spectacular failure of morale.
I really don't want to contradict you always, certainly not my intention, but this is the way I see it...with historical reference...
The 1/14th Line at Austerlitz was detached by the Brigade Commander Thiebault to occupy Pratzen village...they marched onto the village with the assurance that it was unoccupied...when encountered they were taken by surprise and routed without any significant losses...Thiebault later on mentioned that he was disgusted by the behaviour of the commanding officer Mazas who had much experience , for not sending out proper scouts...
The batallion later on tried to redeem itself by coming back to the fight...with success
If you want to see organized retreats, try to observe attacks on villages: you will see that if one battallion has lost considerably the second one of the regiment will replace the first and continue the attack, while the "used" batallion retreats to safety as last in the regiment ...
Titre: Re : "Runaway" stats.
Posté par: Mooncabbage le 12 janvier 2010, 17:42:10 pm
I think you misunderstand me. You are a french native speaker yes? I am guessing from your grammar.

I spectacular failure of morale does not have to be caused by losses. The surprise of the village being occupied might qualify to be a rout, it certainly was in real life. What I AM saying is, an organised retreat should be a choice the Regimental and Tactical AI can make, as a reaction to pressure, WITHOUT the unit routing. As it stands this never happens at a regimental level.

For example, if a regiment is attacked by 2 enemy regiments, the colonel will issue a retreat order. The regiment will slowly march backwards towards support, fighting a rearguard action along the way. They might have only taken light losses, but the colonel can see that they will lose and so choses to preserve his command.

Then a battery opens fire on the regiment, lowering their morale and causing them to rout. This is not something the colonel has chosen to do, it is something that has happened spontaneously among the men.

Can you see the difference here?

I believe what people are saying is that in game units rout inappropriately, from too few losses. I was suggesting that the units could be made "braver" and be balanced out by retreat orders by the AI.

I wonder, is the morale system based largely on losses? I think there needs to be a certain "shock" element to morale, where a regiment can stand to be bled slowly, say in a firefight, but factors like surprise, routing allies, being vastly outnumbered, and taking a large number of losses in a small period, say from concentrated artillery fire, can cause them to rout without taking many losses at all.

Apologies that my thoughts do not seem very coherent right now, I am on some strong painkillers and they have just kicked in.
Titre: Re : "Runaway" stats.
Posté par: Count von Csollich le 12 janvier 2010, 17:50:22 pm
Allright I really didn't get that the way you ment it...(I'm not englisch native..if that's what you mean, and i usually don't correct the things i write...but from my earlier comments you might have realized that I am Austrian. However I've learned English, French, Latin, Ancient Greek and Italian - so it all gets a little bit confused up there, hope that I'm still comprehendable)  :mrgreen:
Concerning game-programming I must pass, as I already mentioned "many" times now... :?

And for all the people who don't know Austria: THERE ARE NO KANGAROOS IN AUSTRIA  :mrgreen: :mrgreen: :mrgreen:
Titre: Re : Re : "Runaway" stats.
Posté par: CBR le 12 janvier 2010, 18:16:41 pm
I wonder, is the morale system based largely on losses? I think there needs to be a certain "shock" element to morale, where a regiment can stand to be bled slowly, say in a firefight, but factors like surprise, routing allies, being vastly outnumbered, and taking a large number of losses in a small period, say from concentrated artillery fire, can cause them to rout without taking many losses at all.
From what I can see the only way a unit does not rout after taking 5% losses(Line quality) is if there is a break of one minute where it does not take losses. If such a break happens then the "clock" resets and it has to take another 5%.

From an old post by JMM there is a shock based on losses which is 3% for Guard units. I take that as 3% in one minute.

If I was to take a guess based on the tests and battles I have done so far then armies need to consist of Elite quality units or better to get the same percentage of casualties that we see in several historical battles.
Titre: Re : "Runaway" stats.
Posté par: Gunner24 le 12 janvier 2010, 20:20:49 pm
I think there should be a Corps order :

"Withdraw".

If a Corps Commander can see he is about to get badly beaten he should be able to make some kind of organised withdrawal, to a safer position.

What is everyone using at the moment to do this ?......which order would be best if you want to dis-engage ?.
Titre: Re : Re : "Runaway" stats.
Posté par: Count von Csollich le 12 janvier 2010, 20:26:20 pm
I think there should be a Corps order :

"Withdraw".

If a Corps Commander can see he is about to get badly beaten he should be able to make some kind of organised withdrawal, to a safer position.

What is everyone using at the moment to do this ?......which order would be best if you want to dis-engage ?.
That would be a good idea!
I've read on this forum that the deploy order somewhere to the rear can be used in combination with the checkboard formation would be best...hope I remember correctly   :?
Titre: Re : Re : Re : "Runaway" stats.
Posté par: JMM le 12 janvier 2010, 21:42:22 pm
From what I can see the only way a unit does not rout after taking 5% losses(Line quality) is if there is a break of one minute where it does not take losses. If such a break happens then the "clock" resets and it has to take another 5%.
From an old post by JMM there is a shock based on losses which is 3% for Guard units. I take that as 3% in one minute.
If I was to take a guess based on the tests and battles I have done so far then armies need to consist of Elite quality units or better to get the same percentage of casualties that we see in several historical battles.

There are 3 levels before a unit routs.
a) losses during the last minute above X1% (instantaneous   flight)
b) losses during the march (beginning on an order) above X2%
c) absolute losses above X3%
There are several other conditions to take flight.

X1 is 8,7,6,5,4% for Vieille Garde,Moyenne Garde,Royal Garde,Line or Light infantry,conscrit
X3 is 42,26 to 28,21 to 24,15 to 20%
X2 is calculated from these 2 values.

JMM


Titre: Re : Re : "Runaway" stats.
Posté par: Mooncabbage le 13 janvier 2010, 07:43:08 am
Allright I really didn't get that the way you ment it...(I'm not englisch native..if that's what you mean, and i usually don't correct the things i write...but from my earlier comments you might have realized that I am Austrian. However I've learned English, French, Latin, Ancient Greek and Italian - so it all gets a little bit confused up there, hope that I'm still comprehendable)  :mrgreen:
Concerning game-programming I must pass, as I already mentioned "many" times now... :?

And for all the people who don't know Austria: THERE ARE NO KANGAROOS IN AUSTRIA  :mrgreen: :mrgreen: :mrgreen:

Apologies, I automatically assume the non english speakers on this forum are french, I have done you a terrible insult ;)

I think there should be a Corps order :

"Withdraw".

If a Corps Commander can see he is about to get badly beaten he should be able to make some kind of organised withdrawal, to a safer position.

What is everyone using at the moment to do this ?......which order would be best if you want to dis-engage ?.

I agree, but the corps commanders should also withdraw themselves. As should regiments. They are supposed to be lead by reasonably capable officers and I cannot see them standing around being destroyed.

There are 3 levels before a unit routs.
a) losses during the last minute above X1% (instantaneous   flight)
b) losses during the march (beginning on an order) above X2%
c) absolute losses above X3%
There are several other conditions to take flight.

X1 is 8,7,6,5,4% for Vieille Garde,Moyenne Garde,Royal Garde,Line or Light infantry,conscrit
X3 is 42,26 to 28,21 to 24,15 to 20%
X2 is calculated from these 2 values.

JMM

What are the non-loss based impacts to morale? Things like, "exposed flank", "threatened flank", "nearby fleeing allies", "outnumbered", "surrounded", "surprised/ambushed", "under fire", "under artillery fire". I also believe units are more likely flee from a high number of initial casualties as caused by a charge, close range volley, or artillery bombardment, than from the same number of casualties in a protracted firefight.
Titre: Re : Re : Re : "Runaway" stats.
Posté par: Hook le 13 janvier 2010, 08:04:58 am
I also believe units are more likely flee from a high number of initial casualties as caused by a charge, close range volley, or artillery bombardment, than from the same number of casualties in a protracted firefight.

That's covered in "a) losses during the last minute above X1% (instantaneous flight)" above.

Hook
Titre: Re : "Runaway" stats.
Posté par: Mooncabbage le 13 janvier 2010, 08:15:42 am
Ahh, my memory is clearly not working very well today, since I read that and somehow managed to forget it by the time I got to the end of my reply.
Titre: Re : Re : Re : Re : "Runaway" stats.
Posté par: CBR le 14 janvier 2010, 14:16:49 pm
That's covered in "a) losses during the last minute above X1% (instantaneous flight)" above.
If JMM means that a unit will rout if it takes above 5% in one minute (Line quality) then yes it will rout, but it will also rout when taking 5% over 10+ minutes of artillery fire. And that is my concern about the combat mechanics as units are very fragile. Not only can they not take many losses before they rout but why rout instead of pulling back to safety. They are easy targets for cavalry who can capture them.


CBR
Titre: Re : "Runaway" stats.
Posté par: Mooncabbage le 14 janvier 2010, 14:47:28 pm
Some balancing will have to be done. From personal experience this comes down largely to trial end error, with a dash of reason and logic thrown in. It's certainly not easy to balance morale, especially when you throw AI into the mix.

I agree that a unit should retreat, or atleast try to, before it routs, MOST of the time. The retreat is a command decision however, routs tend to be the result of mob rule as I have said. I think the best thing we as a community can do, is to try to piece together our own system, of how and when we think units should rout, rather than just saying to JMM "It's wrong". Now I've already suggested that a unit under artillery fire will rout faster for the same number of losses as a unit which is not, indeed I am sure it is possible for a unit under artillery fire to flee without taking any losses, if it is already wavering.

So I would suggest a set penalty to spirit/morale per gun firing at the unit, building up over the course of say 2 or 3 minutes to a maximum. For example, each gun might reduce a regiment's morale by a maximum of 5 spirit, over the course of 3 minutes, in a 1/3/5 organisation of penalties.

Similarly one might suggest that being charged/attacked might decrease morale by 5% per attacking battalion or 10% per attacking squadron.

These are ofcourse just numbers I pulled out of the air, but you can see where I am going. Constructive criticism is many orders of magnitude better than regular criticism :) So let's see if we can't put together something JMM can actually use. History buffs I'm looking at you :)
Titre: Re : "Runaway" stats.
Posté par: Hook le 14 janvier 2010, 15:40:30 pm
So let's see if we can't put together something JMM can actually use. History buffs I'm looking at you :)

Until we know all the rules JMM uses, attempting to change them will be tilting at windmills.  JMM already knows how these things worked in real life. 

Please try to avoid the appearance of stirring dissent.

Hook
Titre: Re : "Runaway" stats.
Posté par: Gunner24 le 14 janvier 2010, 15:58:54 pm
Citer
I agree that a unit should retreat, or atleast try to, before it routs, MOST of the time.
I tend to agree, but maybe there should be a phase between this, the "wavering" type stage as in TW.....the unit is under heavy pressure and IF it's not withdrawn soon will rout, so it SHOULD retreat, but if not (for any reason) then it routs.......maybe this is how it already works, I will have to take more note of the in game descriptions when this is going on.
Titre: Re : Re : "Runaway" stats.
Posté par: Mooncabbage le 14 janvier 2010, 16:33:42 pm
I tend to agree, but maybe there should be a phase between this, the "wavering" type stage as in TW.....the unit is under heavy pressure and IF it's not withdrawn soon will rout, so it SHOULD retreat, but if not (for any reason) then it routs.......maybe this is how it already works, I will have to take more note of the in game descriptions when this is going on.

Yeah it's already in there. You see it sometimes on units with low spirit, in situations where something is threatening them.

Until we know all the rules JMM uses, attempting to change them will be tilting at windmills.  JMM already knows how these things worked in real life. 

Please try to avoid the appearance of stirring dissent.

Hook


There is no reason to wait to find out all the rules JMM uses. Odds are we probably never will know completely. There is no reason to hold off with suggestions, JMM will see what we think should be the case, and I'm sure some experts can weigh in with references and opinions, and JMM can adjust accordingly.

I would think my pre-order would be enough to confirm my vote of confidence in this game. I personally see no reason to tiptoe around the issues. I believe the perception of my stirring dissent to be a personal one. I think I have the right to express my opinion. I think you need to stop taking every criticism of the game as a personal attack on yourself or JMM, and accept it for what it is. What exactly are you worried about here?
Titre: Re : Re : Re : "Runaway" stats.
Posté par: Count von Csollich le 14 janvier 2010, 20:38:59 pm
There is no reason to wait to find out all the rules JMM uses. Odds are we probably never will know completely. There is no reason to hold off with suggestions, JMM will see what we think should be the case, and I'm sure some experts can weigh in with references and opinions, and JMM can adjust accordingly.

I don't really want to become heavily involved in this because I'm no programmer...but as far as my understanding goes I know that JMM has a lot of knowledge in the field and is particularly interested in the historical accuracy of this game... so if he programmed something to happen I'm sure he did so with historical reference!!! Just look at the accuracy of Units' behaviour... the cavalry...the Corps deployment...
Titre: Re : "Runaway" stats.
Posté par: dieseltaylor le 15 janvier 2010, 00:41:18 am
Mooncabbage
Citer
So I would suggest a set penalty to spirit/morale per gun firing at the unit, building up over the course of say 2 or 3 minutes to a maximum. For example, each gun might reduce a regiment's morale by a maximum of 5 spirit, over the course of 3 minutes, in a 1/3/5 organisation of penalties.

Your suggestion seems flawed in some respects:
a] distance to guns - decreased accuracy and effect
b] effectiveness of guns, less effective in the wet due to ball not skipping as far, also I would imagine wheat would slow ball down
c] formation of the unit , line being least affected
d] effects of slope

and I am sure morale is very much influenced by what is happening nearby in relation to number of friendly and enemy troops. Also I think perhaps you over-rate the effectiveness of a single gun and in fact number of batteries rather than guns may be what would be required at range to have any serious attempt at reducing morale.

I am not a great fan of a mechanistic approach to gaming preferring an element of unknown fudging. The concept that someone can say I have 6 guns and will aim at this regiment and it will lose morale at a specific rate I dislike. My preference is that it will have an effect in the range of  say x  + or - 2.

After all most of the lessons learned from the Napolenic battles was done in hindsight and most of it after the wars were over. Not to say that both sides did not have some exceptional officers who understood better than most what was going on - but then they were the exceptions. One only has to look at the problems the Franch had with training horses for the cavalry to realise how bad ideas could live on throughout the Napoleonic period.
Titre: Re : "Runaway" stats.
Posté par: Hook le 15 janvier 2010, 01:45:06 am
I guess we could copy and paste from 15 different miniatures rulesets, but in the end that's worse than worthless, it wastes our time and space, so it actually has negative value.  It has nothing whatsoever to do with HWLG.

JMM has already determined the rules the game will use.  Your chances of getting these rules changed are very small if they exist at all.  If you spend enough time analyzing the game, you can figure out what the rules are, and then you might be in a position to suggest tweaks.  These have more chance of being implemented, but don't count on it.

Hook
Titre: Re : "Runaway" stats.
Posté par: Hook le 15 janvier 2010, 01:59:14 am
My preference is that it will have an effect in the range of  say x  + or - 2.

I'd prefer this myself, but the way JMM does it deterministically seems to work, especially since so many different factors combine at once that the actual outcome is unpredictable.  I don't know why he did it that way.  Possibly for speed, possibly for ease of record keeping, possibly to keep a series of random numbers from producing an unbelievable result, possibly just because he made the decision to do it that way early in the design phase for no other reason than that this was his design philosophy.

If I'd programmed the game, I'd be using uniform and normally distributed random numbers... but I don't think you'd see much difference.

Hook
Titre: Re : Re : "Runaway" stats.
Posté par: Mooncabbage le 15 janvier 2010, 03:19:37 am
Mooncabbage
Your suggestion seems flawed in some respects:
a] distance to guns - decreased accuracy and effect
b] effectiveness of guns, less effective in the wet due to ball not skipping as far, also I would imagine wheat would slow ball down
c] formation of the unit , line being least affected
d] effects of slope

and I am sure morale is very much influenced by what is happening nearby in relation to number of friendly and enemy troops. Also I think perhaps you over-rate the effectiveness of a single gun and in fact number of batteries rather than guns may be what would be required at range to have any serious attempt at reducing morale.

I am not a great fan of a mechanistic approach to gaming preferring an element of unknown fudging. The concept that someone can say I have 6 guns and will aim at this regiment and it will lose morale at a specific rate I dislike. My preference is that it will have an effect in the range of  say x  + or - 2.

After all most of the lessons learned from the Napolenic battles was done in hindsight and most of it after the wars were over. Not to say that both sides did not have some exceptional officers who understood better than most what was going on - but then they were the exceptions. One only has to look at the problems the Franch had with training horses for the cavalry to realise how bad ideas could live on throughout the Napoleonic period.


It was just an example, as I said I pulled it out of the air. Also not that it was specifically to do with morale, and not casualties, and so I don't see how the bouncing of the rounds comes into it. It's about the morale effects of being under fire, not for calculating casualties. As Hook said, I agree that randomness has a value in wargames in simulating the unknown, to some extent this is mitigated in HWLG by the limited information you get (you don't have floating numbers that reveal the internal maths). Also you don't have easy direct control over units, so you can't quickly intervene in a Deus Ex Machina scenario.

Hook, seeing as we have unlimited time and space, and I'm certain JMM plans to continue modifying and tweaking the game post release, I see no problem with discussing the internal rules. If you don't like it, noone is threatening to break your legs if you don't take part. I just stop replying to the threads in which you no longer have an interest.
Titre: Re : "Runaway" stats.
Posté par: Hook le 15 janvier 2010, 07:05:08 am
Hook, seeing as we have unlimited time and space, and I'm certain JMM plans to continue modifying and tweaking the game post release, I see no problem with discussing the internal rules. If you don't like it, noone is threatening to break your legs if you don't take part. I just stop replying to the threads in which you no longer have an interest.

[Moderator hat on]

Discussing the internal rules:  I welcome discussions of the actual internal rules of HWLG.  I want to see what people have figured out too, like CBR did with the artillery.  But it needs to be about the actual internal rules and not speculation on what design changes might be needed when you don't know what the internal rules are.

Time and space:  I'm concerned about the signal to noise ratio.  The more posts that clutter the forums that aren't actually about HWLG, the harder it is for anyone to get real information, especially new people who have just joined the forum.  Posts about HWLG are very welcome.  Posts about other games may be welcome.  Posts that are mostly attempts to turn HWLG into a Total War clone are less welcome, especially when it turns into a Zergling Rush.

Part of my job here is to support HWLG on the forums.  That means I get to read every post, and respond if necessary. 

[Moderator hat off]

Mooncabbage, I think you will have a lot to contribute.  And I know what it's like to be a modder, having done some extreme modding myself.  But attempting a redesign of the game at this point is not going to be useful.  Hold off until at least after release and the pressure is off JMM.

Hook
Titre: Re : "Runaway" stats.
Posté par: Mooncabbage le 15 janvier 2010, 07:55:06 am
Hmm, my attempt was not to put pressure on JMM, I thought it was clear that everything I had said was intended as speculation as to possible areas of improvement POST release. The game is already more complete than half the crap you see at EB for AUD$110 so I'm really not fussed if he released it tomorrow.

I don't want it to seem like we (the former TW community) are trying to turn HWLG into TW, we spent years essentially trying to do the reverse. I mean I personally only spent a year or slightly less actively modding, but I know others have been waiting for years for something like this, in mod or LG form :P

I think we just want to ensure that as well as being historically accurate it's continually fun and polished in multiplayer, which is what most of us are after. We (and I'm speaking for myself here, but I think others will agree) are willing to sacrifice a little bit of realism in the camera department, for something that lets us soak up the atmosphere and see what our troops are doing at the time. I know a lot of people struggle to find time enough to play online, and so watching the replay after is just more time than they really have available to them. Besides which I think most of us would agree that while the CiC view is nice, and very realistic, and with a telescope it'd be about as close as you'll ever  get to the real thing, what we really want is to be able to look over the battle like a fly on the wall, while it's still going on. I guess it's sort of complicated to explain.

Ultimately we're not trying to turn HWLG into TW, but TW is not a totally useless game, it has some valid concepts. I think it's an underestimation to equate TW players with casual starcraft type players. We were just working with what we had access to. Which is why you'll not a large number of TW players are very interested in this game, although quite a few from the old NTW2/TacWar community seem to be holding off to see how things pan out.

Perhaps however in the future I should confine my speculation to the Grenadiers forum? I guess I can see how my suggestions might be confused with criticisms by people who are already borderline on this game. If you are one of those people reading this: Buy the game. It's awesome. If you are looking for a proper strategy game, then this is it. If you want pretty models and something that won't tax you, then NapTW is for you, but if you want something with guts, with gameplay, and with style, you can't walk past this. Even the demo is incredible, like nothing else you've ever played.
Titre: Re : "Runaway" stats.
Posté par: Gunner24 le 15 janvier 2010, 15:46:58 pm
Citer
Posts that are mostly attempts to turn HWLG into a Total War clone are less welcome
Ha, where are they, I don't re-call any.  Anyone with a brain in their head can see that LG is nothing like TW games.  People who want TW games will stay with TW games, many of the TW Napoleonic Community are showing little interest in LG because it's not their type of game, others, like Moon, Grog and I (and others not active here yet) are WANTING to switch from TW to LG.

What is with all this anti TW feeling ?.......I played ntw2 (RomeTW mod), TAC WAR (EmpireTW mod) and TROM (EmpireTW mod) ONLY for two reasons, one reason, they are/were the only Napoleonic "type" games of their type, and the other reason was someting to do while waiting many years for LG.  

Those two games provided hundreds of hours of brillent MP games, anyone who thinks that is sub standard experience, because LG is new different type of game, and not worthy of taking notice of helpfull comments from those people - has missed something important.

I see no help in "looking down" on TW players, many of them may well become LG players - once they see the game working well.  Their comments about LG are as valid as anyone's.

For the record, I don't consider myself a "gamer".....I have not played a pc game, other than those quoted above, for over 10 years.  All I'm interested in is large scale Napoleonic battles, and I want to see LG as good as it can be.

 
Titre: Re : "Runaway" stats.
Posté par: Stiboo le 17 janvier 2010, 11:36:22 am
My problem is with the word ROUT -

which means - a disorderly retreat of defeated troops./ a decisive defeat. /defeat utterly and force to retreat.

I think the word Rout is too strong a word - and should be used for units going off map ( and even then a random number should rally and return to battle), and another word used for units that re-group to fight again such as retreating/ disorganised / pulling back/ Rallying etc..

Even at the end at Waterloo Napoleon's Guard did not ROUT but RETREAT !
 
  "La Garde recule. Sauve qui peut!"   "The Guard retreats. Save yourself if you can!"

To sum up - the number of units going off map (routing) seems high to me, some of them should rally and return.
Titre: Re : "Runaway" stats.
Posté par: Hook le 17 janvier 2010, 12:14:21 pm
My problem is with the word ROUT -

which means - a disorderly retreat of defeated troops./ a decisive defeat. /defeat utterly and force to retreat.

I think the word Rout is too strong a word - and should be used for units going off map ( and even then a random number should rally and return to battle), and another word used for units that re-group to fight again such as retreating/ disorganised / pulling back/ Rallying etc..

Rout in the game is an uncontrolled disorganized retreat that couldn't be prevented by the leaders.  I find the term "rout" confusing in the game myself, but haven't come up with a better term to describe it.  If I could, it would already be changed in the translation files.

Routing units will rally nearby and return to battle unless something happens to prevent this, like getting captured.

Citer
To sum up - the number of units going off map (routing) seems high to me, some of them should rally and return.

They don't leave the map until they are combat ineffective.  These guys will rally and reorganize (and collect troops that have scattered) and be ready for combat the next  day.  This has been discussed in this thread already.

Hook
Titre: Re : "Runaway" stats.
Posté par: Stiboo le 17 janvier 2010, 15:49:06 pm
Rout in the game is an uncontrolled disorganized retreat that couldn't be prevented by the leaders.  I find the term "rout" confusing in the game myself, but haven't come up with a better term to describe it.  If I could, it would already be changed in the translation files.

Routing units will rally nearby and return to battle unless something happens to prevent this, like getting captured.

They don't leave the map until they are combat ineffective.  These guys will rally and reorganize (and collect troops that have scattered) and be ready for combat the next  day.  This has been discussed in this thread already.

Hook


Thanks for that Hook, prehaps what I mean is that some of combat ineffective troops leaving the battlefield should rally and come back...

I know it's only a word, but every time my Guard units 'rout' I moan to myself  "Guard units do not rout!" i'm sure I can live with it.

Can't wait for the full game!


Titre: Re : "Runaway" stats.
Posté par: Hook le 17 janvier 2010, 16:10:26 pm
Thanks for that Hook, prehaps what I mean is that some of combat ineffective troops leaving the battlefield should rally and come back...

I think what's happening is that they've left the battlefield because they've taken excessive losses.  Basically, they're no longer fit to fight.  I don't know how far this is actually modeled, but during combat you're going to lose a lot of troops who just scatter or leave the formations and don't return.  One of the things that's happening off map is these troops are slowly returning.  Many of them won't get back to their unit until some time overnight.  Wounded troops need to be treated and have some time to rest.  Leader casualties (officers and NCOs) need to be replaced.  Lots of things going on that take a while.

Citer
I know it's only a word, but every time my Guard units 'rout' I moan to myself  "Guard units do not rout!" i'm sure I can live with it.

I know, and I'm still looking for a better word for it.

Of course, it's only the enemy troops who "run away like scared children".  Your own troops will always "retreat expeditiously" or "withdraw in disorder" or some such. :)

It's interesting to note that one reason troops rout is because skirmishers target the leaders on the ends of the formation.  These guys are replaced by the file closers from the rear.  Their job is to make sure no one runs away, and when they're thinned out enough because they have to take a leader's place at the ends of the line, the troops find it easier to leave the formation.

Hook
Titre: Re : "Runaway" stats.
Posté par: Count von Csollich le 17 janvier 2010, 18:32:12 pm
The word I am actually missing is "retire"...I hope this is correct in this context - I believe I have read it some times in books for a situation where a unit realizes it has no chance of winning, but is not yet broken or routed andd decides to break formation and "retires" behind the own lines to regroup and reform...

The example I am referring to is my observation of the Grenadiers a CHeval charging from my reserve...THey charged, captured the enemy unit, reformed/rallied, and then face an enemy square - but before they suffered any casualties they (in our case here "routed" which is wrong, but ) "retired", I believe the correct term would be, behind their own lines to reform/rally...
In order to be able to retreat more quickly they chose to break formation and head back...As I am not native English it's a bit difficult to express and explain this "retire" as I am not even sure it's correct in this context...but it was the first thing that came to my mind, and having read lots of english literature on this time (as there isn't much in any other language than english and french... :lol:) i thought I'd state my thoughts here...correct me if I'm wrong...
Titre: Re : "Runaway" stats.
Posté par: Hook le 17 janvier 2010, 18:57:34 pm
The word I am actually missing is "retire"...I hope this is correct in this context - I believe I have read it some times in books for a situation where a unit realizes it has no chance of winning, but is not yet broken or routed andd decides to break formation and "retires" behind the own lines to regroup and reform...

"Retire" is used in English in that context, and thanks for that description.

We have a "Unit in flight" status in the game that seems to be what you're talking about above. 

Are there any other terms that describe an "uncontrolled disordered retreat that wasn't ordered by a commander"?  The problem with working with translations is, once some word has been suggested, it's hard to think of another one.

Hook
Titre: Re : "Runaway" stats.
Posté par: Uhlanen le 17 janvier 2010, 21:09:31 pm
Being somebody who's native language is English the best term for a "uncontrolled disordered retreat that wasn't ordered by a commander" is in my opinion Rout. The key word in the description being "Uncontrolled".  To me the larger issue is the "Unit in flight" designation which to many will be very nearly if not the same as a rout,use of the word "Flight" being the problem. Withdraw or retiring perhaps being a better choice, something of a more intermediate nature.
Titre: Re : "Runaway" stats.
Posté par: Gunner24 le 18 janvier 2010, 15:35:12 pm
Citer
the best term for a "uncontrolled disordered retreat that wasn't ordered by a commander" is in my opinion Rout
Yes, I agree......if it were NOT uncontrolled and disordered, then something like :

Pull back.
Retreat.
Re-group
Withdraw.
Withdraw to re-group.
Withdraw to re-organise.

might be ok.
Titre: Re : "Runaway" stats.
Posté par: Hook le 18 janvier 2010, 16:07:59 pm
I don't even know why I'm uncomfortable with the term "rout".

Routs happen when the unit's morale is low.  The unit will withdraw from battle without orders from its officers.  It will be disordered, cannot be given orders and cannot fight.  If caught in melee, it will be captured.  It will require time to rally before being able to fight again.

Does anyone have anything else to add to that?

If enemy cavalry is chasing a routed unit, they won't be able to rally.  I've seen them chasing routed units all over the map.

I've seen various unit statuses like "Unit out of control" or "Unit in flight" but these do not seem to have anything to do with routing.  There are also "Unit wavering" and "Unit recoil".

Hook
Titre: Re : "Runaway" stats.
Posté par: CBR le 18 janvier 2010, 20:20:18 pm
I have seen wavering and recoil too. Does recoil make a unit pull back a few meters? Or maybe it is just the 3D graphics acting up.

Technically it is a rout as the unit seem totally defenseless. I'm just questioning the need to rout like that. The unit is falling back to automatically reform in safety. If the unit would be recoiling instead and only rout if its morale was extra low then I would be more happy about it.


CBR