dougiej wrote:
Moopere wrote:
These batteries are really fictitious as I don't think dedicated howitzer batteries were used by anyone as a field asset at this time. We'll make them the big 8" type howitzers with the longest range of all the field artillery, this will help out those factions who don't have a 12lb cannon option.
OK playing devils advocate again, ""REALLY FICTITIOUS"" and we will have the shell capacity with our other guns, so why have howitzer battery's at all
Its a good question. I did post earlier on a proposition that we drop the howitzer unit altogether. We still might do this, however, after doing some actual work on CB 3.2.1 I am wondering if this might be a mistake. The reason is game engine related. I can't have the 8 and 9lb cannon use different maximum range for their roundshot versus their shell in a way that will make sense to players. 12lb cannon and 6" howitzers have a roughly similar maximum range so this worked really well in previous CB versions.
Those factions which had 12lb cannon could make their enemies life hell at long range, but then those without 12lb cannon could still do similarly with the long range of their howitzer units. If I remove the howitzer unit altogether and push shell into the 8/9/12lb batteries then those factions without 12lb cannon will also by default lose any truly long range artillery (a particular problem for the Dutch as they only have the 8lb cannon as their big gun)
The idea at the moment then is to transform the existing howitzer battery into some sort of fictitious unit of 8" type howitzers with extremely long range, probably even just a touch longer range then the current 12lb cannon. This addition would allow those factions with the smaller calibre cannon to still have an effective weapon for very long range use. Howitzers are generally best used at long range anyway, so it seems to make sense....at least at this early stage of the testing.
I do harbour concerns that doing the above to howitzers + adding canister will make them once again become the weapon of choice and supplant cannon, so the canister thing is not a definite at this stage, we'll see how that goes.
dougiej wrote:
Moopere wrote:
- Remove the battalion sized elite unit
Fair enough although i have seen Simpson use this in his battles with Gunner.
Mmm. I see guys new to CB use the small units like Voltigeurs and such but only once or twice. I think this is carried over memory from standard NTW2 games where these units are quite different in their stats. Once we get used to the big units they seem to become the standard as everyone is always trying to field more troops then their opponent.
I've only rarely used the smaller battalion sized light units and have never once used the battalion guard units....seemed like such a good idea at the time but I'm less certain now.
I think these tiny units confuse the unit selection panel and no-one would really miss them all that much if they were gone.
dougiej wrote:
Moopere wrote:
- - Tweak the stats of the Ottoman and Russian Militia to raise their cost a little bit. Having such an insanely low price unbalances the game I think. They will both still be the worst performing and cheapest militia in the game, but hopefully the price can go from 25f now to something more reasonable like 50 or even 75f.
Here here to this, 25florins does seem very cheap indeed, but perhaps i just still haven't recovered from my first encounter with the mad axeman against M,
These super cheap militia really are crap. If you can hold their morale together then they can seem more intimidating to the enemy then they really are. There is a definite reason why they only cost 25f. In the campaigns militia (or other cheap) units play a really important role which I think is realistic and a good thing. Its probably true historically that militia were essentially 'free' to the state sponsoring them, but its hard to show this in a tactical game, probably something more relevant to a grand strategic or political/diplomacy level game.
My suspicion is that we'd be a lot better served to think of our militia units more as green or unproven recruit type line troops rather than armed civilians. As such, I'll try to tweak these two units stats a little to make them slightly better on the field and by do doing also raise their price a bit. As a general rule I'm not keen on adjusting the stats provided by TheLordz as I think they did a really good job in giving us a wealth of variation in unit type and capability. Also, and this is extremely important, those factions with poorer than average shooting and/or morale stats need to have a cheap unit to remain competitive....but there is a limit and I really think that 25f is too low. I'll be aiming at 75f and see how we go.
Regards, M.