So the second means artillery can shoot over Forest from Hills as before, since Forests do not block LOS when on hills? Good, back to planmaking for me.I'm not sure what I was thinking on the matter of Hills when I wrote the 2.0 Revisions, err. I'm thinking either:
The first nerfs Hills a lot, the second is mechanically a bit onerous, the third does not spark joy. So I think I'll go with the middle option: Terrain (except for other Hills) doesn't matter for Spotting calculations if you're on a Hill, but the distance still does, and you do not actually see into the LoS-blocking Hexes, merely over them (so Units inside them are not revealed to you, unless you could see them normally too).
- Hills do not allow you to see over LoS-blocking Terrain, but you get more Spotting from being on them (+3 from the current +1, perhaps, or even more?)
- Hills allow you to see over LoS-blocking Terrain and essentially let you treat every Hex as having the Spotting cost of Plains (1). Distance is thus the only thing that matters for your Spotting - you still need to have enough Spotting to cover that distance, but it is unaffected by Terrain. Units concealed inside LoS-blocking Terrain are not revealed, either.
- Hills allow you to see over LoS-blocking Terrain, but you gain no special Spotting cost discount. Where a Forest will immediately block your LoS on the ground, you can still see through it from a Hill if you can afford its heavy 4 total Spotting cost.
Does that sound like anything?
I'm alright with the middle option. Being able to see a unit entering a forest but loosing track of them once they enter does accomplish what the revised spotting system sets out to do. It doesn't make hills irrelevant as certain hills allow you to see unit entering into an area (knowing someone is sneaking there is useful information, if you can spare the scout!) but also still allows for a measure of stealth. Considering it's generally possible to occupy a hill on your own side, the middle option is alright and produces similar outcomes as the pre-spotting change. Which is an advantage, as this doesn't throw a huge wrench into planning during this battle.I'm not sure what I was thinking on the matter of Hills when I wrote the 2.0 Revisions, err. I'm thinking either:
The first nerfs Hills a lot, the second is mechanically a bit onerous, the third does not spark joy. So I think I'll go with the middle option: Terrain (except for other Hills) doesn't matter for Spotting calculations if you're on a Hill, but the distance still does, and you do not actually see into the LoS-blocking Hexes, merely over them (so Units inside them are not revealed to you, unless you could see them normally too).
- Hills do not allow you to see over LoS-blocking Terrain, but you get more Spotting from being on them (+3 from the current +1, perhaps, or even more?)
- Hills allow you to see over LoS-blocking Terrain and essentially let you treat every Hex as having the Spotting cost of Plains (1). Distance is thus the only thing that matters for your Spotting - you still need to have enough Spotting to cover that distance, but it is unaffected by Terrain. Units concealed inside LoS-blocking Terrain are not revealed, either.
- Hills allow you to see over LoS-blocking Terrain, but you gain no special Spotting cost discount. Where a Forest will immediately block your LoS on the ground, you can still see through it from a Hill if you can afford its heavy 4 total Spotting cost.
Does that sound like anything?
So there isn't a situation where the other side's artillery just shoots yours and takes it out easily with counterbattery fire.Why does artillery have a defence bonus against other artillery (sensible), but not other infantry and cavalry?
Does this quest use different types of ammo for guns ?So there isn't a situation where the other side's artillery just shoots yours and takes it out easily with counterbattery fire.
Meanwhile getting cavalry or infantry close enough to directly attack artillery with their much shorter ranges is an actual achievement that requires significant effort, particularly if the enemy has positioned their artillery well enough to be properly protected.
Not currently, though different types of ammunition have been suggested before as a mechanic including by the QM. We are still dealing with the aftermath of completely reworking base mechanics, so fresh new mechanics might take some time.Does this quest use different types of ammo for guns ?
Grapeshot,solid shell etc. ?
The realism explanation for this is that artillery batteries are small and hard-to-hit targets compared to the enemy infantry. Counter-battery fire wasn't entirely avoided but gunners were advised against it in 90%+ of cases because it's just a far less efficient use of cannonballs. That wouldn't change until precise rifled guns started to appear in the mid-19th century that could actually hit a point target like a battery reliably.So there isn't a situation where the other side's artillery just shoots yours and takes it out easily with counterbattery fire.
Meanwhile getting cavalry or infantry close enough to directly attack artillery with their much shorter ranges is an actual achievement that requires significant effort, particularly if the enemy has positioned their artillery well enough to be properly protected.
I will look into it.Also @Red Rationalist , I tried to use your Inkscape file but unfortunately Google again complained I do not have permission..
Alright, should be fine now.Also @Red Rationalist , I tried to use your Inkscape file but unfortunately Google again complained I do not have permission..
Good, thank you. I might update the visualisation later.
So, your strategy for victory is to wait for a enemy charge and let Trotha weaken those units without reprisal. The main issues here is lack of an element that gives an advantage: If we follow your plan, Trotha is free to concentrate forces and overwhelm us in a melee. Your plan takes the least losses from fire, but it also relatively little in the way of gains.Therefore, my plan is to send a significant detachment of our forces into the East part of the map, to take Rotholz and make the enemy pay for taking it back. On the Western part, the halfling pathfinders advance, with their retreat covered by Guillory's Hussars. The obvious difference to the other proposed plans is that I am not doing any movements in the center. Another difference is that I want to keep Guillory's Hussars on the Western flank and hidden, instead of moving them up. The intent is for them to backup the pathfinders and charge enemies weakened by Pathfinder fire if Von Trotha neglects his Western flank. Instead of them, I am sending the 55th up to the forward position at Rotholz. They have a Defensive Genius, so they get the most dangerous job.
So, I think this is a mistake here. If you give him most of the centre to freely march through, he can absolutely bypass the Kirschenholz by sticking to the Rotholz area. The Kirschenholz is relevant in so far as we put a firing line in the middle, allowing for ambushes on Sarnscheid.This is why the first stage of his battle-plan must be securing both flanks in order to advance in the center and set up his artillery. This is another reason I do not really support the two other plans: they both give Von Trotha nice targets in the center and also don't do enough to secure and hold the critical flank positions.
My suggestion is therefore to avoid the center altogether and send troops up the flanks to take the Rotholz and send skirmishers into the Kirchenholz, supported by cavalry. He has to dislodge both of our flanking forces, and fortunately both flanks are difficult for his artillery fire to reach. Artillery cannot shoot over hills and can only shoot over forests while on a hill: this limits how he can concentrate artillery fire on the flanks. Shown below are the positions his artillery can effectively shoot from into the green areas on the flanks.
Ok, but for units in plains, having a 43.25% chance to do 300 casualties and 71.88% to do 250 is not really something that we can just shrug off. In three turns he could easily get 600+ casualties from just artillery alone, and potenially much higher. Doing hit and run orders with cavalry isn't really a response if they just route from readyfire. I agree that we don't want to avoid loss at all costs, but I think potenial losses is something that we should consider, horses are know it's own resource now and I don't think we can just keep spending our cavalry like we did at Brutet. If a unit takes that many losses it also going to be less effective due to combat reduction from casualties.Again, he won't annihilate a unit. Using all of his guns combined on one target is just enough to rout them for 2 turns, or not if we are somewhat lucky. But If he hangs back, I reposition our cavalry in the cover of the hill and give them hit and run orders. Use the line just SE of the hills to launch hit and run attacks on him and wait for his own units to be ambushed out of the Kirschholz. I'm just not going to forgo the intiative and give the opportunity for a skirmish and battlefield control up because he might rout one of our many units. The key to winning here isn't to avoid loss at all costs.
So, first thing: Your calculations are about medium range, while the point I was making was in the context of long-ranged fire. This was a snippet of a larger discussion and not representive of the overall plan. Obviously we won't survive medium range for long and I don't propose to charge into gun full gun fire blindly. I'm talking about hit and run once he commits to a charge, using the hill cover if possible and thus avoiding fire. I would prefer it if my actual plan reasoning for my actual plan was critiqued, rather than a snippet of a long discussion. If a cavalry charge is too dangerous, we don't charge. It's that hat easy.Ok, but for units in plains, having a 43.25% chance to do 300 casualties and 71.88% to do 250 is not really something that we can just shrug off. In three turns he could easily get 600+ casualties from just artillery alone, and potenially much higher. Doing hit and run orders with cavalry isn't really a response if they just route from readyfire. I agree that we don't want to avoid loss at all costs, but I think potenial losses is something that we should consider, horses are know it's own resource now and I don't think we can just keep spending our cavalry like we did at Brutet. If a unit takes that many losses it also going to be less effective due to combat reduction from casualties.
was a response to this (question of counterplay if Trotha resorts to continues fortress bombardment)Again, he won't annihilate a unit. Using all of his guns combined on one target is just enough to rout them for 2 turns, or not if we are somewhat lucky. But If he hangs back, I reposition our cavalry in the cover of the hill and give them hit and run orders. Use the line just SE of the hills to launch hit and run attacks on him and wait for his own units to be ambushed out of the Kirschholz. I'm just not going to forgo the intiative and give the opportunity for a skirmish and battlefield control up because he might rout one of our many units. The key to winning here isn't to avoid loss at all costs.
I just don't understand your plan on a fundamental level. When he sees you taking the forward position, he will obviously stop his advance, entrench his units in cover and start firing with his artillery against our units, which are vulnerable in the central corridor. He has the advantage in artillery, so this suits him just fine. In other words, he will annihilate your screens before you annihilate his due to him having better artillery that he does not have to move up. I really don't see your gameplan here if he simply hangs back, turtles and shoots with artillery?
Come on, please do not misrepresent my strategy. I clearly spelled it out in the very passage you are quoting:So, your strategy for victory is to wait for a enemy charge and let Trotha weaken those units without reprisal.
How do you get "without reprisal from that"? The plan is to hurt whatver units he sends onto the Eastern flank to push us out of Rotholz. We can ambush them, we can shoot them, we can melee them. Without his artillery, the fight is much more in our favor.Therefore, my plan is to send a significant detachment of our forces into the East part of the map, to take Rotholz and make the enemy pay for taking it back.
Overwhelm us in melee with what forces? He has ten units of infantry, true, but of that only the Nymphs are high quality. You say this like him sending his barely trained, likely poor morale human troops into the Forest to fight our troops is a bad thing! That exchange should be in our favor, as long as we are careful with the Nymphs.The main issues here is lack of an element that gives an advantage: If we follow your plan, Trotha is free to concentrate forces and overwhelm us in a melee.
But by doing this, you are also putting us in a position where his artillery can bleed us. Both sides bleeding is not beneficial.By comparison, I am simply putting the artillery in a position where they can bleed Trotha on his approach.
How do you get "without reprisal from that"? The plan is to hurt whatver units he sends onto the Eastern flank to push us out of Rotholz. We can ambush them, we can shoot them, we can melee them. Without his artillery, the fight is much more in our favor.
So, I think you are massively overvaluing the impact of both morale and melee. If I'm viewing your picture correctly, you are planning to send 2 Elves (42nd and 45th), the 148th to Rotholz, alongside 2 cavalry. Aside from not being a fan of using Hussars for engaging in melee in Rotholz (-40 rather than -20 melee damage onto forests), this isn't a particularly strong force. I don't know where you want to position them, but one the elves literally take disadvantage on all morale checks. If he brings a decent number of infantry and charges after a bombardment, he can overwhelm those in melee.Overwhelm us in melee with what forces? He has ten units of infantry, true, but of that only the Nymphs are high quality. You say this like him sending his barely trained, likely poor morale human troops into the Forest to fight our troops is a bad thing! That exchange should be in our favor, as long as we are careful with the Nymphs.
No, I'm not putting our forces into medium range (what I want to do this his approach on Rotholz, bleeding him). He doesn't bleed us there, he get's a target in a fortress (literally safter than medium range) and long-ranged ones.But by doing this, you are also putting us in a position where his artillery can bleed us. Both sides bleeding is not beneficial.
So your plan is to give him the centre to freely set his artillery up (giving him the option of bombarding us once we move), than move out of cover to melee in the east if he tries to kill the Halflings. Or alternatively, run out of cover on the open plain and charge him. Just so we clear, you want to move our infantry out of their cover to hold Rotholz and hope for the best regarding the remaining artillery? That seems rather ill-advised.There is also the other plan: if he does commit a significant portion of his troops to the East, we either move our entire army into that same area and fight him there, or counter-attack him in the center. Him moving to "overwhelm us" in the East is a significnat investment from him, one we will see coming. When it happens, we can choose between a fighting retreat or a counter-attack with our main force.
Ah ok, my bad that I missed that. Just to clarify, is your plan that we want to seize Rotholz and occupy the plains somewhere southwest of that? The defensive bonuses at Rotholz would prevent enemy artillery/infantry from being effective and distance protects the units on the plains. If the enemy wants to medium range units on the plains, they have to move up into our artillery medium range and our position at Rotholz and depending on the situation we fight there or do a fighting withdrawal south to the starting position at the breatworks? I'm I understanding the basis of your plan correctly?So, first thing: Your calculations are about medium range, while the point I was making was in the context of long-ranged fire. This was a snippet of a larger discussion and not representive of the overall plan. Obviously we won't survive medium range for long and I don't propose to charge into gun full gun fire blindly. I'm talking about hit and run once he commits to a charge, using the hill cover if possible and thus avoiding fire. I would prefer it if my actual plan reasoning for my actual plan was critiqued, rather than a snippet of a long discussion. If a cavalry charge is too dangerous, we don't charge. It's that hat easy.
This (hangs back = long-ranged fire and starts a very late charge):
It's a good thing there are some nice open plains south of the Forest then. Plains he must cross to Charge us, giving our cavalry a chance to counter-charge.Aside from not being a fan of using Hussars for engaging in melee in Rotholz (-40 rather than -20 melee damage onto forests),
That is a big if, given that setting up a bombardment is far from simple and charging through Forest is movement-heavy. Not to mention that we can Brace if we see the charge coming.If he brings a decent number of infantry and charges after a bombardment, he can overwhelm those in melee.
He cannot safely set up in Medium range of our southern position unless he first secures both his flanks. He also cannot both bombard in the East (Rotholz) and cover the West and the Center.So your plan is to give him the centre to freely set his artillery up (giving him the option of bombarding us once we move)
Honestly, I think there is a fundamental difference between how the two of us do planning that is getting in the way of this discussion. I am not dead set on any one path, it is turn one. I do not "want to do" anything except send forward elements to take positions on the critical flanks.Just so we clear, you want to move our infantry out of their cover to hold Rotholz and hope for the best regarding the remaining artillery? That seems rather ill-advised
Ok, hmm. Explain how you can get our cannons in medium range of his army without exposing our troops guarding our cannons to medium range fire from his artillery? Because that seems like a tall order to me.No, I'm not putting our forces into medium range (what I want to do this his approach on Rotholz, bleeding him). He doesn't bleed us there, he get's a target in a fortress (literally safter than medium range) and long-ranged ones
It's a bit late for me to fully dive into it, but that is a fair summary. I want to set up Rotholz as a position, with the movement I'm indicating my plan roughly the distance I want stay. So yeah 4ish tiles SW, depending on how far Trotha moves.Just to clarify, is your plan that we want to seize Rotholz and occupy the plains somewhere southwest of that? The defensive bonuses at Rotholz would prevent enemy artillery/infantry from being effective and distance protects the units on the plains.
Fully correct, that is what I mean by bleeding them there. More specifically, I amining to get a salvo in at any charging units against Rotholz from the centre. Use Rotholz as a base for gaining monentum/causulties, withdraw once the situation get's too tough.If the enemy wants to medium range units on the plains, they have to move up into our artillery medium range and our position at Rotholz and depending on the situation we fight there or do a fighting withdrawal south to the starting position at the breatworks?
Charging from Sarnscheid to Rotholz will cross the planned line of fire. Since moving artillery right next to it during the charge is impractical, we can get medium fire on plains without him being able to return it in kind.Ok, hmm. Explain how you can get our cannons in medium range of his army without exposing our troops guarding our cannons to medium range fire from his artillery? Because that seems like a tall order to me.
Ok, I think overall that this is a good idea. Though I have two concerns regarding your plan, one is why send Guillory to take Rotholz Turm? The same position could be taken by the 55th and 108th, without risking taking horse artillery ready fire as Guillory does when moving from the west. And the second is I'm a bit concern that the artillery is a bit too far back to support Rotholz Turm, particularly on the northern end, the current position is set up well for a withdrawal but I'm not sure if we only want artillery fire just west/a bit north of Rotholz, a bit further up provides pretty good coverage of Rotholz's north in case Trotha doesn't move too far south.It's a bit late for me to fully dive into it, but that is a fair summary. I want to set up Rotholz as a position, with the movement I'm indicating my plan roughly the distance I want stay. So yeah 4ish tiles SW, depending on how far Trotha moves.