I think that formation is important. As for the rest, I think it has a
place in some games, but that Time of Conflict is, I think, not the
game. Many games replicate the difficulty of supply by forcing units
to return to base. That is one option.

Signed:
Dakotah Rickard

On 6/20/12, dark <[email protected]> wrote:
> Hi Milo.
>
> That is a good point, though I confess this isn't someone I've heard of in
> military terms.
>
> however I'm not sure about the replication of the mechanic as a simple
> cumulative chance, sinse it's equally possible for an army unit to be sat
> around with nobody to fight and no new orders for so long that their drill
> becomes stale and they become less! effective, ven if they aren't foraging
> on the land. Plus, from a game balance point of view if a unit can become
> better and better by doing nothing, this isn't much insentive to the player
>
> to use that unit.
>
> I'd probably suggest that rest be replicated as it in in a mud, where for a
>
> certain amount of actions the unit will be fine, however after a given point
>
> of moving, fighting, deploying or other actions the effectiveness of the
> unit decreases until it spends a turn doing nothing, ie, the prolonged
> forced activity has tired out the soldiers.
>
> Beware the grue!
>
> Dark.
> ----- Original Message -----
> From: "Milos Przic" <[email protected]>
> To: "Gamers Discussion list" <[email protected]>
> Sent: Wednesday, June 20, 2012 8:48 PM
> Subject: Re: [Audyssey] Realism in military stratogy games
>
>
>> Hi Dark,
>> Good point. I would add one more thing to make things ever more realistic.
>>
>> In the military academies all over the World a strategy of vojvojda
>> Zivojin Misic is being studied. The duke (vojvoda) was the leader of the
>> first army during the World War I, and the army faught the austro
>> hungarians at the river of Kolubara near valjevo, Serbia. Without going
>> into many details, he simply let the soldiers to rest enough, and the
>> trupes of the Austro Hungarians were defeeted. So,in the terms of gaming,
>>
>> and let's take TOC as an example again, the more soldiers march, the less
>>
>> possible is for them to win in a turn of the battle. The more turns they
>> rest, the bigger possibility to win a turn...
>> Your thaughts?
>>          Milos Przic
>> msn: [email protected]
>> skype: Milosh-hs
>> ----- Original Message -----
>> From: "dark" <[email protected]>
>> To: <[email protected]>
>> Sent: Wednesday, June 20, 2012 11:32 AM
>> Subject: [Audyssey] Realism in military stratogy games
>>
>>
>>> Hi.
>>>
>>> At the moment I've just started reading the sharpe series of books by
>>> Bernard cornwell, a set of books about a British rifleman set before and
>>>
>>> during the early 1800's, who starts off as a private and rises to become
>>>
>>> an officer, fighting first in the battles in India then in the napoleonic
>>>
>>> wars in flanders, spain and france, (I've read some of these before and
>>> seen the tv series with sean been, but I'd not read the ones set early in
>>>
>>> Sharpe's life in India).
>>>
>>> Cornwell is very historically accurate with the events, tactics and
>>> technology of the time, and indeed even when he takes poetic license he
>>> explains exactly what license he has taken in historical notes, so as
>>> well as being pretty good stories in their own right, the sharpe books
>>> give a real idea of how battles were fought at that time in history,
>>> (cornwell has also written similar books set in other historical periods,
>>>
>>> but the sharpe series are his most famous).
>>>
>>> The one thing however that really strikes me reading these books from a
>>> gaming perspective, is just how inadequate so many games are in
>>> portraying the situation, supplies, and tactics required by a miliary
>>> force.
>>>
>>> Even in time of conflict for instance, you don't have even an
>>> approximation of the sort of situations and decisions that make up a
>>> ilitary campaigne.
>>>
>>> To illustrate in the book I'm reading now, Sharpe's Triump
>>> (chronologicaly second in the series), two, a battle is taking place
>>> betwene a very large army formed of a confederation of the Mahrata indian
>>>
>>> princes, and two much smaller forces under the joint command of Sir
>>> arthur wellsley, later known as the duke of wellington.
>>>
>>> The indian force is ten times the size of the british force, and has a
>>> far greater load of artiliary behind them. Thus, in any purely numeric
>>> situation such as that in Toc, they should pretty much automatically
>>> win.
>>>
>>> however, there are several factors working against them.
>>>
>>> The bulk of the indian force are not carrying their own supplies, meaning
>>>
>>> that they are foraging the countryside for provisions, (including taking
>>>
>>> it from the local population), thus meaning that sinse resources in any
>>> given area are limited when it comes to supporting such a huge
>>> encampment, they are on a severe time limit.
>>>
>>> The british forces however carry their own food supplies with them. While
>>>
>>> this does give them advantages in terms of maneuverability and time, it
>>> also dictates their movements quite severely, sinse the food and other
>>> supplies are carried by bullock carts, which require roads on which to
>>> move, and also which obviously can't move too fast.
>>>
>>> Then, there is the matter of formation. One of the advantages the british
>>>
>>> army at that time had against a larger force was that british army fought
>>>
>>> in just two ranks. The front rank would fire, then kneel and reload their
>>>
>>> weapons while the rank behind them fired. This two rank formation also
>>> let them more easily surround a larger enemy force. The distadvantage
>>> however, is that this formation was useless at stopping cavalry, sinse
>>> horses were fast enough to close quickly, break through the ranks and do
>>>
>>> huge amounts of damage, thus forcing the british soldiers to break their
>>>
>>> formation and form defensive squares whenever they came upon cavalry
>>> units (and didn't have any of their own cavalry to protect against
>>> them).
>>>
>>> On the other hand, the large columns the french fought in, while less
>>> affective in terms of volume of fire or ability to encircle an opponent,
>>>
>>> were far more defensible against cavalry attacks.
>>>
>>> However, both of these elements, supply lines and formations are things I
>>>
>>> think could be quite easily added to a military stratogy game such as
>>> time of conflict, by basically setting the properties of each unit.
>>>
>>> For instance, changing the formation of a unit could alter it's attack or
>>>
>>> defense value against both other types of unit and other formations, ----
>>>
>>> which would also make (as in reality), information about the enemy far
>>> more necessary. Obviously formation could be changed reactively, but not
>>>
>>> during actual battle without a severe loss of time and attack.
>>>
>>> Then, supplies! in time of conflict supplies weren't an issue, and in
>>> sound rts supplies were pretty static, simply build farms and farm them,
>>>
>>> with no suggestion of how the food got from those farms to your troops.
>>>
>>> of course, castaways had a much more detailed supply chain, but castaways
>>>
>>> was a far more individualized game with a different, none military
>>> setting.
>>>
>>> once again, supplies could be dictated upon unit creation or orders. For
>>>
>>> instance, having a property such that the more food a unit took them, the
>>>
>>> longer they could spend out on the map before returning to a staging
>>> point, however, the disadvantage being that the more it carried, the
>>> slower it's speed. Alternatively, units could be set to forage, but at a
>>>
>>> cost of their attack (hungry soldiers don't fight as well, and foraging
>>> is far less efficient at feeding troops than carrying their own rations),
>>>
>>> and also the fact that once one area of the map was foraged, it couldn't
>>>
>>> be foraged again for  several turns.
>>>
>>> this would make supply lines, depots and staging areas far more of a
>>> concern, and mean that units such as cart trains would also have a place
>>>
>>> in the game as well.
>>>
>>> What are people's thoughts?
>>>
>>>
>>> Beware the Grue!
>>>
>>> Dark.
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