Daddio soundly defeated me in a large battle recently in OCMOD3. This was a big battle with at least 10 x 400 infantry formations and over 2,000 hussars in each army: over 6,000 troops per army. Our armies were roughly equal in size. Daddio's Prussian infantry had equal numbers but a slight quality advantage (they shoot slightly further and have slightly better shot power). My cavalry slightly outnumbered Daddio's cavalry and our artillery batteries were equal. So how did Daddio achieve a crushing victory with a 2 to 1 advantage in inflicting casualties? His battle array or dispositions were superior before the start of the battle. Then he delivered concentric, concentrating attacks at the main battle front. von Clausewitz states: "Forces are more effective in a concentric rather than in a parallel attack; attack concentrically without having decisive superiority in an engagement." Daddio used infantry columns for the attack - those dense, solid squares. These move fast and deliver concentrated firepower. He had them arrayed almost side by side on a narrow battle front with a second array of reserve formations behind. Some of his reserve and wing formations were a bit too widely spaced. This did not matter in the end as my battle array was much worse. I had parallel lines set with depth, one line behind another, behind another and so on. If we look at Clausewitz's maxim we can see how Daddio followed it and made a concentric attack whereas I made a parallel attack. Indeed, I made a parallel attack with separate waves which was even worse. Let's see if I can make a diagram with text. My lineup is top and Daddio's line up is below. These show a few examples of lines and columns but not the whole setup or numbers of the actual battle. ---------------- ---------------- ---------------- ---------------- ==== ==== ==== ==== ==== ==== ==== ==== Unfortunately, even this diagram does not do the arrays justice. Imagine the columns more compressed. I can't reduce the return space. Then imagine my line formations coming straight forward in parallel and Daddio's columns all attacking concentrically at the center of my front line. The real battle was larger and more messy than this but this illustrates the basic principle. The mod actually seems to support line tactics in some situations and column tactics in some situations. These huge, mass battles at the end of a long build seem to favor column tactics with infantry. The reasons are that columns; (1) Move faster: mobility is an asset. (2) Have no flank: they can fight in any direction. (3) Can stay apart but in supporting positions to get a wide front of view and terrain control (but not too wide). (4) Can re-concentrate rapidly to support each other. (5) Can deliver effective concentric attacks from their concentrated front. Because OCMOD3 does not implement friendly obstruction to fire, these columns can still deliver massed fire from the whole body of the column. Only if we implemented friendly obstruction to fire (which is technically difficult to mod properly in C3 though Cavalli has a good implementation of it) could we bring line tactics back into their own at this mass battle level. Friendly obstruction to fire would also stop any deliberate stacking of musket formations because most of the muskets would not fire when formation stacked. Fire rates, fire power and kill rates are also too high currently in OCMOD3. These battles are over too fast. We could look at slowing down these mass battles so that players get time to see a battle approach is not working and to organize a retreat to limit the disaster they are facing. UPDATE: TRIAL of Cavalli Realism Mod I just did a basic trial of Cavalli Realism Mod in the in-Game Editor using 17th C musket formations with no upgrades. I really like this system. It makes line formations and linear tactics with muskets much more usable. I like the increased range too. I would like to use this fire system in OCMOD3. At the same time, I would want to keep a relatively high headshot system (General WVPM's system) in the mix but currently I think headshot percentages are just too high in OCMOD3. I am pretty sure General has been telling me that for a long time... until he gave up trying to tell me. The longer musket range from Cavalli Realism mod would work well with General's range damage system too. Summing Up It's time to take all realism mods to the next level. We cannot mark time. Much more needs to be done. There is still the morale issue too.