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 Forum: Mason Dixon Tavern   Topic: Scourge of War Series 50 percent off! June 30th - July 3rd

Posted: Wed Jul 05, 2017 8:30 am 

Replies: 8
Views: 671


The graphics are beautiful in SoW. You can line up the troops in neat rows, deploy your artillery, mount your cavalry, etc. Then you press the run button and it is like you kicked an ant hill. Regiments start running off in random directions in column, artillery endlessly repositions itself, divisio...

 Forum: Mason Dixon Tavern   Topic: War of Rights Game

 Post subject: Re: War of Rights Game
Posted: Thu Jun 29, 2017 12:55 pm 

Replies: 27
Views: 2582


They have added two more skirmish fights to the Alpha game. The fourth in series is a woods fight which I never caught a post showing the name of. The fifth just released is called "Dawns Early Light" since game wise it occurs with the sun just beginning to rise. But it looks like it is ba...

 Forum: Mason Dixon Tavern   Topic: Campaign Petersburg

 Post subject: Re: Campaign Petersburg
Posted: Tue Jun 13, 2017 9:42 am 

Replies: 24
Views: 2485


Looks like Houston roads, pot holes all over the place. :lol:

 Forum: Mason Dixon Tavern   Topic: pbem encryption

 Post subject: Re: pbem encryption
Posted: Tue Jun 13, 2017 9:40 am 

Replies: 4
Views: 513


It has to do with carrying over causalities, etc from scenario to scenario, from within campaign. With encryption, that feature would not work. A password for each side would still be helpful even without encryption. Every once in a while someone sends me the campaign file forgetting they haven't m...

 Forum: Mason Dixon Tavern   Topic: Supply by Unit - Inf. and Artillery

Posted: Sat Jun 03, 2017 8:54 am 

Replies: 11
Views: 1067


Small arms ammo supply is difficult to simulate on the game scale of HPS/JT games. Reality is every unit that fires at maximum rate during a twenty minute turn would be ammo depleted at the end of that turn. A CW soldier can fire once every 20 seconds for 60 shots in a 20 minute period. So obviously...

 Forum: Mason Dixon Tavern   Topic: War of Rights Game

 Post subject: Re: War of Rights Game
Posted: Thu May 25, 2017 9:51 am 

Replies: 27
Views: 2582


And here is the Sunken Road. Mostly a fight between Yankees trying to charge it and take the fence line. And, here is a link to a video made by WoR people on a charge to take the Sunken Road: https://www.youtube.com/watch?v=0qjT-tX88gY http://images.akamai.steamusercontent.com/ugc/770525295641113308...

 Forum: Mason Dixon Tavern   Topic: War of Rights Game

 Post subject: Re: War of Rights Game
Posted: Wed May 24, 2017 9:12 am 

Replies: 27
Views: 2582


Is there any advancement of you character? That you get quicker in loading or more steady when aiming? Nope, this is a pure skill game. You lean how to shoot and melee. Generally practice improves your effectiveness considerably but only to a point. The game is really about cooperative tactics. Off...

 Forum: Mason Dixon Tavern   Topic: War of Rights Game

 Post subject: Re: War of Rights Game
Posted: Tue May 23, 2017 10:00 am 

Replies: 27
Views: 2582


The game has three skirmish areas right now. Burnsides Bridge which was my previous picture, the Sunken Road and The Dunker Church which is shown below. You can see the church to the right. I am a Yankee. You can also see a Rebel skirmish line on the rise directly over my barrel. If you lock closely...

 Forum: Mason Dixon Tavern   Topic: War of Rights Game

 Post subject: Re: War of Rights Game
Posted: Mon May 22, 2017 8:06 am 

Replies: 27
Views: 2582


Here is why the Yankees have a hard time taking Burnside Bridge in the game. Us Rebs form a double line at the Rebel side of the bridge. Because the Union side the ground is relatively flat near the bridge they can't see us to fire. They have to either move to the top of the bridge in plain sight or...

 Forum: Mason Dixon Tavern   Topic: War of Rights Game

 Post subject: War of Rights Game
Posted: Fri May 19, 2017 4:58 pm 

Replies: 27
Views: 2582


They just made one of their milestones for Alpha. They added skirmishing which is short battles (on a timer) that anyone can join. You have to capture an objective to win. The ones I joined had about 50 to 70 players and lasted up to 30 minutes before ending. Skirmishes are based on following locati...

 Forum: Mason Dixon Tavern   Topic: Campaign Petersburg

 Post subject: Re: Campaign Petersburg
Posted: Sun May 14, 2017 8:44 am 

Replies: 24
Views: 2485


Rich Walker wrote:
I will let you guys now as the info becomes available. My goal is the create a degree of excitement that I hope will increase the "Pulse" rate.

I am getting to old to have my pulse rate raised. :mrgreen:

 Forum: Mason Dixon Tavern   Topic: Checking pulses

 Post subject: Re: Checking pulses
Posted: Sun May 14, 2017 8:43 am 

Replies: 39
Views: 3970


Rich Walker wrote:
I would say that is a major code update, with many engine improvements, but don't expect a Bobby Fischer A/I. :lol:

If you can just get the artillery to stop attacking the enemy line while limbered it would be a vast improvement. :D

 Forum: Mason Dixon Tavern   Topic: Checking pulses

 Post subject: Re: Checking pulses
Posted: Thu May 11, 2017 9:16 am 

Replies: 39
Views: 3970


Hopefully it is a major rewrite of the game engine not just an update. The HPS/JT system is getting really old like me.
Maybe this time we will also get an AI player that isn't pathetic. :D

 Forum: Mason Dixon Tavern   Topic: Correct Size?

 Post subject: Re: Correct Size?
Posted: Wed Apr 05, 2017 9:02 am 

Replies: 7
Views: 932


But the rules (the code) can be changed! :wink: The code base for HPS/JT games certainly needs an update. A lot has changed both in the capacity of the home computers to run these games and the design of CW games especially in the board game side of the simulations. The series needs more than an up...

 Forum: Mason Dixon Tavern   Topic: Correct Size?

 Post subject: Re: Correct Size?
Posted: Tue Apr 04, 2017 11:08 am 

Replies: 7
Views: 932


One has to be very careful about adding small cavalry units to a scenario. You can always do it through the OOB and really don't need to add command levels. But the gotcha is that HPS/JT games don't have a specialized unit category for squad/company size cavalry. It can still act just like 400 man u...
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