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 Forum: Mason Dixon Tavern   Topic: ADF question

 Post subject: Re: ADF question
Posted: Wed Jul 29, 2015 10:07 pm 

Replies: 2
Views: 1359


Hi, In the Main Program Help File page 33, it indicates that when max is selected, artillery fires at everything within range. When min is selected, it fires at all targets within minimum range only. When med is selected, it fires at all targets within minimum range and only randomly at targets beyo...

 Forum: Mason Dixon Tavern   Topic: Potential bug?Mounted Cav not spotting/skirmisher problem

Posted: Tue Jul 28, 2015 10:48 am 

Replies: 5
Views: 2392


@mihalik Does that count for the Mounted Cavalry Skirmishers Optional Rule too? It sounds reasonable that skirmishers can't spot beyond the creek, if the unit can't cross why should the skirmishers, but question is if the skirmishers work when there is some kind of crossing like a bridge or ford. T...

 Forum: Mason Dixon Tavern   Topic: Potential bug?Mounted Cav not spotting/skirmisher problem

Posted: Mon Jul 27, 2015 10:20 am 

Replies: 5
Views: 2392


Another thing I have noticed is that skirmishers can't see across creeks. Something else to be wary of when you are scouting with your cavalry.

 Forum: Mason Dixon Tavern   Topic: Problem with Optional Art Capture rules

Posted: Tue Jul 21, 2015 12:15 pm 

Replies: 16
Views: 6264


My solution would be a double spike to destroy the guns. The first turn you spike the guns they would be spiked. The second turn you spiked the guns they would be destroyed. The problem is historically I cannot recall an instance where guns were deliberately destroyed by their owners in a battle. Lo...

 Forum: Mason Dixon Tavern   Topic: questions/opponent wanted from CSA Officer(closed)

Posted: Sat Jul 18, 2015 4:13 pm 

Replies: 7
Views: 2850


Hi, General,

On that, I will have to defer to others. I have always preferred to check the forum regularly.

 Forum: Mason Dixon Tavern   Topic: questions/opponent wanted from CSA Officer(closed)

Posted: Sat Jul 18, 2015 1:50 pm 

Replies: 7
Views: 2850


Hi, General, and welcome back. I have been playing these games for many years now and have discovered it is not difficult to cheat. If anything, campaign games are easier to cheat on because you can't encrypt the scenarios. I have limited my play to two partners over the years and trust them both. B...

 Forum: Mason Dixon Tavern   Topic: Problem on Game Start up

Posted: Sat Jul 11, 2015 3:41 pm 

Replies: 3
Views: 1641


Probably wouldn't hurt to uninstall and reinstall.

 Forum: Mason Dixon Tavern   Topic: Improving the JTS/HPS Games!

Posted: Sat Jul 04, 2015 11:52 am 

Replies: 48
Views: 14461


As these games are mainly "moral" games I would like to see that the designers are able to: - Define the range of fatigue gained by combat, fire combat(that is currently hardcoded 1-3 times the casualty figure) and melee combat(the melee as 50% higher fatigue and the looser gets double fa...

 Forum: Mason Dixon Tavern   Topic: OK, Let Me Get This Gun Point Thing Straight!

Posted: Mon Jun 29, 2015 10:50 pm 

Replies: 5
Views: 2359


Hi, Some interesting questions as to ammo effects. I will run some tests when I get a chance and try to address some of these. If you capture enemy guns, you get full points as long as you occupy them, even with just a leader or supply wagon. Unoccupied guns revert to control of the original owner. ...

 Forum: Mason Dixon Tavern   Topic: Improving the JTS/HPS Games!

Posted: Sun Jun 21, 2015 11:28 am 

Replies: 48
Views: 14461


What I did in my Gettysburg scenario was decrease a few supply wagons to a value of 1 and placed them around the map. That way they could see question marks, but unless they were captured would have no knowledge of strength of units, only number. This was to reflect reports from sympathetic citizens.

 Forum: Mason Dixon Tavern   Topic: Improving the JTS/HPS Games!

Posted: Mon Jun 01, 2015 11:00 pm 

Replies: 48
Views: 14461


Every time this topic comes up, as it has a number of times over the years, it brings to mind the old SSI games of thirty-odd years ago. Some of the features included variable action points based on command, forced march at a cost in fatigue, and built-in smoke effects. Action points were needed to ...

 Forum: Mason Dixon Tavern   Topic: Wikipedia Civil War Resources

Posted: Sat May 23, 2015 10:24 am 

Replies: 1
Views: 1183


Here is an index of Wikipedia Civil War topics.

http://en.wikipedia.org/wiki/Outline_of ... _Civil_War

Ive read some criticisms of Wikipedia, but on the topics I've accessed they seem pretty reliable.

 Forum: Mason Dixon Tavern   Topic: Historical Gameplay

 Post subject: Re: Historical Gameplay
Posted: Mon May 18, 2015 5:01 pm 

Replies: 32
Views: 12693


A lot of good information in this thread. A couple of other points. In turn play, which I almost never use, you have the option of full defensive fire against a melee. Also, if you attack from more than one hex, you risk full defensive fire more than once. So if a unit in your attacking stack gets d...

 Forum: Mason Dixon Tavern   Topic: Wilderness Scenario of Overland Campaign - Balance

Posted: Sun Jan 25, 2015 11:46 pm 

Replies: 52
Views: 14636


Hi, Ken, Everything you say is correct as relates to the actual Overland scenarios. If historically the Union army had 120,000 men in action against 60,000 Rebs in the Wilderness, that is the historical scenario. I take issue with the Butler scenarios though; not with the strengths, but with the vic...

 Forum: Mason Dixon Tavern   Topic: Wilderness Scenario of Overland Campaign - Balance

Posted: Sun Jan 25, 2015 1:08 pm 

Replies: 52
Views: 14636


Hi, General, Sorry I can't help you with this one, but just wanted to agree that play balance doesn't seem to have been a priority in designing the scenarios. I am currently playing a Bermuda scenario where I am expected to attack Ben Butler's 32,000 men including 98 guns with 25,000 Rebs with 62 gu...
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