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 Forum: Mason Dixon Tavern   Topic: Engine upgrades prioritized

Posted: Thu Sep 15, 2005 12:44 pm 

Replies: 71
Views: 23183


1. Marching Fatigue

2. Arty. Ammo Pool

3. Melee Attackers can only be regiments from the same brigade.

BG Robert Frost
Army of Cumberland

 Forum: Mason Dixon Tavern   Topic: Melees ... Melees ... Melees

Posted: Thu Aug 25, 2005 1:54 pm 

Replies: 34
Views: 9245


Whether one feels that stacking should be 1000, 700, 400 or whatever, I propose the following change to the game engine: <i><i>Only units from the same brigade may melee a hex.</i></i> Whatever one imagines "melee" to be, it was certainly a command and control problem. The attacker in Melee simply h...

 Forum: Mason Dixon Tavern   Topic: Jess Norris HPS System?

Posted: Tue Jul 26, 2005 2:28 pm 

Replies: 20
Views: 6698


Having worked with Jess for a number of years on modifications to both Battleground and up to Corinth 1.01 -- PDT files are my life -- I offer my opinion as to how to best make these games emulate the Civil War. <b>There is none</b>. Kennon Whitehead accurately describes the Gettysburg game which we...

 Forum: Mason Dixon Tavern   Topic: Special Honors for Lt. General Don Adams, CSA

Posted: Tue Jul 12, 2005 11:00 am 

Replies: 28
Views: 8830


I'll drink to this! Great job, Don!

BG Robert Frost
Army of Cumberland

 Forum: Mason Dixon Tavern   Topic: Poll - Are you playing the Talonsoft BG games

Posted: Wed Jun 08, 2005 12:10 pm 

Replies: 31
Views: 10308


1. Yes

2. No

3. Corinth and Gettysburg. I plan on no further purchases unless HPS makes substantial changes to the game engine. Otherwise, I will content myself with battles featuring the un-locked Corinth 1.1 version.

BG Robert Frost
Army of Cumberland

 Forum: Mason Dixon Tavern   Topic: Most important "Unknown" Battle

Posted: Mon Apr 25, 2005 2:04 pm 

Replies: 9
Views: 3047


My bid would be the CSA ceding New Orleans by default. What a blunder! With or without a river-going fleet, an adequate defense would have basically stymied all Union aspirations in this region. It would have taken less troops to defend the city than it ultimately took to thwart Union incursions aft...

 Forum: Mason Dixon Tavern   Topic: Stupid DOS Question

Posted: Tue Mar 15, 2005 2:11 pm 

Replies: 6
Views: 2429


My DOS is very rusty also, but isn't there an 8 position limitation on directory/file names? Maybe I am thinking of something else, but you might try renaming to CIVILWAR.

BG Robert Frost
Army of Cumberland

 Forum: Mason Dixon Tavern   Topic: *** NEW *** Battleground System

Posted: Wed Mar 09, 2005 3:28 pm 

Replies: 20
Views: 7429


x

BG Robert Frost
Army of Cumberland

 Forum: Mason Dixon Tavern   Topic: Artillery Effectiveness Case Study

Posted: Tue Mar 08, 2005 2:44 pm 

Replies: 68
Views: 23648


Tony, Since a battery cannot fire if it is limbered, how can increasing its firepower at 1 hex make it into an offensive weapon? If it moves to within a hex of an opposing unit it must stop (limbered). If it is still there in the following turn, it unlimbers but cannot fire. Therefore, 40 minutes la...

 Forum: Mason Dixon Tavern   Topic: Artillery Effectiveness Case Study

Posted: Sat Mar 05, 2005 1:06 pm 

Replies: 68
Views: 23648


The timing and nature of any changes to the game engine are problematic. What can be done at the moment to address the impotency of guns at close range and in Melee? The only reason that an attacker would intentially move troops into the 1 hex range of a gun section/battery is to Melee same. (Anyone...

 Forum: Mason Dixon Tavern   Topic: While we are at it... Turn vs. Phase rules

Posted: Fri Mar 04, 2005 12:24 pm 

Replies: 8
Views: 3303


General Callmeyer, Whow! Will this thread create a "discussion"! For me, I play only Phase-based. Turn-based is exceptionally flawed (forget about parameters, this is a game engine problem). The impotence of artillery is one matter, when it only randomly fires. I have had a couple of instances where...

 Forum: Mason Dixon Tavern   Topic: Artillery Effectiveness Case Study

Posted: Tue Mar 01, 2005 2:57 pm 

Replies: 68
Views: 23648


Since the system essentially fires guns as infantry with extended ranges, maybe the proper VP for guns would be 10. The discussion of guns in the HPS system has gone on ever since Corinth was introduced. If guns did not carry such a high VP value, I would suggest that the "controversy" would have be...

 Forum: Mason Dixon Tavern   Topic: Artillery Effectiveness Case Study

Posted: Mon Feb 28, 2005 4:39 pm 

Replies: 68
Views: 23648


To General Mallory: David, I am not suggesting eliminating VPs for infantry and cavalry. I have come to appreciate the fact that trained cavalry were a potent force in many respects. I would suggest Infantry = 10; Cavalry = 30; Artillery = 0 (or 2 or 3 VPs, if one wants to attach a "trophy" value to...

 Forum: Mason Dixon Tavern   Topic: Artillery Effectiveness Case Study

Posted: Sun Feb 27, 2005 1:35 pm 

Replies: 68
Views: 23648


One thing I forgot in my previous post "If I could change the game engine...".

Casualties inflicted by guns count DOUBLE for purposes of Morale Checks. A 25-man loss counts as 50 when determining any Morale change.

BG Robert Frost
Army of Cumberland

 Forum: Mason Dixon Tavern   Topic: Artillery Effectiveness Case Study

Posted: Sun Feb 27, 2005 11:40 am 

Replies: 68
Views: 23648


Excellent study, Drew! I always prefer a mathematical approach to these questions when possible. It beats anecdotal evidence, even my own. This goes a long way towards answering the question as to whether the HPS artillery factors are correct (at least for 6-lb smoothbores). It does not at all resol...
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