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 Forum: Mason Dixon Tavern   Topic: HPS Fatigue Calculations

Posted: Mon Jun 10, 2013 10:07 pm 

Replies: 25
Views: 9379


The "7 hits" refers to 7 total casualties from one artillery fire. Given the randomness of fatigue calculations, a unit taking 7 casualties from one hit will likely produce a different accumulated fatigue from a unit which takes seven casualties from multiple hits. The total, in either cas...

 Forum: Mason Dixon Tavern   Topic: HPS Fatigue Calculations

Posted: Sun Jun 09, 2013 5:41 pm 

Replies: 25
Views: 9379


Joe, Excellent post! Although you are quoting from HPS' own documentation (often ambiguous, sometimes incorrect), my own recorded observations suggest that the "problem" is somewhat greater that it appears. By "problem" and "greater" I mean that fatigue accumulation as ...

 Forum: Mason Dixon Tavern   Topic: The Blakely Rifled Gun

 Post subject: Re: The Blakely Rifled Gun
Posted: Mon Jan 21, 2013 1:20 am 

Replies: 15
Views: 5630


Well, yes and no. At 1 and 2 hexes offensive fire would be less than that in an unmodified PDT (20, 14). At 3 hexes (11, 9) expected hits would average 8.25 and 6.75 for a difference of 1.5. At 4 hexes the difference is 4.5 hits (8.25 and 3.75). Since Civil War artillery were primarily defensive wea...

 Forum: Mason Dixon Tavern   Topic: The Blakely Rifled Gun

 Post subject: Re: The Blakely Rifled Gun
Posted: Sun Jan 20, 2013 5:01 pm 

Replies: 15
Views: 5630


A couple of topics are mentioned here relative to artillery in general. PDT: I am of the opinion that a single PDT value for an artillery type can not serve in both PHASE-based and TURN-based play, although all of the games use this methodology. If I were to establish a value of 12 for a Napoleon at...

 Forum: Mason Dixon Tavern   Topic: retirement

 Post subject: Re: retirement
Posted: Fri Jan 11, 2013 6:29 pm 

Replies: 24
Views: 6688


And I would agree with General Sims: highly recommended unless your work is your life.

 Forum: Mason Dixon Tavern   Topic: retirement

 Post subject: Re: retirement
Posted: Fri Jan 11, 2013 6:28 pm 

Replies: 24
Views: 6688


Just saw this post. I retired in 2010.

 Forum: Mason Dixon Tavern   Topic: Effectiveness of the Rifle

Posted: Fri Jan 04, 2013 4:13 pm 

Replies: 49
Views: 12433


Neal, You have clearly illustrated the whole problem with Turn-based play. Not only does the defender fire at only half value -- they have not moved --, they often do not fire at all. The "attacker" will always fire as many units as possible because this is under the control of the player,...

 Forum: Mason Dixon Tavern   Topic: Effectiveness of the Rifle

Posted: Thu Jan 03, 2013 9:25 pm 

Replies: 49
Views: 12433


One more thing. The "attacker" fire is under your control and you are firing all units. Did the computer actually fire all the defending units? If not, then that would also explain part of the differential.

 Forum: Mason Dixon Tavern   Topic: Effectiveness of the Rifle

Posted: Thu Jan 03, 2013 9:18 pm 

Replies: 49
Views: 12433


Neal,

I do notice that the hit ratio at 1 hex is nearly half of your original tests and certainly closer to the historical norms and you are conducting optimal fire in all cases: No movement by the attacker and no defensive modifiers.

 Forum: Mason Dixon Tavern   Topic: Effectiveness of the Rifle

Posted: Thu Jan 03, 2013 8:57 pm 

Replies: 49
Views: 12433


Neal,

A defender will never fire at more than 1/2 strength. That is one of the problems with the Turn-based AI. In Phase-based a defending unit will fire at full strength all things being equal.

 Forum: Mason Dixon Tavern   Topic: Effectiveness of the Rifle

Posted: Wed Jan 02, 2013 4:16 pm 

Replies: 49
Views: 12433


One more thought: I believe the percentage values assigned to various terrain types are overstated. This is , of course, a compensating factor to the Weapons Effectiveness. For example, one of the highest hit percentages recorded (1.5%) occurred at the Battle of the Wilderness. In an era of line of ...

 Forum: Mason Dixon Tavern   Topic: Effectiveness of the Rifle

Posted: Wed Jan 02, 2013 3:54 pm 

Replies: 49
Views: 12433


General Hebert,

Actually, if you just fire without moving, then the ratio will be higher. In my calculations I assume that a given unit fires at 1/2 value 50% of the time and full value the remaining 50%.

 Forum: Mason Dixon Tavern   Topic: Effectiveness of the Rifle

Posted: Wed Jan 02, 2013 3:48 pm 

Replies: 49
Views: 12433


General Hebert,

You are correct. I will be settling on 3 at 1 hex; 2.25 at 2 hexes; 1.5 at 3 hexes. I would like to see what results you get. The hit ratio should be around 1.3%.

 Forum: Mason Dixon Tavern   Topic: Effectiveness of the Rifle

Posted: Tue Jan 01, 2013 4:46 pm 

Replies: 49
Views: 12433


The entry in the PDT file for rifles would appear as follows: R 1 2.9 2 2.2 3 1.2 - The PDT file can be opened in Notepad since it is just a text file. "1 2.9" indicates a value of 2.9 at 1 hex. I limit all small arms fire to maximum 3 hexes. The factors for other small arms are driven off...

 Forum: Mason Dixon Tavern   Topic: Effectiveness of the Rifle

Posted: Tue Jan 01, 2013 2:44 pm 

Replies: 49
Views: 12433


My analysis, and how I arrived at my PDT values, is based upon both the historical and HPS regiments fully exhausting their ammunition. If the historical regiment has 60 rounds per man -- 40 might be normal, but the comparison with HPS would be even more lopsided -- and the HPS has 24 (I consider LO...
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