ACWGC
* ACWGC     * Dpt. of Records       * CSA HQ    * VMI    * Join CSA    
   * Union HQ    * UMA    * Join Union     ACWGC Memorial
CSA Armies:    ANV    AotW
Union Armies:    AotT     AotC      AotP      AotS     Union Army Forums
     Link Express
American Civil War Books, Magazines and Games for sale (See other items)
Club Forums:     NWC    CCC     Home Pages:     NWC    CCC    ACWGC
It is currently Wed Dec 13, 2017 1:53 pm

All times are UTC - 5 hours


Search found 212 matches
Search these results:

Author Message

 Forum: Mason Dixon Tavern   Topic: Melee

 Post subject: Melee
Posted: Sat Apr 26, 2008 12:47 am 

Replies: 6
Views: 1561


Do players rely too much on melee rather than firepower? Would it be worthwhile considering the following: 1./ The possibility of defensive fire "pinning" attacking units and preventing them from continuing to move or meleeing - but not from firing - that turn. (Perhaps like the Squad battles system...

 Forum: Mason Dixon Tavern   Topic: Future engine enhancements

Posted: Mon Apr 21, 2008 1:54 am 

Replies: 110
Views: 25470


1./ Pinning fire - the possibility of defensive fire resulting in an attacking unit getting pinned down and unable to continue moving or melee that turn. However, the pinned unit would still be able to fire. 2./ A stacking limit of 50% in woods or other difficult terrain. Possibly also a stacking li...

 Forum: Mason Dixon Tavern   Topic: Future engine enhancements

Posted: Mon Mar 24, 2008 11:15 pm 

Replies: 110
Views: 25470


Quote: <i>Extended line, maybe like the Nappy games. Union usually has problem with oversize regiments that need to cover more line. The Rebels have problems when trying to hold fortified lines like in the Peninsula scenarios. Being able to extend even small regiments across two hexes would solve so...

 Forum: Mason Dixon Tavern   Topic: Future engine enhancements

Posted: Mon Mar 24, 2008 11:12 pm 

Replies: 110
Views: 25470


Quote: <i>Extended line, maybe like the Nappy games. Union usually has problem with oversize regiments that need to cover more line. The Rebels have problems when trying to hold fortified lines like in the Peninsula scenarios. Being able to extend even small regiments across two hexes would solve so...

 Forum: Mason Dixon Tavern   Topic: Unspiking guns

 Post subject: Unspiking guns
Posted: Thu Mar 20, 2008 8:44 pm 

Replies: 2
Views: 958


From this account, it seems that <i>unspiking</i> guns should be allowed, even if not necessarily at 100% probability. <i>O.R.-- SERIES I--VOLUME XXXVIII/3 [S# 74] May 1-September 8, 1864.--THE ATLANTA (GEORGIA) CAMPAIGN No. 486.--Report of Capt. Francis De Gress, Battery H, First Illinois Light Art...

 Forum: Mason Dixon Tavern   Topic: Future engine enhancements

Posted: Thu Mar 20, 2008 10:29 am 

Replies: 110
Views: 25470


I'd really like to see something like the CWG2 reduced combat efficiency system, especially for lengthy scenarios. 1) - 50% stacking in woods and other difficult terrain would be very useful 2) - For the spiking guns issue, it's best to "encourage" players <i>not</i> to spike them, so they should be...

 Forum: Mason Dixon Tavern   Topic: New Mexican American War Game

Posted: Thu Mar 13, 2008 9:38 pm 

Replies: 30
Views: 7298


The CCC club certainly seems the most logical place for MAW, since this club already covers other pre-ACW titles, also it's clearly part of the EAW series as it uses the same game engine and scale. But if the EAW company scale series were to be extended into the ACW - quite a logical step in order t...

 Forum: Mason Dixon Tavern   Topic: As I grow older...

Posted: Sun Jan 13, 2008 10:09 pm 

Replies: 6
Views: 1778


For those players who feel that melees play too big a role, why not try out a scenario at the company scale instead? See http://www.brettschulte.net/ACWCGDC/richwhite.htm and also the company level scenarios included in Campaign Atlanta. The different ground scale and increased close range fire fact...

 Forum: Mason Dixon Tavern   Topic: Those Spiked Guns!

Posted: Wed Dec 26, 2007 9:24 pm 

Replies: 57
Views: 10556


Since supply wagons switch sides when captured, perhaps it would make sense for guns to do the same? It also seems logical that guns should require a new crew, instead of having to be "garrisoned" by a unit, as is currently the case. I agree that creating separate gun crews would be worthwhile. Thes...

 Forum: Mason Dixon Tavern   Topic: How do you do it Mounted Cavalry Skirmisher

Posted: Tue Aug 21, 2007 12:45 pm 

Replies: 5
Views: 1319


It's best to move your cavalry slowly (ie. hex by hex), when in proximity to the enemy. Then the cavalry will detect nearby hostile units as they move forward.


Brig. Gen. Rich White
3rd Brig. III Corps
Phantom Cav. Div.
ANV

 Forum: Mason Dixon Tavern   Topic: New Arrival!

 Post subject: New Arrival!
Posted: Thu Aug 02, 2007 3:24 am 

Replies: 13
Views: 2481


It is with pleasure that I'd like to inform my fellow club members that my wife gave birth to a son - our first born - just after 6am this morning. I hope he will grow up to be an avid wargamer, although it'll be a few years yet before he'll be ready to join the ACWGC! My apologies for any delays wi...

 Forum: Mason Dixon Tavern   Topic: Kudos to the designers for weather effects!

Posted: Thu Jul 12, 2007 8:38 pm 

Replies: 14
Views: 3011


The "weather" feature can be modified on a turn by turn basis and the weather description can be altered too. Of course further refinement to the system would be possible, in particular, <b>localized</b> "weather" to represent: 1./ The accumulation of battlefield smoke from blackpowder weaponry and ...

 Forum: Mason Dixon Tavern   Topic: Arty Capture/Spike Clarifications

Posted: Tue Jun 12, 2007 11:25 am 

Replies: 5
Views: 2596


Any chance of allowing guns to be unspiked? Even if only by pioneers and supply wagons, although in a lengthy scenario ordinary infantry should be capable of unspiking too.


Brig. Gen. Rich White
3 Brig. Phantom Cav Div
III Corps ANV

 Forum: Mason Dixon Tavern   Topic: A slight clarification to the Arty Clarifications

Posted: Tue Jun 12, 2007 11:18 am 

Replies: 39
Views: 7386


Maybe pioneers and supply wagons should be able to <i><b>unspike</b></i> guns, say at 10% probability per turn? This should certainly be feasible in a lengthy scenario, in which case maybe even ordinary infantry should have some chance of unspiking them. Since twigs were often used to spike guns in ...

 Forum: Mason Dixon Tavern   Topic: Time limitation?

 Post subject: Time limitation?
Posted: Fri Jun 08, 2007 1:37 am 

Replies: 8
Views: 1831


Is there any feasible way to limit the amount of control a player has over his units? Even with FOW, the player can see all his own units and move/fire/melee as many of them as he likes, every turn. One possibility might be for each Corps and Divisional leader (perhaps brigade leaders too) to test e...
Sort by:  
Page 3 of 15 [ Search found 212 matches ]


All times are UTC - 5 hours


Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group
Localized by Maël Soucaze © 2010 phpBB.fr