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 Forum: Mason Dixon Tavern   Topic: No elimination Rule

Posted: Sun Mar 25, 2007 1:54 am 

Replies: 32
Views: 5999


It's certainly not so important to get this feature for the ACW series as it was for the Nappy series, but I'd suggest including it as an optional rule. NB: While it's potentially useful for the ACW engine, I'd rather see Nappy style detachable skirmishers and the cavalry breakdown / recombine featu...

 Forum: Mason Dixon Tavern   Topic: Anyone else have HPS Nappy envy?

Posted: Sat Mar 24, 2007 12:08 pm 

Replies: 22
Views: 5024


Unfortunately not. A real pity, as I'm sure I'd have had a great time.


quote:
--------------------------------------------------------------------------------
Originally posted by Rich Walker

Will you be there?

 Forum: Mason Dixon Tavern   Topic: Anyone else have HPS Nappy envy?

Posted: Sat Mar 24, 2007 8:47 am 

Replies: 22
Views: 5024


I don't have HPS Nappy envy and enjoy the various series regardless of their differences. But I do feel that there are features in the various series that could usefully be ported over into other series. (So I'm glad that the Nappy engine now has supply points and abattis/trenches and that the ACW s...

 Forum: Mason Dixon Tavern   Topic: Spiking Guns

Posted: Sat Mar 10, 2007 1:35 pm 

Replies: 63
Views: 11352


I suspect calculating stacking mid-turn would be more complex than micromanaging gun crews and horses. There's always the issue of balancing playability and realism. To some extent, it depends on the players and the scenario. Some players like micromanaging every gun and horse, whereas others don't ...

 Forum: Mason Dixon Tavern   Topic: Spiking Guns

Posted: Sat Mar 10, 2007 8:40 am 

Replies: 63
Views: 11352


Eventually we might perhaps have the following represented: 1. Gun crew 2. Horses 3. Artillery ammo wagons, ideally per calibre type. An unlimbered battery would allow the horses to retreat to the rear, ie. into another hex. Losing the horses will make the battery unable to limber up, so it'll only ...

 Forum: Mason Dixon Tavern   Topic: Spiking Guns

Posted: Sat Mar 03, 2007 4:54 am 

Replies: 63
Views: 11352


Quote: <i>Does anybody know of accounts of guns captured and then recaptured and put back into service during the same battle?....</i> ................. I'm sure there are both ACW and Nappy incidents of this occurring, but the example that immediately comes to mind is Inkermann. At Inkermann, guns ...

 Forum: Mason Dixon Tavern   Topic: Spiking Guns

Posted: Fri Feb 23, 2007 2:53 am 

Replies: 63
Views: 11352


I totally agree with Bill about no spiking in the same turn as the guns are captured. I also feel that gun spiking shouldn't be automatic at 100%. Maybe the probability should be only 25% on turn 2 and then 50% thereafter if any enemy within 5 hexes and LOS, or 75% if no visible enemy within that di...

 Forum: Mason Dixon Tavern   Topic: HPS engine enhancements

Posted: Mon Feb 12, 2007 11:22 am 

Replies: 91
Views: 24915


<b>Pre-plotted melees resolved at the end of the turn</b> sounds a good idea (at least until the game engine gets preplotted simultaneous turns). In addition, it seems logical to allow any defending units that haven't already fired to do so <i>automatically and at 100% effectiveness</i> just before ...

 Forum: Mason Dixon Tavern   Topic: HPS engine enhancements

Posted: Tue Jan 30, 2007 7:10 am 

Replies: 91
Views: 24915


quote <i>Let's get rid of the 1/2 "movement" penalty caused by Disruption.</i> .................... I agree totally. Reduced movement rate only results in disrupted defenders being unable to retreat fast enough to avoid capture. The Nap engine now has 2/3 movement rate for disrupted units, but even ...

 Forum: Mason Dixon Tavern   Topic: HPS engine enhancements

Posted: Mon Jan 22, 2007 5:05 am 

Replies: 91
Views: 24915


None of these features would probably be at the top of my wish list (see my comments in several recent posts), although the first four of these would certainly all be useful additions. Anyway, this is the order I'd put them in: 4 - especially useful for the longer scenarios 1 2 - would need to be op...

 Forum: Mason Dixon Tavern   Topic: Is Cavalry too weak?

 Post subject: Is Cavalry too weak?
Posted: Fri Jan 12, 2007 3:51 am 

Replies: 1
Views: 935


Is, cavalry (especially Rebel cavalry armed with pistols) rather too ineffective with the current state of the game engine? Is cavalry capable of performing its historical battlefield role adequately? Of course no one can deny it has one advantage - increased mobility - but perhaps this is more than...

 Forum: Mason Dixon Tavern   Topic: Scouting question/opinions

Posted: Thu Jan 11, 2007 9:51 pm 

Replies: 24
Views: 4777


Perhaps the best solution might be to replace the traditional turn-based system with a "We-plot, we-go" simultaneous movement system? That would mean that all units on both sides would effectively move at the same time and thus make it impossible for units that hadn't moved to take advantage of info...

 Forum: Mason Dixon Tavern   Topic: Scouting question/opinions

Posted: Thu Jan 11, 2007 5:12 am 

Replies: 24
Views: 4777


Yes, that's what I'd recommend - skirmish ability for mounted cavalry - including the movement penalty for any enemy units approaching mounted cavalry. This would: 1./ Allow cavalry to scout ahead and prevent them from accidentally bumping into the enemy and then getting (almost certainly) surrounde...

 Forum: Mason Dixon Tavern   Topic: Scouting question/opinions

Posted: Thu Jan 11, 2007 12:21 am 

Replies: 24
Views: 4777


The present 70 hex day visibility is clearly too high - but this will fixed once the weather feature is incorporated into the game engine. It'll then be possible to have say 40 hex max visibility reduced to 20 hexes or less depending on rain, battlefield smoke, etc. So once weather's in place, it'll...

 Forum: Mason Dixon Tavern   Topic: Scouting question/opinions

Posted: Mon Jan 08, 2007 12:13 pm 

Replies: 24
Views: 4777


How about considering the following ideas over the next few months and then discussing them at TillerCon2? 1./ Scouting ability (just like deployed skirmishers) for mounted cavalry, say 3 hexes (maybe 5 hexes for "A" quality cavalry and 4 hexes for "B" quality?) 2./ Cavalry breakdown/recombine abili...
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