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Forum: Mason Dixon Tavern Topic: Scouting question/opinions |
Richard |
Posted: Thu Jan 11, 2007 5:12 am
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Replies: 24 Views: 21060
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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... |
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Forum: Mason Dixon Tavern Topic: Scouting question/opinions |
Richard |
Posted: Thu Jan 11, 2007 12:21 am
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Replies: 24 Views: 21060
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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... |
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Forum: Mason Dixon Tavern Topic: Scouting question/opinions |
Richard |
Posted: Mon Jan 08, 2007 12:13 pm
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Replies: 24 Views: 21060
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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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Forum: Mason Dixon Tavern Topic: Scenario victory list |
Richard |
Posted: Thu Dec 14, 2006 3:35 am
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Replies: 4 Views: 4840
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Perhaps the tradition could be revived in the New Year, if only for the stand-alone battles rather than all the campaign battles too? It'll provide the sort of statistics that will help players select which scenarios to play next if they can see which ones are likely to be fairly evenly balanced. Al... |
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Forum: Mason Dixon Tavern Topic: Attention ANV Officers |
Richard |
Posted: Tue Nov 28, 2006 9:25 pm
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Replies: 1 Views: 2852
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Sir,
I'll check the Records to see if I've updated my email. It should be fow65@yahoo.co.uk
Brig. Gen. Rich White
3 Brig. Phantom Cav Div
III Corps ANV |
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Forum: Mason Dixon Tavern Topic: For your consideration and discussion |
Richard |
Posted: Sat Sep 30, 2006 3:53 am
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Replies: 29 Views: 21655
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The following features would be highly desirable: <b>1./ The PzC action point system linking firing, movement & melee.</b> The more a unit moved the less volleys it would be able to fire and the less action points left to launch a melee assault. Thus stationary defenders will be able to get in sever... |
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Forum: Mason Dixon Tavern Topic: For your consideration and discussion |
Richard |
Posted: Fri Sep 22, 2006 11:08 pm
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Replies: 29 Views: 21655
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Any changes contemplated to the game engine, pdt, etc should <b>strengthen the defender</b>, not the attacker. Otherwise, with the turn-based system, ZOC melee elimination tactics will dominate the battlefield even more than they currently do, and the game will have about as much resemblance to the ... |
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Forum: Mason Dixon Tavern Topic: For your consideration and discussion |
Richard |
Posted: Fri Sep 22, 2006 9:39 am
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Replies: 29 Views: 21655
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"Change: When a unit moves into the zoc of an opposing force only one-half of the units remaining movement points are lost." ----------------- This would be a really dreadful change!!! The attacker already has too much of an advantage. I'd really hate to see this change and imagine most other player... |
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Forum: Mason Dixon Tavern Topic: The latest ACW casualties |
Richard |
Posted: Fri Aug 04, 2006 6:02 am
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Replies: 1 Views: 2922
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Forum: Mason Dixon Tavern Topic: Fixed Leaders/Units idea |
Richard |
Posted: Thu Jul 20, 2006 10:17 pm
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Replies: 16 Views: 13632
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"Playability" and "fun" are certainly crucial, but do they conflict with, or coincide with, making the games more historic and realistic? Perhaps some gamers want simplicity and others ever increasing levels of complexity - so maybe optional rules can cater for both groups - but I'm sure nobody want... |
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Forum: Mason Dixon Tavern Topic: Fixed Leaders/Units idea |
Richard |
Posted: Mon Jul 17, 2006 10:02 pm
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Replies: 16 Views: 13632
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The possibility of the A/I handling those troops that go out "of control" is an interesting idea that might be worthwhile pursuing as an optional rule, but it's likely to result in some very unpredictable actions. So I'd far rather just have my units temporarily fixed - at least that way they won't ... |
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Forum: Mason Dixon Tavern Topic: Fixed Leaders/Units idea |
Richard |
Posted: Mon Jul 17, 2006 4:43 am
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Replies: 16 Views: 13632
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Robert, Good points. But if this features is going to be incorporated into the HPS engine then it needs to be workable. 1./ Fixing units within LOS or 5 hexes of the enemy - this should certainly be possible to code in. But it would need play-testing to see what impact this would have on gameplay. P... |
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Forum: Mason Dixon Tavern Topic: Fixed Leaders/Units idea |
Richard |
Posted: Mon Jul 17, 2006 1:20 am
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Replies: 16 Views: 13632
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It would represent a breakdown or delay in communications, a leader dithering or temporarily misinterpreting an order, etc. For instance, how easy (in this time before radios) was it for different divisions to conduct coordinated assaults? The game engine allows a player to move all his troops freel... |
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Forum: Mason Dixon Tavern Topic: Fixed Leaders/Units idea |
Richard |
Posted: Sun Jul 16, 2006 8:47 pm
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Replies: 16 Views: 13632
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Who would like to see it possible for leaders - and the troops under them (brigade, division, perhaps even corps) - to have a chance of becoming inactive (ie. temporarily fixed) on a turn by turn basis? We've already got fixed units and leaders can already fail their command test, so it's basically ... |
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Forum: Mason Dixon Tavern Topic: HPS Maps needing help! |
Richard |
Posted: Tue Apr 25, 2006 6:07 am
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Replies: 30 Views: 27556
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On the subject of detachable skirmishers and cavalry breakdowns, I reckon the Nappy system is superior, since: 1./ In the Nappy engine, not all infantry types can necessarily deploy skirmishers, so this can be restricted in the OOB to prevent excessive skirmisher subunits. Of course this all depends... |
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