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Forum: Mason Dixon Tavern Topic: Artillery Effectiveness Case Study |
Richard |
Posted: Wed Mar 02, 2005 8:59 pm
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Replies: 68 Views: 62970
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It would be excellent if we could get some engine changes to improve the ADF and help swing the advantage towards the defender - the way the game engine handles melees in general seems to be seriously flawed, so this isn't just an artillery issue. But what can we, as players, do to improve the game ... |
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Forum: Mason Dixon Tavern Topic: Artillery Effectiveness Case Study |
Richard |
Posted: Tue Mar 01, 2005 10:26 am
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Replies: 68 Views: 62970
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Has anyone tried out my company level scenarios (for Big Bethel & Blackburn ford)? Try getting to grips with the guns head on - especially the Napoleons - and due to the ground scale and pdt fire factors you'll probably get a real bloody nose. Also the EAW style ground scale & 5 minute turns give th... |
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Forum: Mason Dixon Tavern Topic: Artillery Effectiveness Case Study |
Richard |
Posted: Mon Feb 28, 2005 9:32 pm
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Replies: 68 Views: 62970
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Since supply wagons can be captured and recaptured, why not guns? They really shouldn't just "disappear" if successfully meleed, as they do in the game. If guns <i>could</i> be captured - preferably without any gun loss, unlike with the supply wagons - this would be a quite simple fix for the proble... |
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Forum: Mason Dixon Tavern Topic: Artillery Effectiveness Case Study |
Richard |
Posted: Mon Feb 28, 2005 7:38 am
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Replies: 68 Views: 62970
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The answer to this problem of weak artillery is clear, either - 1./ Increase the artillery effectiveness in the pdt 2./ Improve the ADF - especially just before melees - so that the defender isn't at a disadvantage. 3./ Reduce the VPt value of artillery and 4./ Introduce a capture / recapture gun fe... |
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Forum: Mason Dixon Tavern Topic: *** NEW *** Battleground System |
Richard |
Posted: Tue Feb 15, 2005 2:53 pm
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Replies: 20 Views: 21502
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A loss of 12.5 sounds rather odd - why not make 5 the base number? While BG can never be as efficient as the HPS system regarding casualties (and fatigue), surely this would result in greater flexibility than 12.5? How do you kill 1/2 a man anyway? Another issue is whether it's still worthwhile modi... |
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Forum: Mason Dixon Tavern Topic: HPS ACW games |
Richard |
Posted: Fri Feb 11, 2005 2:24 pm
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Replies: 41 Views: 37210
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I don't really want the Eck101a engine for the ACW games - just more effective artillery, improved ADF, pioneers, weather and the option of deploying proper skirmishers and to break down cavalry into squadrons. For instance, in heavily wooded terrain a unit can't see more than 2 hexes ahead even if ... |
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Forum: Mason Dixon Tavern Topic: HPS ACW games |
Richard |
Posted: Fri Feb 11, 2005 5:29 am
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Replies: 41 Views: 37210
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So would I ... but unfortunately it's unlikely to happen. |
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Forum: Mason Dixon Tavern Topic: HPS ACW games |
Richard |
Posted: Fri Feb 11, 2005 4:36 am
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Replies: 41 Views: 37210
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Regarding engineers & weather - I suppose we could always try requesting a Nappy engine version of the various ACW games, but including cavalry capable of dismounting and with the earthworks feature unlocked. It's quite possible to convert everything to Eckmuhl_101a, but that wouldn't include the en... |
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Forum: Mason Dixon Tavern Topic: HPS ACW games |
Richard |
Posted: Fri Feb 11, 2005 4:31 am
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Replies: 41 Views: 37210
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I'm currently about 1/2 way through a Norris-Frost BGG game of the 3 day battle, but haven't played the HPS version yet, although I'd certainly like to be able to compare it with BGG. So far my main impression of HPS Gettysburg is of Brandy Station and, as a Reb, I've not had too favourable an impre... |
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Forum: Mason Dixon Tavern Topic: HPS ACW games |
Richard |
Posted: Thu Feb 10, 2005 10:24 pm
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Replies: 41 Views: 37210
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Altering the pdt fire factors and playing in phases is one option, but this still won't solve all the problems. Perhaps the best solution would be to just chuck the ACW engine and use the Nappy one instead, with its proper detachable skirmishers and effective artillery? If Nappy cavalry had the opti... |
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Forum: Mason Dixon Tavern Topic: HPS ACW games |
Richard |
Posted: Wed Feb 09, 2005 1:13 pm
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Replies: 41 Views: 37210
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Not so keen on the unreliable ADF, but routing Yankees suits me fine! In addition, it would be good if all units within 5 hexes and LOS of a routing unit had to test morale - and because disrupted (or perhaps even joined the rout) if they failed. Also, maybe units might get temporarily pinned down o... |
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Forum: Mason Dixon Tavern Topic: Franklin Oddity |
Richard |
Posted: Sat Jan 29, 2005 11:13 pm
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Replies: 10 Views: 10616
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Terrain disruption can be set to the following in the pdt: 1./ Cavalry only 2./ Cavalry & line 3./ All (eg. in marsh) I often like setting line to disrupt in woods (but not orchards), see for instance my company level Big Bethel & Blackburn ford scenarios. Unfortunately disruption is 100% automatic,... |
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Forum: Mason Dixon Tavern Topic: Why? |
Richard |
Posted: Thu Jan 20, 2005 9:17 pm
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Replies: 2 Views: 4622
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What strikes me as rather odd is why there isn't just a single game engine for all three series (ACW, EAW & Nappy) - in that way any new feature added into one series (such as weather, pioneers, indirect fire, etc) would be automatically part of the others too. Of course, if there are some elements ... |
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Forum: Mason Dixon Tavern Topic: Visibility Values |
Richard |
Posted: Mon Jan 17, 2005 9:12 pm
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Replies: 2 Views: 4801
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This all sounds extremely good! How about adding the following: 1./ Blue uniformed Rebels able to sneak up within 2-3 hexes of the unsuspecting Yankees before being detected. 2./ Deserters, stragglers, "friendly fire" (especially involving low quality conscripts in woods or at night) and perhaps eve... |
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Forum: Mason Dixon Tavern Topic: Corinth Bridge Melee-thnks to all I learned a lot! |
Richard |
Posted: Mon Jan 10, 2005 9:20 pm
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Replies: 10 Views: 11358
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Pioneers would certainly be on my wish list for both the ACW & EAW series, but I'd like to see the bridge crossing system revamped. At the moment it takes a long time to smash up a 200 or 300 strong Nappy bridge down to zero so that it can't be crossed, yet if a pioneer unit comes along and repairs ... |
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