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 Forum: Mason Dixon Tavern   Topic: Getting Frustrated with HPS tactics

Posted: Sun Sep 11, 2005 11:21 am 

Replies: 76
Views: 63781


The best function of artillery in the HPS system (especially in single phase mode) is to quickly exit the map before it's captured & wiped out. Basically, in the ACW engine (Nappy artillery is a different matter entirely, although it still suffers from some of the same shortcomings) artillery is jus...

 Forum: Mason Dixon Tavern   Topic: Getting Frustrated with HPS tactics

Posted: Tue Sep 06, 2005 6:32 am 

Replies: 76
Views: 63781


For the Nappy series, HPS multiphase really needs to have the ability to form square, change formation & cavalry counter-charge restored from the BG engine. Otherwise, the BG engine is still superior in multiphase mode, despite the various other HPS improvements . Col. Rich White 3 Brig. Phantom Cav...

 Forum: Mason Dixon Tavern   Topic: Getting Frustrated with HPS tactics

Posted: Tue Sep 06, 2005 6:28 am 

Replies: 76
Views: 63781


-"Can the assault on Marye's Heights battle scene from God's and Generals be reproduced in the HPS system?" Probably - provided you use the EAW ground scale and break battalions down into companies ... and don't forget to use the alternate pdt (and perhaps enhance the artillery canister factors a bi...

 Forum: Mason Dixon Tavern   Topic: Getting Frustrated with HPS tactics

Posted: Tue Sep 06, 2005 6:13 am 

Replies: 76
Views: 63781


<i>-"Another point in favor of the Nappy games is of course the target density modifier which makes sure you take more casualties when you mass up for an attack. Not to forget the pass-through rules whereby all units in a hex can be affected by artillery fire at once."</i> I really don't see why the...

 Forum: Mason Dixon Tavern   Topic: house rules

Posted: Fri Aug 26, 2005 3:55 am 

Replies: 19
Views: 17843


In <i>Age of Rifles </i>it <i><b>is</b></i> actually possible to fire or even melee when in march column formation - just not really advisable.[:D] More formations would certainly benefit the HPS engine, especially a distinction between march & assault columns in the Nappy engine. But the AoR defens...

 Forum: Mason Dixon Tavern   Topic: Melees ... Melees ... Melees

Posted: Fri Aug 26, 2005 3:44 am 

Replies: 34
Views: 27268


I wouldn't mind seeing an optional rule that <i>only disrupted defenders could be meleed.</i> In other words, at least 50% of the defending troops would need to be disrupted before an attacker was "allowed" to melee. This would be one useful way of reducing the number of melees and forcing the attac...

 Forum: Mason Dixon Tavern   Topic: Melees ... Melees ... Melees

Posted: Thu Aug 25, 2005 11:28 am 

Replies: 34
Views: 27268


It would be an improvement if a few <i>Age of Rifles</i> features were incorporated into the HPS engine - in AoR, it was possible for an attacker to get pinned down, bogged down or even rout, whereas the sole HPS equivalent - disruption - just doesn't occur frequently enough to make direct frontal a...

 Forum: Mason Dixon Tavern   Topic: Melees ... Melees ... Melees

Posted: Thu Aug 25, 2005 10:43 am 

Replies: 34
Views: 27268


For smaller battles, the best solution is perhaps using company level scale with 5 minute turns, etc, like the EAW engine - if the weapon ranges are increased threefold - and made pretty lethal at close range - and each battalion is broken down into companies, then an attacker will suffer a lot more...

 Forum: Mason Dixon Tavern   Topic: Weapon Type "K"????

Posted: Thu Aug 18, 2005 11:26 pm 

Replies: 2
Views: 3699


In the EAW series, weapon type "K" is a musket without bayonet.



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


Lt Col Rich White
Right Wing British Army 1776

 Forum: Mason Dixon Tavern   Topic: A touch off the period but.......

Posted: Thu Aug 18, 2005 8:00 am 

Replies: 3
Views: 4314


Not sure why, but I didn't really find <i>Dragoon</i> all that playable compared with the BG/HPS games. However, there are one or two good features in this game engine that could usefully be carried over into the HPS system. 1./ The command control system - the possibility of a leader (and the troop...

 Forum: Mason Dixon Tavern   Topic: Playablility vs. historic accuracy

Posted: Tue Aug 16, 2005 3:07 am 

Replies: 59
Views: 47612


-<i>"I don't think allowing arty to limber and move before a melee would work in all cases. For example: A melee may come for a concealed location and arty would not have the time to bring up the horses and limber up."</i> Artillery limbering up and retreating to avoid melee would seem a logical pos...

 Forum: Mason Dixon Tavern   Topic: Playablility vs. historic accuracy

Posted: Mon Aug 15, 2005 11:58 pm 

Replies: 59
Views: 47612


There are various new features I'd very much like to see for artillery - gun capture/recrew, proper ammo supply system, perhaps also at least some possibility of limbering up and retreating before melee - however all of these would require engine changes. On the other hand, increasing the melee stre...

 Forum: Mason Dixon Tavern   Topic: Playablility vs. historic accuracy

Posted: Sat Aug 13, 2005 3:17 am 

Replies: 59
Views: 47612


Surely firing at 125yds would in fact be on the borderline between 1 and 2 hexes? With 20 minute turns and the hex system, we need to think in abstract terms. Thus, for mounted cavalry armed with pistols, <b>1 hex range</b> might actually be 10yds or less. If mounted fire were factored into melee (w...

 Forum: Mason Dixon Tavern   Topic: Playablility vs. historic accuracy

Posted: Fri Aug 12, 2005 12:35 pm 

Replies: 59
Views: 47612


It may well involve too much programming to be viable anytime in the near future, but surely the best approach would be to distinguish: 1./ Guns 2./ Crew 3./ Horses 4./ Ammo 1./ The guns are physical objects that can be captured and recaptured many times during the course of a battle, but can't of c...

 Forum: Mason Dixon Tavern   Topic: Playablility vs. historic accuracy

Posted: Fri Aug 12, 2005 11:33 am 

Replies: 59
Views: 47612


- <i>"A 6 gun battery should not all of the sudden become uncrewed because of a lucky shot"</i> That alone is reason enough to prefer gun sections over batteries. Nevertheless, perhaps the "lucky shot" hit the ammo and blew up all the crew. Col. Rich White 3 Brig. Phantom Cav Div III Corps ANV
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