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

Posted: Tue Jun 12, 2007 11:25 am 

Replies: 5
Views: 7078


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: 31518


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: 7739


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...

 Forum: Mason Dixon Tavern   Topic: Artillery Prolong - New Option

Posted: Wed Jun 06, 2007 11:22 pm 

Replies: 14
Views: 12633


Sounds like guns should be able to retire by prolong, without getting disrupted, and then fire (at normal effectiveness) in the same turn.

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

 Forum: Mason Dixon Tavern   Topic: Action Point System

 Post subject: Action Point System
Posted: Wed Jun 06, 2007 11:22 pm 

Replies: 4
Views: 5431


As we all know, units can move their full movement allowance, then fire at full effect and then melee too, yet they can't remain stationary and fire two or three times instead, nor can they fire and then fall back. This really doesn't make a lot of sense! Consequently, the current system heavily fav...

 Forum: Mason Dixon Tavern   Topic: Engine enhancements discussed at TillerCon II

Posted: Thu May 31, 2007 11:24 am 

Replies: 19
Views: 15388


<i>"... some type of activation system ..."</i> Should be feasible, since units/formations can start out fixed, presumably with the probability linked to the leader checks at the start of the turn. However, I suspect this would need to be an optional feature, as it probably won't be popular with a l...

 Forum: Mason Dixon Tavern   Topic: Engine enhancements discussed at TillerCon II

Posted: Thu May 31, 2007 7:45 am 

Replies: 19
Views: 15388


<i>"I'm not sure how this would lower loses inflicted? Would recovered troops be removed from the loss counter on the victory screen, and if so, would VP levels also be lowered? Or, do we maintain VP loses and just add troops to reduced regiments during a battle."</i> If 50% of losses are actually s...

 Forum: Mason Dixon Tavern   Topic: Engine enhancements discussed at TillerCon II

Posted: Thu May 31, 2007 7:36 am 

Replies: 19
Views: 15388


<i>"As for your specific idea, one strange effect would be the possibility to inflict more loses than troops engaged. Wounding the same guys twice. ..."</i> My line of thinking is that a proportion of the "losses" inflicted in fire and melee combat (maybe 50%, maybe more/less) aren't actually killed...

 Forum: Mason Dixon Tavern   Topic: Engine enhancements discussed at TillerCon II

Posted: Wed May 30, 2007 10:57 pm 

Replies: 19
Views: 15388


<b>Straggler Recovery </b>would be a great feature. This could work in the same way as fatigue recovery, with say 50% (ideally a % modifiable in the pdt) of all losses actually stragglers rather than killed. You've pointed out that <i>"... there is a lot more fighting in these games, than what was h...

 Forum: Mason Dixon Tavern   Topic: Captured guns: Question

Posted: Sat May 12, 2007 6:27 am 

Replies: 15
Views: 14448


There's no logical reason why guns shouldn't have ammo wagons, just like small arms. It's actually rather bizarre that this wasn't how artillery ammo was originally handled back in the BG days a decade ago. It's even stranger that this still hasn't been incorporated in one of the many engine enhance...

 Forum: Mason Dixon Tavern   Topic: HPS engine enhancements

Posted: Mon Apr 16, 2007 11:31 am 

Replies: 91
Views: 88058


I agree, "The games keep on getting better and better."[8D] ... But there's still scope for a few more improvements. I suspect the most useful feature would probably be a more sophisticated ammo system, especially for artillery, which still doesn't have supply wagons. After that, the <i>straggler re...

 Forum: Old Opponent finder   Topic: Yankee for Campaign Atlanta

Posted: Fri Apr 06, 2007 11:25 pm 

Replies: 3
Views: 3717


I was one of the play-testers.

 Forum: Old Opponent finder   Topic: Yankee for Campaign Atlanta

 Post subject: Yankee for Campaign Atlanta
Posted: Fri Apr 06, 2007 6:45 am 

Replies: 3
Views: 3717


Looking for Yankee opponent for a Campaign Atlanta game. Perhaps the 80 turn Reseca scenario 019 May 14-15 with weather? Preferably using the new artillery capture optional rule.


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

 Forum: Mason Dixon Tavern   Topic: Gun Capture

Posted: Tue Mar 27, 2007 11:50 pm 

Replies: 17
Views: 15010


Good points. Perhaps since the guns can be captured and recaptured multiple times, it's awkward to (re)calculate their VP value? It would make sense to treat captured guns like captured supply wagons (but without reducing strength by 50%). Since the gun crew and horses aren't represented separately ...

 Forum: Mason Dixon Tavern   Topic: No elimination Rule

Posted: Sun Mar 25, 2007 8:52 pm 

Replies: 32
Views: 26480


I agree that a tight <b>skirmisher leash </b>would be essential if detachable skirmishers were ever to be contemplated for this engine. Also, rather than a 2 or 3 hex leash, I'd probably suggest that this should mean that the sub-unit needed to remain <b>adjacent</b> to the parent body and, ideally,...
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