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Forum: Mason Dixon Tavern Topic: Poll: Disruption by routing through in HPS games |
Richard |
Posted: Sat Jun 18, 2005 1:39 pm
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Replies: 26 Views: 21918
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Well, in Age of Rifles (1996), the attacker can - and often does - rout, sometimes taking nearby units along with it. It's also possible for attacking units to get "pinned down" or for an attack to "bog down", effectively preventing the unit from carrying out any further action for that turn. This i... |
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Forum: Mason Dixon Tavern Topic: Finally ... |
Richard |
Posted: Sat Jun 18, 2005 7:55 am
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Replies: 6 Views: 6566
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Good to see this new feature - an important step on the (still perhaps rather long) way to making a defensive strategy remotely viable. Perhaps the next step might be a new defensive formation (like in Age of Rifles) that dug-in units can assume and which makes them very hard to crack. Col. Rich Whi... |
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Forum: Mason Dixon Tavern Topic: Poll: Disruption by routing through in HPS games |
Richard |
Posted: Sat Jun 18, 2005 7:48 am
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Replies: 26 Views: 21918
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Definitely 3./ Reduce the movement penalty for disruption, or better still give the disruption system a complete overhaul - this would be extremely beneficial for the game engine (and would have saved plenty of my retreating troops in various games!) However, I'm still not that keen on the concept. ... |
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Forum: Mason Dixon Tavern Topic: Poll - Are you playing the Talonsoft BG games |
Richard |
Posted: Wed Jun 08, 2005 9:29 pm
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Replies: 31 Views: 29881
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1./ Yes - I'm currently playing a 3 day Gettysburg started last year before HPS Gettysburg came out. 2./ No - I tend to play more HPS now, but I'm quite happy to continue playing the BG games, especially using the Norris-Frost system. I'd like to be able to say that the HPS games have now made the B... |
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Forum: Mason Dixon Tavern Topic: Corinth |
Richard |
Posted: Wed Jun 01, 2005 12:00 am
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Replies: 8 Views: 7427
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If you want a challenge you should join the Confederacy - the Union side almost always has more men, more (and better) guns and better equipment & weaponry too. It's also a matter of quality v quantity - if you prefer good quality troops & leaders rather than superior numbers and technology, then th... |
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Forum: Mason Dixon Tavern Topic: Bridge Repair in ACW Series |
Richard |
Posted: Thu May 12, 2005 4:19 am
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Replies: 11 Views: 10849
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Al, you suggest that artillery & infantry can destroy "one strength point" - this doesn't sound a lot, especially for wooden bridges or pontoons! I don't reckon it would take very long to <i>completely</i> destroy a (full strength) wooden bridge, particularly in summertime when there hasn't been muc... |
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Forum: Mason Dixon Tavern Topic: Bridge Repair in ACW Series |
Richard |
Posted: Wed May 11, 2005 9:54 pm
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Replies: 11 Views: 10849
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Quite right, Gary, why should guns necessarily be able to use every type of bridge? Another thing I'd really like to see is the possibility of weak bridges collapsing as troops attempt to cross. If there are engineers nearby then they could spend a turn checking whether a bridge was unsafe and would... |
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Forum: Mason Dixon Tavern Topic: Bridge Repair in ACW Series |
Richard |
Posted: Wed May 11, 2005 4:32 am
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Replies: 11 Views: 10849
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Pioneers would certainly be a useful addition, but the Nappy bridge system is rather bizarrely handled - it can take a <i>long</i> time to destroy a bridge yet, however badly damaged, a pioneer unit can repair it sufficiently for any units - even artillery - to be able to cross in a <b><i>single</i>... |
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Forum: Mason Dixon Tavern Topic: A voice from the past! |
Richard |
Posted: Wed May 04, 2005 1:53 am
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Replies: 3 Views: 5048
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Forum: Mason Dixon Tavern Topic: Game engine improvements suggestions |
Richard |
Posted: Tue May 03, 2005 11:08 pm
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Replies: 20 Views: 19082
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The whole LOS issue is very tricky - and perhaps not the simplest aspect of the game to resolve. Perhaps the best solution would be to address LOS in a number of stages: 1./ Reduce maximum visibility to 40 (or at most 60 hexes) and incorporate variable "weather" visibility from the Nappy engine. Thi... |
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Forum: Mason Dixon Tavern Topic: Game engine improvements suggestions |
Richard |
Posted: Mon May 02, 2005 2:59 am
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Replies: 20 Views: 19082
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Well, it's clear that what we need is for cavalry to be able to perform its historical functions (scouting, skirmishing & raiding) and not be utilized as shock melee troops. The game engine as it stands doesn't exactly encourage this, instead cavalry are best used like armour to exploit a breakthrou... |
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Forum: Mason Dixon Tavern Topic: Game engine improvements suggestions |
Richard |
Posted: Sun May 01, 2005 12:10 pm
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Replies: 20 Views: 19082
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Maybe cavalry should be better than infantry at slowing down enemy movement? I suppose it doesn't seem realistic for a handful of men to hold up an advancing army, but perhaps it should be assumed that the enemy automatically slow down because they're not exactly sure what's up ahead? Would an army ... |
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Forum: Mason Dixon Tavern Topic: Game engine improvements suggestions |
Richard |
Posted: Sat Apr 30, 2005 4:13 am
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Replies: 20 Views: 19082
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Here are a few ideas for enhancing the game engine: 1./ Gun capture & recapture - this would prevent "gamey" melee attacks where, in reality, the enemy would have a good chance of re-capturing the guns. Guns that "magically" disappear when captured seems a serious flaw in the game engine. So, effect... |
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Forum: Mason Dixon Tavern Topic: engineers |
Richard |
Posted: Tue Apr 19, 2005 5:52 am
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Replies: 5 Views: 5268
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Engineers in the ACW engine would be most welcome! It would also be worthwhile if there were a fix so that bridges aren't hard to destroy yet incredibly easy to repair. At the moment (in the Nappy engine of course), they only need to be repaired to 1 strength point to be useable without any risk of ... |
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Forum: Mason Dixon Tavern Topic: If anyone is interested ? |
Richard |
Posted: Fri Apr 08, 2005 12:01 pm
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Replies: 7 Views: 7222
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Some nice graphics ... but is the game actually playable, or just another "real-time" Sid Meier clone clickfest?
Col. Rich White
3 Brig. Phantom Cav Div
III Corps ANV |
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