American Civil War Game Club (ACWGC)

ACWGC Forums

* ACWGC    * Dpt. of Records (DoR)    *Club Recruiting Office     ACWGC Memorial

* CSA HQ    * VMI   * Join CSA    

* Union HQ   * UMA   * Join Union    

CSA Armies:   ANV   AoT

Union Armies:   AotP    AotT

Link Express

Club Forums:     NWC    CCC     Home Pages:     NWC    CCC    ACWGC
It is currently Thu Apr 18, 2024 8:20 am

All times are UTC - 5 hours


Search found 215 matches
Search these results:

Author Message

 Forum: Mason Dixon Tavern   Topic: Evelina Song

 Post subject: Evelina Song
Posted: Fri Mar 25, 2005 1:35 am 

Replies: 0
Views: 3585


Has this popular song been used in any of the BG or HPS games? It was one of J.E.B. Stuart's favourites, and is one of mine too. http://www.contemplator.com/america/evelina.html I've also come across an alternative version, perhaps at: http://www.pdmusic.org/index.html Col. Rich White 3 Brig. Phanto...

 Forum: Mason Dixon Tavern   Topic: Rebs adopt phony constitution!

Posted: Fri Mar 11, 2005 7:49 pm 

Replies: 26
Views: 24013


quote: -------------------------------------------------------------------------------- Originally posted by Phil Driscoll "... the Union far outnumbered the Confederacy in resources and manpower and this by itself lost the Confederacy the war." ------------- The Union's vastly superior manpower and...

 Forum: Mason Dixon Tavern   Topic: *** NEW *** Battleground System

Posted: Thu Mar 10, 2005 10:00 am 

Replies: 20
Views: 21438


I think in some of the HPS modern games units that move at night gain fatigue, so maybe that can be carried over into the earlier games? But that still wouldn't be as good as the AoR system where units that moved "beyond the green" would automatically accumulate fatigue, even in daytime. That was a ...

 Forum: Mason Dixon Tavern   Topic: *** NEW *** Battleground System

Posted: Wed Mar 09, 2005 9:07 pm 

Replies: 20
Views: 21438


While veterans would normally conserve ammo until effective range, wouldn't it make sense for poorly trained and inexperienced units to waste ammo at long range (ie. 4-5 hexes)? To some extent, I prefer the way Age of Rifles handled fatigue - units that moved about too quickly would build up fatigue...

 Forum: Mason Dixon Tavern   Topic: design leap

Posted: Mon Mar 07, 2005 9:00 pm 

Replies: 15
Views: 16960


See my other post today (in Draft Simultaneous Movement System Suggestion) for a possible solution to some of the game's problems that wouldn't require an engine change, only scenario designers with plenty of time on their hands! Any thoughts on the idea of switching to a 1:50yd hex scale with 10 mi...

 Forum: Mason Dixon Tavern   Topic: Draft Simultaneous Movement System Suggestion

Posted: Mon Mar 07, 2005 8:50 pm 

Replies: 9
Views: 10053


True ... and this is of course how the Norris-Frost BG system works. But if you have time to create maps at the 1:50 scale instead of 1:100 that would also automatically double ranges and halve stacking - both extremely useful methods of encouraging fire tactics over ZOC melees without requiring any...

 Forum: Mason Dixon Tavern   Topic: Draft Simultaneous Movement System Suggestion

Posted: Sun Mar 06, 2005 9:14 pm 

Replies: 9
Views: 10053


Bill, I already created some company level ACW scenarios using the EAW scale and 5 minute turns last summer for Blackburn ford & Big Bethel. It certainly makes sense for a smaller engagement to use this scale ... but, as has been pointed out, it wouldn't be very practical for a 3 day Gettysburg. Per...

 Forum: Mason Dixon Tavern   Topic: Draft Simultaneous Movement System Suggestion

Posted: Sun Mar 06, 2005 2:31 am 

Replies: 9
Views: 10053


A further observation on how this would work tactically - if a player sends his troops forward to melee a completely static defender in a direct frontal assault, the defending units will get a <i>guaranteed</i> 4 volleys at the approaching attackers, albeit at different ranges, meanwhile the attacke...

 Forum: Mason Dixon Tavern   Topic: Draft Simultaneous Movement System Suggestion

Posted: Sun Mar 06, 2005 1:43 am 

Replies: 9
Views: 10053


Here are my thoughts on a we-plot, we-move Simultaneous Movement system. 1./ Each player plots his 20 minute turn in advance. He moves all his units just as in a turn based game (ie. no different from now, except there's no guarantee that all the units will actually be able to make these plotted mov...

 Forum: Mason Dixon Tavern   Topic: Artillery Effectiveness Case Study

Posted: Fri Mar 04, 2005 9:43 pm 

Replies: 68
Views: 62888


I don't suppose you could provide a bit more information on what might get changed? I'm sure everyone here is really keen on finding out what the committee's decided on. Anyway, this is what I'd really like to see: 1. Gun capture / recapture feature 2. A fix for the ADF, preferably with automatic AD...

 Forum: Mason Dixon Tavern   Topic: While we are at it... Turn vs. Phase rules

Posted: Fri Mar 04, 2005 9:18 pm 

Replies: 8
Views: 9333


Despite what I wrote in my last post, I do enjoy the games - both BG & HPS - but I'm also aware of their faults and sometimes get rather frustrated that I can't program in the changes I'd like to see that would improve the game engine. I have some "real time" games like Sid Meier's Gettysburg and th...

 Forum: Mason Dixon Tavern   Topic: While we are at it... Turn vs. Phase rules

Posted: Fri Mar 04, 2005 1:48 pm 

Replies: 8
Views: 9333


Both single & multi-phase modes have some advantages and some disadvantages - but unfortunately the basic <i>turn based</i> gaming system is seriously flawed and should really be replaced by some kind of simultaneous plot + move system. After all, on a <i>real</i> battlefield no general would have e...

 Forum: Mason Dixon Tavern   Topic: Artillery Effectiveness Case Study

Posted: Fri Mar 04, 2005 5:56 am 

Replies: 68
Views: 62888


The multiphase system certainly has its advantages - although it's a pity that the weak ADF from the single phase system couldn't be incorporated <i><b>in addition</b></i> to the normal full defensive fire during the defensive phase. That would make it a bit tougher for the attacker to advance acros...

 Forum: Mason Dixon Tavern   Topic: Artillery Effectiveness Case Study

Posted: Fri Mar 04, 2005 1:36 am 

Replies: 68
Views: 62888


Dierk, What you suggests sounds good at first sight ... but, unfortunately, that would mean that three small units of say 200 men would suffer a lot more than a single unit of 750 - so a target density modifier would be better. (It makes sense for small arms fire too - if there are more targets then...

 Forum: Mason Dixon Tavern   Topic: Artillery Effectiveness Case Study

Posted: Thu Mar 03, 2005 9:43 pm 

Replies: 68
Views: 62888


I'm really not convinced that increasing the short range artillery firefactors and melee strength would solve this problem - the high victory point value for guns will still make them a very tempting target -although increasing the short range fire factors and making ADF at 100% probability and full...
Sort by:  
Page 13 of 15 [ Search found 215 matches ]


All times are UTC - 5 hours


Jump to:  
Powered by phpBB® Forum Software © phpBB Group