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 Mar 28, 2024 6:13 am

All times are UTC - 5 hours




Post new topic Reply to topic  [ 1 post ] 
Author Message
PostPosted: Fri Jan 29, 2021 11:50 am 
Offline

Joined: Fri Aug 03, 2018 3:14 pm
Posts: 233
Location: SC Coast
General "Dee Dubya" Mallory and I had the opportunity to play pjvdr_c23u4 The Battle of the Hatchie, October 2, 1862 /40 recently.

It was an enjoyable game, set up with an initial mad dash of cavalry on both sides (with variable entry times for Union forces for added suspense!) to seize control of Young's Bridge, effectively cutting the battlefield in half due to the un-crossable river hexes on the map. That set up a subsequent 'mad dash' of follow-on infantry divisions from both sides to re-fight for control of the bridge crossing all over again (again with variable Union entry times). Besides the exciting gameplay, this is also a great scenario to practice bridge repair (infantry in column facing the bridge hex) and bridge destruction (via infantry melee or artillery fire).

Overall, this scenario was quite enjoyable except for two apparent (and somewhat annoying) errors in the scenario design: 1) The Yankee-held objective were never credited in the overall victory score. So players will need to manually compute those points themselves until this technical glitch is corrected. 2) The designer inexplicably designated entry hexes for both factions as exit hexes for victory points. That made no sense to us historically, as it awards points for essentially fleeing the battlefield through uncontested entry hexes well behind friendly lines. Perhaps it was meant a way of simulating the preservation of forces in a campaign game, but it made no sense to us in a stand alone scenario. So again, players may wish to agree in advance not to utilize either of those exit hexes for cheap points.

Overall, I would recommend this scenario *if* both players are willing to house-rule a prohibition against the use of exit hexes in advance, and if they are willing to manually compute objective scoring (to give credit to Yankee-held objectives).

_________________
Gen. Scott Eichelberger, ACWGC
Commander, 3rd Division (“PA Reserves”)
V Corps, AotP
UMA Superintendent 2020-2021
Union Cabinet Secretary 2020-2022


Top
 Profile Send private message  
Reply with quote  
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 1 post ] 

All times are UTC - 5 hours


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

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