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 Sat May 04, 2024 6:18 am

All times are UTC - 5 hours




Post new topic Reply to topic  [ 64 posts ]  Go to page Previous  1, 2, 3, 4, 5  Next
Author Message
 Post subject:
PostPosted: Mon Mar 12, 2007 6:48 am 
Offline
User avatar

Joined: Thu May 24, 2001 11:25 am
Posts: 1022
Location: USA
<blockquote id="quote"><font size="3" face="book antiqua" id="quote">quote:<hr height="1" noshade id="quote"><i>Originally posted by Richard</i>
<br />Eventually we might perhaps have the following represented:

1. Gun crew
2. Horses
3. Artillery ammo wagons, ideally per calibre type.

An unlimbered battery would allow the horses to retreat to the rear, ie. into another hex.

Losing the horses will make the battery unable to limber up, so it'll only be possible to move by prolong. Alternatively fresh horses could be brought up. Maybe cavalry losses could distinguish between men and horses lost - certainly dismounted cavalry won't be losing horses - which might result in some spare horses.

Losing crew will reduce the capacity of the battery. So a 5 gun battery losing 20% of the crew will fire as a 4 gun battery, while if it's lost 40% of the crew it'll count as a 3 gun battery, etc.

Guns themselves will only be lost due to enemy artillery fire.

I believe the Squad battles engine has some of the above features.

But how much micromanagement do we actually want? Personally, I'd welcome it, but would prefer it to be optional.


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

<hr height="1" noshade id="quote"></blockquote id="quote"></font id="quote">

General White,

As long as we're considering micro-management, how about a separate unit representing cavalry horse-holders? It would show as mounted cavalry, with 0 melee strength, and the horses could be captured -- even by infantry or dismounted cavalry.

The unit would be 'created' whenever mounted cavalry dismounted, and would be in the same hex as the cav unit. It could then move independently. The two units would have to be in the same hex, however, before mounting could occur. If the horses were captured, the cav unit would be permanently dismounted -- unless they could capture some other horse unit!

Horses could be counted much the same way as ammo -- you would have to have as many horses as men, or you could not perform the mount.

In this manner, the original cav unit could actually have its number decreased by 25%, rather than the game engine just keeping track of this.

What we're really talking about is tracking individual men and individual horses, with the ability to break down units on the fly. This would easily lead to abuses by sending out individual 'scouts' to locate enemy forces. (On second thought, maybe this WOULD work: Scout patrols of less than a certain size would not report anything back at all if they ran into enemy units. The engine would report nothing -- except the patrol disappeared! To make it even better, the minimum size of a patrol would be dynamic: Rather than just saying 'cav patrols of less than x men' would be treated this way, say 'cav patrols of less than 50% of the unit they run into'. A 400-man cav unit would simply disappear if it came up against an 800-man infantry unit, etc. Now THAT might players a bit more cautious with their cavalry.)

As you say, however, all this is probably way too detailed for the scale of these games. I think it might be nice at Wilson's Creek, but I really don't even want to think about what it would do to a Gettysburg battle. Still, if Talonsoft was the first generation and the current HPS engine is the second, these might be interesting ideas for the third.


Your humble servant,
Gen 'Dee Dubya' Mallory

Image
David W. Mallory
ACW - General, 3/2/I/AotM (Club President & Cabinet Member)
CCC - Lieutenant, Georgia Volunteers, Southern Regional Department, Colonial American Army


Top
 Profile Send private message  
Reply with quote  
 Post subject:
PostPosted: Mon Mar 12, 2007 6:53 am 
Offline
User avatar

Joined: Thu May 24, 2001 11:25 am
Posts: 1022
Location: USA
<blockquote id="quote"><font size="3" face="book antiqua" id="quote">quote:<hr height="1" noshade id="quote"> Correction to my earlier post. I had thought I had captured some limbered guns and they auotmatically unlimbered on capture. I make a quick test on a short Shiloh scenario and they do stay limbered. Which also is illogical.[:D]

LG. Kennon Whitehead
<hr height="1" noshade id="quote"></blockquote id="quote"></font id="quote">

General Whitehead,

Why is it so illogical that limbered artillery remain limbered when captured? If one assumes it is the drivers and escorts who are shot/driven off/captured, the horses (or at least some of them) could still be in their harnesses.

How often during the way, though, were limbered batteries captured?

Image
David W. Mallory
ACW - General, 3/2/I/AotM (Club President & Cabinet Member)
CCC - Lieutenant, Georgia Volunteers, Southern Regional Department, Colonial American Army


Top
 Profile Send private message  
Reply with quote  
 Post subject:
PostPosted: Mon Mar 12, 2007 9:06 am 
Offline

Joined: Tue Nov 11, 2003 9:52 am
Posts: 1325
<i><blockquote id="quote"><font size="3" face="book antiqua" id="quote">quote:<hr height="1" noshade id="quote">I really like the new No Melee Elimination rule for the Nap series and IMHO this series needs it too.<hr height="1" noshade id="quote"></blockquote id="quote"></font id="quote"></i>

I got a chance to look at the Napoleonic No Melee Elimination rule. As near as I can tell, if you can't retreat, you just take your casualties and stay where you are. I like the Panzer Campaigns model better. In that series, if you are unable to retreat after losing a melee, you are penalized additional casualties as POWs.

After pondering the matter, I think the most realistic way to handle it would be for a unit losing a melee to be able to retreat to any open adjacent unblocked hex. But if it is unable to retreat, then it surrenders.

MG Mike Mihalik
1/III/AoMiss/CSA


Top
 Profile Send private message  
Reply with quote  
 Post subject:
PostPosted: Mon Mar 12, 2007 9:17 am 
<blockquote id="quote"><font size="3" face="book antiqua" id="quote">quote:<hr height="1" noshade id="quote">Why is it so illogical that limbered artillery remain limbered when captured? If one assumes it is the drivers and escorts who are shot/driven off/captured, the horses (or at least some of them) could still be in their harnesses.<hr height="1" noshade id="quote"></blockquote id="quote"></font id="quote">It's "illogical" if only because the current (latest patch) program code,

<ul><li>maintains that captured 'limbered' guns remain fixed in place - unable to move (with those presumably 'captured' - but likewise fixed in place - equine of yours, eh? [8D]).</li>
<li><i>prohibits</i> one's "captured" 'limbered' guns from ever being <b>unlimbered</b> and conceivably being similalrly used against the enemy just like captured <i>unlimbered</i> guns.</li></ul> ==Denny

Secretary of the Cabinet, CSA (Retired)
1st Tenn Provisional Army

<center><i>From a certain point onward there is no turning back. That is the point that must be reached.</i> --F. Kafka</center>


Top
  
Reply with quote  
 Post subject:
PostPosted: Wed Mar 21, 2007 2:30 am 
Offline
User avatar

Joined: Tue Jul 26, 2005 3:15 am
Posts: 180
Location: Canada
Where is the documentation on spiking guns? I have downloaded all of the new files but can't find it in the documentation. Even when I do a 'search' keying in "Victory Points" or "Spiking Guns" no reference comes up. In fact I usually can't find any documentation on how the 'new stuff' works when I upgrade.

Where is all this documentation? I can't find it in the "help" files.


Top
 Profile Send private message  
Reply with quote  
 Post subject:
PostPosted: Wed Mar 21, 2007 3:13 am 
<blockquote id="quote"><font size="3" face="book antiqua" id="quote">quote:<hr height="1" noshade id="quote"><i>Originally posted by shoeless</i>
<br />[quote]
<ul><li>maintains that captured 'limbered' guns remain fixed in place - unable to move (with those presumably 'captured' - but likewise fixed in place - equine of yours, eh? [8D]).</li>
</ul> ==Denny

Secretary of the Cabinet, CSA (Retired)
1st Tenn Provisional Army
<hr height="1" noshade id="quote"></blockquote id="quote"></font id="quote">

That's because the capturing side doesn't have the keys for the horses, duh! [:D]

Regards,

Brig. Gen. Alan Lynn
2nd Div, II Corps, AoA
VMI Training Staff

God Bless <><


Top
  
Reply with quote  
 Post subject:
PostPosted: Wed Mar 21, 2007 5:49 am 
Offline
User avatar

Joined: Tue Nov 11, 2003 9:52 am
Posts: 870
Location: USA
Do you also download the new manual?

<blockquote id="quote"><font size="3" face="book antiqua" id="quote">quote:<hr height="1" noshade id="quote"><i>Originally posted by gcollins</i>
<br />Where is the documentation on spiking guns? I have downloaded all of the new files but can't find it in the documentation. Even when I do a 'search' keying in "Victory Points" or "Spiking Guns" no reference comes up. In fact I usually can't find any documentation on how the 'new stuff' works when I upgrade.

Where is all this documentation? I can't find it in the "help" files.
<hr height="1" noshade id="quote"></blockquote id="quote"></font id="quote">

Capt. Richard Walker
I Corps
Army of the Mississippi
2nd Brigade, 3rd Division
"Defenders of Tennessee"


Top
 Profile Send private message  
Reply with quote  
 Post subject:
PostPosted: Wed Mar 21, 2007 6:56 am 
<blockquote id="quote"><font size="3" face="book antiqua" id="quote">quote:<hr height="1" noshade id="quote"><i>Originally posted by gcollins </i>

Where is the documentation on spiking guns? I have downloaded all of the new files but can't find it in the documentation. Even when I do a 'search' keying in "Victory Points" or "Spiking Guns" no reference comes up. In fact I usually can't find any documentation on how the 'new stuff' works when I upgrade.

Where is all this documentation? I can't find it in the "help" files.

<hr height="1" noshade id="quote"></blockquote id="quote"></font id="quote">
Do you know how to navigate the Help files?

There is more than one, but all are available through the introduction section at the start of the General Help file that starts when you select it in the pull down menu in game.

So Hit your F1 key, Click on Civil War Battles and then Introduction.
Then you are presented with this section.


Introduction


This help file is a common help file for the main programs of the Campaign Series of Civil War games. All menus and dialogs associated with the Main Program are covered in this help file. For further information on the game system and editors, you should review the following help files:

· Civil War Battles User Manual

· Scenario Editor

· Campaign Editor

Clicking on these will bring you to the relevent Help files.

<center>Colonel Edward Stewart
[url="http://www1.webng.com/Bonemash/EdStewart.html"]Image[/url]

2nd Brig, 3rd Div,
III Corps, ANV
</center>


Top
  
Reply with quote  
 Post subject:
PostPosted: Wed Mar 21, 2007 10:38 am 
Offline
User avatar

Joined: Tue Jul 26, 2005 3:15 am
Posts: 180
Location: Canada
Yes, I do update the manual and Help files all the time. But that is my point, WHERE is the information on spiking the guns???

When you go to the index and search for example and type in "spike" you will get a reference as TO WHERE the spiking the guns menu is but I already know that. What I want to know is Should you spike the guns??? Should I just keep men there on the hex and keep them captured??? What points are they worth (if any) if I spike them???

Spiked Guns - how many points worth????

Un-spiked but Captured Guns - How many points worth???

I can't find ANY of this in the manual updated or otherwise.

If it is there WHERE is it in the help files??


Top
 Profile Send private message  
Reply with quote  
 Post subject:
PostPosted: Wed Mar 21, 2007 2:18 pm 
To be Honest I don't think it is in the manual, but the information has been given out.

Half points for spiked guns.

Full points for captured guns (if still captured at the end of the scenario).

But this is the bit I don't understand.....No points if attacked and captured, but if left uncrewed and un-captured at the end of the scenario.

Why no points if you destroy crew and limbers etc yet leave them un-spiked in the midst of battle?

<center>Colonel Edward Stewart
[url="http://www1.webng.com/Bonemash/EdStewart.html"]Image[/url]

2nd Brig, 3rd Div,
III Corps, ANV
</center>


Top
  
Reply with quote  
 Post subject:
PostPosted: Wed Mar 21, 2007 4:55 pm 
Offline
User avatar

Joined: Tue Jul 26, 2005 3:15 am
Posts: 180
Location: Canada
When there is a new patch for an HPS Civil War game there are always two extra files that they recommend that you download also. The online help documentation and the printable documentation. Never did figure out the difference. AND, these are big files.

My point is: what is the point of downloading these if they don't include the specific information about the new rules? The new Bridge repair/destruction rules fall into exactly the same category.

The Help files are getting to be less helpful with each new patch. Yes, the help files will tell your WHAT MENU to look in for the various new features but almost nothing else.


Top
 Profile Send private message  
Reply with quote  
 Post subject:
PostPosted: Wed Mar 21, 2007 6:16 pm 
Offline

Joined: Tue Nov 11, 2003 9:52 am
Posts: 1325
Hi, General Collins,

The information is in the User's Manual under Movement, and also Melee, sections, for both spiking and bridges. I have never understood why you can't access this information from the help file during the game, but to my knowledge you can't. Of more concern to me is all the information that isn't available, such as what it takes to kill a crew by fire, or the fact that if you cover the rear hexsides and merely have the front hexsides covered by ZOC, it can't retreat and dies, even with weak ZOC. I had to find that one out the hard way. I'm sure there are others but it is late and I can't think of them right now.

MG Mike Mihalik
1/III/AoMiss/CSA


Top
 Profile Send private message  
Reply with quote  
 Post subject:
PostPosted: Thu Mar 22, 2007 1:57 am 
Offline

Joined: Sat Feb 02, 2002 7:32 pm
Posts: 303
Location: USA
Sirs. I must throw in with General Peters here. I have been content to only read about this spiking business until now...now that I have been the victim of having my artillery captured and spiked in the smae turn that they were captured.

We are playing Devil's Den which it would have seemed had been rather finely balanced. The highly defensive terrain and placement of so few Union units and artillery helping to balance out the huge force of Rebels. With no chance for recapture by the Union, at the very door of Devil's Den with two turns left, and 120 points for the cannon alone...the battle now becomes one of simply math and the Reb's greater numbers. The only edge the Union had for a draw or maybe even a minor was how suicidal it was for the Reb to make enough desparate attacks in the few turns available. I may be presumptive, but to me this "simple" change in rules may well affect whatever thought...such as there might have been..to balancing the historic scenarios to ensure at least a fair chance of duplicating the original outcome. Of course I am not as astute as all you seasoned warriors but when I envision 1000 Union lads looking down from a rock at four captured artillery, by lightly and weakened defenders which could have been recaptured easily but for the rat tail file shoved into a touch hole by a Reb who had both the presence of mind and esprit to do so minutes before...well it is pretty demoralizing...or more...rather maddening.

LtCol.Tom Ciampa
Image
2nd Bgde,1st Cav
XIV Corps, AoC
Games: TS/BG: AN, BR, CH, GB, SH - HPS: GB, SH


Top
 Profile Send private message  
Reply with quote  
 Post subject:
PostPosted: Thu Mar 22, 2007 4:45 am 
Offline
User avatar

Joined: Tue Nov 11, 2003 9:52 am
Posts: 870
Location: USA
Mike,

Sounds like a good question for TillerconII. Be sure to bring it up. There are a lot of detailed information that is not revealed in the manual. I can only suppose John wants to keep the concepts general and easy to understand. Perhaps a lot of detailed information would scare off the non-grognard players.



<blockquote id="quote"><font size="3" face="book antiqua" id="quote">quote:<hr height="1" noshade id="quote"><i>Originally posted by mihalik</i>
<br />Hi, General Collins,

The information is in the User's Manual under Movement, and also Melee, sections, for both spiking and bridges. I have never understood why you can't access this information from the help file during the game, but to my knowledge you can't. Of more concern to me is all the information that isn't available, such as what it takes to kill a crew by fire, or the fact that if you cover the rear hexsides and merely have the front hexsides covered by ZOC, it can't retreat and dies, even with weak ZOC. I had to find that one out the hard way. I'm sure there are others but it is late and I can't think of them right now.

MG Mike Mihalik
1/III/AoMiss/CSA
<hr height="1" noshade id="quote"></blockquote id="quote"></font id="quote">

Capt. Richard Walker
I Corps
Army of the Mississippi
2nd Brigade, 3rd Division
"Defenders of Tennessee"


Top
 Profile Send private message  
Reply with quote  
 Post subject:
PostPosted: Thu Mar 22, 2007 5:53 am 
Offline
User avatar

Joined: Tue Nov 11, 2003 9:52 am
Posts: 870
Location: USA
The new rules really favor the defender.

1st, When the next update goes out, players will have to wait one turn to spike.

2nd, Had the new rule not been in place, then your opponent would have just destroyed the arty and recieved 60 points for each cannon. 60 points is what cannon are valued at in CG. So you would have lost with more points against you.

3rd, the idea is that if you see the enemy coming and you want to avoid giving him/her full VPs, spiking will only give the enemy half points. That should encourage you to not be so conservative with your artillery.

The're are other good reasons, but I'm at work :-(

BTW, not sure I know what you mean by <i>With no chance for recapture by the Union</i> You can recapture and deny the VPs to the enemy. You just won't be able to fire the guns.


.
<blockquote id="quote"><font size="3" face="book antiqua" id="quote">quote:<hr height="1" noshade id="quote"><i>Originally posted by tciampa</i>
<br />Sirs. I must throw in with General Peters here. I have been content to only read about this spiking business until now...now that I have been the victim of having my artillery captured and spiked in the smae turn that they were captured.

We are playing Devil's Den which it would have seemed had been rather finely balanced. The highly defensive terrain and placement of so few Union units and artillery helping to balance out the huge force of Rebels. With no chance for recapture by the Union, at the very door of Devil's Den with two turns left, and 120 points for the cannon alone...the battle now becomes one of simply math and the Reb's greater numbers. The only edge the Union had for a draw or maybe even a minor was how suicidal it was for the Reb to make enough desparate attacks in the few turns available. I may be presumptive, but to me this "simple" change in rules may well affect whatever thought...such as there might have been..to balancing the historic scenarios to ensure at least a fair chance of duplicating the original outcome. Of course I am not as astute as all you seasoned warriors but when I envision 1000 Union lads looking down from a rock at four captured artillery, by lightly and weakened defenders which could have been recaptured easily but for the rat tail file shoved into a touch hole by a Reb who had both the presence of mind and esprit to do so minutes before...well it is pretty demoralizing...or more...rather maddening.

LtCol.Tom Ciampa
Image
2nd Bgde,1st Cav
XIV Corps, AoC
Games: TS/BG: AN, BR, CH, GB, SH - HPS: GB, SH



<hr height="1" noshade id="quote"></blockquote id="quote"></font id="quote">

Capt. Richard Walker
I Corps
Army of the Mississippi
2nd Brigade, 3rd Division
"Defenders of Tennessee"


Top
 Profile Send private message  
Reply with quote  
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 64 posts ]  Go to page Previous  1, 2, 3, 4, 5  Next

All times are UTC - 5 hours


Who is online

Users browsing this forum: No registered users and 233 guests


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