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Peninsula Campaign
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Author:  MarcoRietveld [ Sun Apr 29, 2007 8:49 am ]
Post subject:  Peninsula Campaign

Hello,

I noticed that there are some new optional rules in this game which I can't find in the manual. [?]

Does anyone know where I can find information about these rules: Artillery Capture
Full melee defensive fire
Bridge limit and repair
Night movement fatigue

Thanks in advance

Marco Rietveld

Author:  Antony Barlow [ Sun Apr 29, 2007 9:41 am ]
Post subject: 

Hi Marco,

Did you download the latest manual/help files when you downloaded the latest patch? I found the following in them:

<b>Optional Artillery Capture</b>

Under the optional Artillery Capture rule, it is possible to capture enemy artillery in a melee. With this rule, artillery that would by default be eliminated in retreat is allowed to be captured by the attacking side. While the captured artillery is stacked in the same hex with an enemy unit, it can be turned and fired. Fire in this case is automatically halved and the battery cannot be moved to another hex. The captured artillery unit can also be spiked during this time. If the artillery unit is recaptured by a melee, then the owning side can recrew the battery and use it normally. Captured, non-spiked, artillery units count full value towards victory conditions, while spiked captured artillery counts half value.

Select <b>Full Melee Defensive Fire </b>to have defensive fire conducted by the program against attacking units in melee at full strength instead of half-strength.

<b>Bridge Repair</b>

By default, a bridge must have a nonzero strength before it can be crossed by units and any bridge that has been damaged cannot be repaired. When the optional Bridge Limit and Repair rule is in effect, there are two changes that occur.

The first change is that there are minimum strength values that the bridge must have to support movement depending on the type of unit. These values are based on the Maximum Bridge strength value determined by Parameter data.

· A bridge must have a strength of at least 1/4 the maximum to carry infantry units or leaders.

· A bridge must have a strength of at least 1/2 the maximum to carry cavalry units.

· A bridge must have a strength of at least 3/4 the maximum to carry artillery or supply wagons.

For example, if the maximum bridge strength is 200, then a bridge must have a strength value of 50 to carry infantry or leaders, 100 to carry cavalry, and 150 to carry artillery or supply wagons.

The second change is that it is possible to repair bridges using infantry or cavalry. You use the Repair Bridge option of the Command Menu in the main program to toggle the state of units that you want to repair a bridge. There are several requirements for this:

· The unit doing the repair must be in column and must be facing the bridge.

· The unit cannot be Disrupted or Routed.

· The unit cannot have moved, fired, or meleed in that turn.

At the beginning of each subsequent turn, a calculation is performed to determine how much repair is achieved. For each 100 men repairing, the Repair bridge parameter value is used to determine the gain in strength of the bridge. Once the bridge reaches the maximum strength, it cannot be repaired any further.

Select <b>Night Movement Fatigue </b>to have units that move during night turns accrue Fatigue based on the Night Movement Penalty parameter data value.







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[url="http://homepage.ntlworld.com/a.r.barlow/acw/acw.htm"]General Antony Barlow[/url]
[url="http://homepage.ntlworld.com/a.r.barlow/aoc/XXAoC.htm"]XO, Army of the Cumberland[/url]

Author:  MarcoRietveld [ Sun Apr 29, 2007 11:55 pm ]
Post subject: 

Thanks Antony.

Marco

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