<blockquote id="quote"><font size="3" face="book antiqua" id="quote">quote:<hr height="1" noshade id="quote"><i>Originally posted by Bill Peters</i>
<br />Wrong, their command range is not 6 hexes. Are you even checking this before you post?
The range for Johnston and Beauregard is 28 hexes. Anyone could have found this out by highlighting the leader and selecting the View Menu and then the Command Range option.
Col. Bill Peters, The Boise Rifles, II Corps Artillery, AoA
<hr height="1" noshade id="quote"></blockquote id="quote"></font id="quote">Respectfully, Bill, you are muddying the waters.
So, to be crystal clear, Bill, you have <u>not</u> actually confirmed - via playtesting - Scenario 002 (Historical) 1st Bull Run - just what are the WORKING command ranges for McDowell (12 hexes - i.e., that of a "corps" commander) and Beauregard / Johnston (6 hexes - i.e., that of "division" level commanders) .
For Scenario 002, Rich - apparently - forget to change the "info" settings command range display toggle to match actual game play command ranges.
How do we know this?
Through simple but methodical playtesting.
Here's what YOU do, Bill:
1. Open Scenario 002 - that's the first one we chose to play, too!
2. Note BG Stonewall Jackson's location - hex 85, 79.
3. Note BG Jackson's status: "Detached".
4. Next note Beauregard's and Johnston's starting hex location - 78, 74.
5. Count the number of hexes between Jackson and Beauregard/Johnston. Answer: 8 hexes
6. Question: who's right? the "info" command range toggle via menu of 28 hexes? or the actual observation, during game play - which required further fleshing out to reveal that both Beauregard and Johnston have 6 hex command ranges. Nowhere is this documented - you would have to PLAYTEST this to confirm. Why? I haven't a clue.
Now, to be fair, Bill, get back to me to state for the public record just how "un-wrong" I can be, too - despite your own sometimes less than patient if "moot" assessments. Thanks. [:)]
(Incidentally, The same playtests work for McDowell's army in Scenario 002 except that YOU must step through a number of turns to confirm McDowell's actuall command range = 12 hexes over his division level commanders.)
Rich, of course, knew this. And, he knows this; but for whatever reasons - it doesn't really matter - has remained mum on the topic. Since, none of this has been documented, and since not all our "historical" 1st Bull Run scenarios engage the same army leader command ranges, perhaps, herein lies one clue? But, don't know.
What I do know, at present, is that <u>no</u> one can - or must - assume to know the command and control story at 1st Manassas without actually playtesting the darn things.
I don't claim to know precisely what's going on here, Bill, but I dare say, Bill, you, too, appear as in the dark as the rest of us, especially in light of your previous, inexplicable - if not crazed - claim, alluding to "invisible" (hence, undocumented) CSA division leaders on the 1st Manassas battlefield - or whatever's unseen to be at play in the game; just as you incorrectly held that all 'army' commanders at 1st Manassas must have a 28 hex command range! Poppycock! [;)]
Now, without a further muddying of the waters - what I / we presently need to know is a simple, forthright clarification to this - preferably from Rich, I believe:
Is it possible for <i>both</i> Johnston and Beauregard to pass down their "in command" morale-check bonus to the <i>same</i> subordinate brigade officer all in the <i>same</i> turn?
Still awaiting a more enlighted if forthcoming reply. ==Denny
Fld. Lt. D. Shoeless, CSA
Secretary of the Cabinet (Ret)
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>
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