American Civil War Game Club (ACWGC)
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No Fixed Units Chancellorsville
http://www.wargame.ch/board/acwgc/viewtopic.php?f=4&t=20422
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Author:  hkellogg [ Mon Feb 29, 2016 12:26 am ]
Post subject:  No Fixed Units Chancellorsville

Trying to find a scenario to play in the HPS Chancellorsville.

Initially Hooker got the jump on Lee. What I'm trying to find is a scenario that starts out with the historical setup. It then allows that Union to move his units like Hooker should have done before he froze on May 1st. Is there such a scenario? I've been through em all and can't find one.

I hate fixed units.

Author:  John Ferry [ Mon Feb 29, 2016 7:34 am ]
Post subject:  Re: No Fixed Units Chancellorsville

A solution?
Open up a scenario in the Editor and unfix whatever units you want. Save with a different scenario title. Share that new file with your opponent.
The person to ask would be Rich Walker
John Ferry
Col 2/20th AC

Author:  hkellogg [ Mon Feb 29, 2016 3:06 pm ]
Post subject:  Re: No Fixed Units Chancellorsville

Thank you John. Sounds like a plan.

Can you do the same with the Campaign battles before you play them?

Author:  dukemat [ Mon Feb 29, 2016 6:34 pm ]
Post subject:  Re: No Fixed Units Chancellorsville

or you can play 002F_Nov19th_meeting engagement.

Author:  mihalik [ Tue Mar 01, 2016 2:47 pm ]
Post subject:  Re: No Fixed Units Chancellorsville

I have never fooled around with the campaign editor, but I imagine you can edit any scenarios you want and then create your own campaign with them. But I imagine it would require a lot of work.

Author:  hkellogg [ Wed Mar 02, 2016 12:47 am ]
Post subject:  Re: No Fixed Units Chancellorsville

To me this is one of the greatest "what ifs" of the American Civil War. The whole command of the Union wanted to attack Stuart's flank but Hooker.

I started out with the 067c May 3rd 5amV.3 scenario. So far I've freed up all of 1st Corps and 5 Corps then fixed the remainder of the Union units. I made another objective for each side and added a Union one.

I messed around with the scripts of the AI and the Union Fixed units moved even when I gave them no orders. How do I stop them from moving?

Thank you all for your help so far.

Author:  John Ferry [ Wed Mar 02, 2016 8:23 am ]
Post subject:  Re: No Fixed Units Chancellorsville

One possibility is that the fixed units are close to the enemy, and that could release them from "fixation" There also is a setting in optional rules "Alternate fixed unit release" that could have something to do with your situation.
John Ferry
Col 2/20th AC
AoC

Author:  krmiller_usa [ Wed Mar 02, 2016 8:44 am ]
Post subject:  Re: No Fixed Units Chancellorsville

First off I hope you saved the scenario under a slightly new name before you started making changes. Suggest you look at
http://www.wargamech.ca/wc/acwgc/engineering/
for an introduction to the editor.

Next if you're using the AI to test the scenario you will need to set the AI values in the editor. See the Help files under Header Dialog paying attention to the section covering AI values and Flags. These determine the action of the AI, whether it attacks, defends, how hard it does either and whether it follows scripts. If you set the value for one side to 2 it will not take any actions unless there are scripts. If you set the value to anything but 2 the AI will ignore scripts. The Flags value determines whether the AI attacks or defends with all units or as the situation develops.

John's comment on Fixed unit release is correct and this could be the cause of the units moving. Another thing to consider is if units are fixed you need to set a release time or they will remain fixed for the entire scenario unless the enemy releases them. You can View, Add releases in the Editor under the Units tab.

Author:  hkellogg [ Thu Mar 03, 2016 5:37 pm ]
Post subject:  Re: No Fixed Units Chancellorsville

Oh man. Excellent tips. I spent a lot of time discovering them. Wish I had checked the forum instead. Anyway, I found the problem with "fixed" units moving. The original setup from the scenario I modded had them within 3 hexes of an enemy unit. So they came unglued and moved, suicide attacked even.

I discovered the scripts and AI values as well. Now the AI does reasonably well and what I wanted it to do. I think this will be a good scenario for both sides.

I basically have immobilize the Union army at 7:00 on May 3rd, except for the I and V corps. The CSA has a choice either look to the victory points at Hazel Grove with its nice killer view or prepare for 2 Union Corps smashing into Jackson's Corps left flank. This is what Meade and Reynolds lobbied for and Hooker turned them down.

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