American Civil War Game Club (ACWGC)
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Revisiting Disruption Effects
http://www.wargame.ch/board/acwgc/viewtopic.php?f=4&t=20681
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Author:  Joe Meyer [ Sat Jan 21, 2017 4:20 pm ]
Post subject:  Revisiting Disruption Effects

Should a disrupted combat unit in a JTS/HPS game maintain its complete zone-of-control? A routed unit currently experiences a complete loss of its zone-of-control. Why shouldn't a disrupted combat unit also have a portion of its zone-of-control negated? What if a disrupted unit could only claim control of the hex to its immediate front?

Author:  KWhitehead [ Sun Jan 22, 2017 4:48 pm ]
Post subject:  Re: Revisiting Disruption Effects

It would lead to very unpredictable situations that would create exploitation opportunities. If you can't predict whether your unit can hold a part of the line the game is changed in a major way.

For example, in Turn play a unit is advancing and takes opportunity fire that disrupts it. Now it has practically no ZOC and can be easily surrounded by the enemy in his turn.

Author:  mihalik [ Sun Jan 22, 2017 5:30 pm ]
Post subject:  Re: Revisiting Disruption Effects

Hi, Joe,

I can think of a number of changes I would like to see, but weakening zones of control for disrupted units isn't one of them. They are already penalized by having to fire at half rate, being unable to melee, moving slower, and being more likely to rout (-1 to morale checks). Most often they are only disrupted because unit with or adjacent to them routed or because they were involved in a melee, whether successfully or not. And I can't imagine what happens without rout limiting. Disruption is one aspect of HPS/JTS I would leave alone.

Speaking of routed units, though, I would like to see them given full movement allowance if not more. The initial rout is not the problem, just the movement allowance. After all, it took the Yankees three days to get to Bull Run and less than a day to get back. I have never understood the reasoning behind formed troops being able to outrun routed ones.

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