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 Post subject: Re: Improvement Wish List for the Civil War Battle Series
PostPosted: Fri Feb 02, 2018 9:48 pm 
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Joined: Thu Mar 31, 2005 9:49 am
Posts: 397
Location: USA
I agree with Chris Perleberg . . . both his suggestions are at the top of my list. Put a pause button into playbacks; have some kind of dynamic sighting. You should be able to see what's in a valley from the top of a surrounding hill, not have to go into the valley and bump into them to "see" them.

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Lt Gen Dwight McBride
Ist Division/1st Brigade
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 Post subject: Re: Improvement Wish List for the Civil War Battle Series
PostPosted: Fri Feb 09, 2018 4:14 pm 
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Joined: Tue Mar 07, 2017 12:21 am
Posts: 90
Chris Perleberg wrote:
Me, I'd still like pausable playback.....

Also, a recon function for Cavalry, something like that for recon units in Panzer Campaigns -- use 1/3 of your MP and see all units in range. I am sick and tired of watching my Cavalry units get surrounded by Infantry and destroyed just because they crested a ridge and therefore can't see the mass of Infantry 3 hexes away....


Playing the downloadable scenario "!Raid on Stephensons Depot" I have run into infantry twice now that are hiding below an elevation line.

I live in the area of this scenario and it is mostly a gradual decent from west to east. This is not a criticism of the scenario designer nor of the map designer. It is a criticism of the game engine (although a small criticism) with a possible solution going forwards.

If I could mod this game what I would do is create two different elevation types. One hexside elevation would only reflect an elevation change without blocking line of site. The other elevation hexside would block line of site.

Basically if you were looking at a topographical map then one would reflect an elevation change but a gradual one. The other would reflect a more dramatic elevation change but not to the point of being an embankment. There should be a middle ground in there. If you think about it a gradual slope, even if a mile long, doesn't block line of site. Yet a gradual slope in this game is going to have an elevation change that does block line of site and allows for some rather ahistorical results and ambushes.

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Lt. Col. Thomas Wayne (Iddings)
6th Brigade, 3rd Division, I Corps
Army of the West
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 Post subject: Re: Improvement Wish List for the Civil War Battle Series
PostPosted: Thu Feb 15, 2018 6:23 pm 
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Joined: Tue Dec 05, 2017 5:15 pm
Posts: 8
I have a few things to add to this thread:

I would like to see a more defined distinction between mounted and dismounted officers. According to the parameter data I have seen, other than the movement points, there seems to be no real difference, and thus, no point to dismount.

Secondly, I would like to see some improvement on fixed units. I completely understand the rationale for fixed units, but I am presently in a battle where my opponent is attacking fixed units, and the rest of the units in that area that have not been fired on remain fixed even though in a real life situation, they would most certainly react in some way. Perhaps a better way to handle fixed units would be either:

1) Pay a victory point penalty to activate them
2) Use a hex radius to activate them instead of being fired on

Just some thoughts...

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Maj. Daniel Houghtaling
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7th Reserve Infantry Brigade, Second Division, XVI Corps

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 Post subject: Re: Improvement Wish List for the Civil War Battle Series
PostPosted: Thu Feb 15, 2018 10:50 pm 
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Joined: Mon Apr 14, 2014 3:24 pm
Posts: 477
Location: Terra
For the later try using the "Alternate Fixed Unit Release" optional rule, it works this way:
"Select Alternate Fixed Unit Release to have Fixed units become released
whenever an enemy unit comes within 5 hexes of them regardless of the line-
of-sight to that enemy unit."

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Brigadier General Christian Hecht
Corps Commander I Corps, Army of the Potomac
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