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PostPosted: Thu Sep 15, 2005 5:59 am 
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Location: USA
<blockquote id="quote"><font size="3" face="book antiqua" id="quote">quote:<hr height="1" noshade id="quote"><i>Originally posted by bschulte</i>
<br /><blockquote id="quote"><font size="3" face="book antiqua" id="quote">quote:<hr height="1" noshade id="quote">2./ Cav capable of detaching sub-units (like Nappy cavalry) and with these sub-units having intrinsic, permanent skirmisher ability when mounted. (ie. they can "see" ahead like infantry skirmishers and will suffer reduced casualties since in open order and able to use their mobility to get out of trouble quickly) <hr height="1" noshade id="quote"></blockquote id="quote"></font id="quote">

I LOVE this idea. Players trying to use cavalry historically as roadblocks are punished with high losses (and the consequent high vp losses for cav casualties).

-Brett Schulte
HPS Playtester

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<hr height="1" noshade id="quote"></blockquote id="quote"></font id="quote">

I hate this IDEA-unless of course these units cannot get victory points for objectives or exiting the Map, do not have a zone of control and cannot prevent retreats or routed units moving closer to them and have other restrictions so that you CANNOT use them like NAPPY Cavalry because quite frankly the ACW isn't the NAPPY period and Cavalry was not used in the same way. Rifled muskets, repeating rifles and new artillery precluded it along with much of the terrain. JMHO [:D]

Col. Phil Driscoll
1st Brigade/1st Division/VCorps/AoP


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 Post subject:
PostPosted: Thu Sep 15, 2005 7:30 am 
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Phil,

Rich is not asking that these units perform like Nappy Cav., only that they be able to break down like Nappy Cav. They need the ability to do this to perform their dual historical roles of scouting and being used in delaying actions. I agree that these units should not be able to exit victory hexes, capture objectives, or prevent units moving closer to them while they are in this "detached" state. But they most definitely SHOULD have a ZOC, at least for a few turns anyway, to simulate their ability to severely slow a pursuing infantry column.


-Brett Schulte
HPS Playtester

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 Post subject:
PostPosted: Thu Sep 15, 2005 7:41 am 
While there are many ways I think we can make the system more realistic, I decided to prioritize my choices based on which ones would have the greatest impact to the greatest number of games/battles:

1) Arty capture/recapture

2) Marching fatigue

3) Disrupts from routed units – for artillery AND infantry AND cavalry (or just dismounted cavalry?)


Regards,
Lt. Col. Alan Lynn
3rd Battery "Jacksonville Greys"
4th Div, II Corps, AoA
God bless <><


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 Post subject:
PostPosted: Thu Sep 15, 2005 7:44 am 
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Location: USA
Lt. Walker,

1) Marching fatigue.
2) Arty capture/recapture
<s>3) Arty ammo pool (Not sure what is meant by this, exactly. If it means 1 round expended per tube rather than 1 round per battery, I'm for it.)</s>
3) (If it's not too late, I'm changing my vote [:)]!) New 'bivouac' formation: No firing, no movement, no melee initiation, melee at reduced (1/2? 1/4?) strength -- but faster fatigue recovery.


Your humble servant,
Gen 'Dee Dubya' Mallory

David W. Mallory
ACW - General, Chief of the Armies, Confederate States of America & Cabinet Member
CCC - Sergeant, Georgia Volunteers, Southern Regional Deaprtment, Colonial American Army


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PostPosted: Thu Sep 15, 2005 9:23 am 
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Posts: 328
Location: Canada
1. Arty capture/recapture

2. Engineering units that can build bridges and repair bridges

3. arty units that can combine into one unit so I do not have to
move hundreds of units.


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Major General John Corbin
Commanding officer
XXV Corps "The Glory Seekers"
Army of The James


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 Post subject:
PostPosted: Thu Sep 15, 2005 10:03 am 
1. Arty Ammo and Capture/Recapture

2. Marching fatigue and stragglers (leaving and returning)

3. Engineers with multiple engineer abilities(Bridge repair, abatis, etc)

Regards, Hank Smith

BG Hank Smith
Army of Georgia
Smith's Division CO
Carroll's Corp


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 Post subject:
PostPosted: Thu Sep 15, 2005 11:30 am 
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Joined: Tue May 22, 2001 8:05 pm
Posts: 846
Location: Panhandle of Texas
My order of preference would be:

1. Arty disruption problem solved
2. Marching fatigue
3. Making defensive fire more effective then what it is now.

General Mark Nelms
Union Chief of the Army
Cabinet Member


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PostPosted: Thu Sep 15, 2005 12:00 pm 
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1. Adapt infantry formation change and op fire from single phase to multiphase.

2. Artillery ammo sytem change.

3. Artillery capture/recapture.



MG Mike Mihalik
1/III/AoMiss/CSA


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PostPosted: Thu Sep 15, 2005 12:44 pm 
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Location: USA
1. Marching Fatigue

2. Arty. Ammo Pool

3. Melee Attackers can only be regiments from the same brigade.

BG Robert Frost
Army of Cumberland


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PostPosted: Thu Sep 15, 2005 12:55 pm 
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Location: USA
My choices

1. Automatic Disruption
2. Marching Fatigue
3. Arty ammo pool - 1 ammo for each gun fired.

Lt.Gen.Ken Miller
Veteran's Divsion
VIII / AoS

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PostPosted: Thu Sep 15, 2005 1:19 pm 
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Joined: Tue Apr 02, 2002 3:11 am
Posts: 311
Location: North Carolina
If this gets us into a debate, let's start another thread so we don't confuse this one.

Let's be aware that cav sections would become hordes of fast-moving units that surround and ZOC-kill like mad. The <i>idea</i> may be scouting and rearguard, but the <i>implementation</i> by many players will be on the offensive. It's not on Rich's list anyway, but if it were my suggestion would be for cav sections (and heck, any heavily outnumbered unit) not be able to block a retreat. Just bounce the defender another hex.


Maj Gen Sean Turner
3rd Cavalry Division, "Yankee Thrasher"
I Corps
Army of Alabama


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 Post subject:
PostPosted: Thu Sep 15, 2005 1:53 pm 
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Location: USA
1) Marching fatigue

2) Marching fatigue

3) Marching fatigue

[:D]

Especially night time marching fatigue.

Col. Boyd Denner
"Alabama Brigade"
1/3/III
ANV
"God Bless the Alabamians" Gen. Robert E. Lee - The Wilderness 1864


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PostPosted: Thu Sep 15, 2005 2:58 pm 
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Posts: 1637
Location: USA
1. Artillery Ammo Fix - one ammo point per gun.

2. Artillery Melee Fix - retreat(limber and move) from melee after losses.

3. Infantry Column Melee Fix - Make it unnecessary (alternate means for taking bridges/towns or severly restrict to use on bridges and town hexes.

BG. Kennon Whitehead
Chatham Grays
III Corps, AoM (CSA)


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PostPosted: Thu Sep 15, 2005 3:37 pm 
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Joined: Wed May 23, 2001 2:56 pm
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Location: USA, New Jersey, Ocean County
Movement stops if entering hex with a unit that has meleed.

Inrease probability of disruption/routing from artilery fire.

Brigade Combat Effectiveness -- probably requires a funadamental engine change, but definitely on my wish list <s>Voluntary arty spiking (no VPs or reuse)</s>

Lt Gen Bob Breen
Commanding XIX Corps, AoS


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 Post subject:
PostPosted: Thu Sep 15, 2005 3:52 pm 
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Joined: Tue Dec 04, 2001 2:29 pm
Posts: 191
Location: USA
1. Arty capture/recapture (including unlimbered retreat from melee)
2. Higher/more frequent defensive fire with reduced offensive fire
after movement for infantry in turn mode.
3. Arty disruption solution

And if there was a fourth one I'd say artillery ammo...

P.S., How about turning off the trigger for defensive fire when a leader moves into a unit's hex? Moving units, changing formations, fine. Moving leaders causing shooting is annoying...

Major General Dirk Gross
XIV Corps/AoC


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