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Engine upgrades prioritized
http://www.wargame.ch/board/acwgc/viewtopic.php?f=4&t=8429
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Author:  Rich Walker [ Thu Sep 15, 2005 2:04 am ]
Post subject:  Engine upgrades prioritized

Some engine upgrades are currently in the works.

How would you prioritize them?

List NO MORE THAN THREE!!!

Possible answers (but not limited to these)

PLEASE DON'T OFFER COMPLEX ANSWERS, JUST LIST THEM SIMILAR TO THESE OFFERED (but you can suggest others)

These are not in any particular order.

Arty capture/recapture
Bridge repair
Campaign encyption
Marching Fatigue
Arty ammo pool
Arty disruption solution
Voluntary arty spiking (no VPs or reuse)

Author:  D.S. Walter [ Thu Sep 15, 2005 2:22 am ]
Post subject: 

1. Artillery disruption.

2. Marching fatigue.

3. Bridge repair.

Gen. Walter, USA
<i>The Blue Blitz</i>
AoS

Author:  Jim Pfleck [ Thu Sep 15, 2005 2:33 am ]
Post subject: 

My thoughts
(1) Arty disruption solution
(2) Bridge repair
(3) Arty ammo pool


Gen Jim P.
II/III AotM

Author:  Gary McClellan [ Thu Sep 15, 2005 2:36 am ]
Post subject: 

1) Arty Disruption
2) Marching Fatigue
3) Bridge Repair

Brig. General Gary McClellan
1st Division, XXIII Corps
AoO,USA

Author:  Al Amos [ Thu Sep 15, 2005 2:41 am ]
Post subject: 

1.Marching Fatigue

2.Cavalry breakdown/recombing capability as found in the Nap engine.

3.Arty ammo pool - set up like infantry ammo is currently.




MajGen Al 'Ambushed' Amos
3rd "Amos' Ambushers" Bde, Cavalry Division, XX Corps, AoC
The Union Forever! Huzzah!

Author:  Sean Turner [ Thu Sep 15, 2005 2:41 am ]
Post subject: 

1) Marching fatigue.

2) Arty ammo pool.

3) Arty capture/recapture.


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

Author:  Antony Barlow [ Thu Sep 15, 2005 3:14 am ]
Post subject: 

1. Artillery disruption.
2. Marching fatigue.
3. Bridge repair.

All would be gratefully received[:)]

General Antony Barlow
Army of the Cumberland

Author:  greenFyre [ Thu Sep 15, 2005 3:50 am ]
Post subject: 

Arty capture/recapture

Marching Fatigue

Mounted Cav with intrinsic, permanent skirmisher ability, but no costs (MPs or men) - so they can actually scout and stay out of trouble.

Lt Gen Mike Kaulbars Image
3rd "Freiheit" Division
VIII/AoS
Image

Image

Author:  bschulte [ Thu Sep 15, 2005 3:59 am ]
Post subject: 

1. Arty capture/recapture
2. Marching Fatigue
3. Arty ammo pool

-Brett Schulte
HPS Playtester

ACW Campaign Games Design Center:
http://www.brettschulte.net/ACWCGDC/index.html

My Civil War Book Collection:
http://www.brettschulte.net/ACWBooks/

ACW Gaming & Reading Blog:
http://www.brettschulte.net/ACWBlog/

Author:  Scott Schlitte [ Thu Sep 15, 2005 3:59 am ]
Post subject: 

All very interesting ideas. One more to consider would be wounded leaders in campaigns possibly coming back as well as stragglers to units which I think happens in some games.
But to just vote three on whats listed, I think I'm with Sean Turner mostly....
1) Arty Ammo Pool - 1 round per tube, and maybe adding wagons as Gen Amos gave the good example of the reb ammo at Pickett's Charge.

2) Marching fatigue

3) Arty capture/recapture

pbem encryption is nice too, but we've lived without it this long, we can wait till some of these other issues get looked at.


MajGen, 2/VIII/AoS
"Beer! It's not just for breakfast anymore!"

Author:  Richard [ Thu Sep 15, 2005 4:22 am ]
Post subject: 

Is that 3 altogether, or 3 each for artillery, infantry & cavalry?[:D]

For me, it's almost certainly the following:

1./ <b>Arty capture/recapture</b> - this would solve a number of related gaming issues, so is far and away my top choice. (I'd be glad to discuss this topic in more detail by email if you like)
2./ <b>Cav capable of detaching sub-units </b>(like Nappy cavalry) <b>and with these sub-units having intrinsic, permanent skirmisher ability when mounted.</b> (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)
3./ <b>Arty ammo wagons</b>

The other features you list would all be useful, but I doubt they'd have the same far-reaching impact on gameplay.


Col. Rich White
3 Brig. Phantom Cav Div
III Corps ANV

Author:  Thomas Callmeyer [ Thu Sep 15, 2005 4:54 am ]
Post subject: 

1) Undisrupted units through which routed units pass get morale check rather than automatically disrupted.
2) Improved Arty defensive fire (either higher fire strength and/or better targeting) OR lower arty capture points.
3) Dynamic LOS (includes Abaits.)

I.E. No stumbling onto a unit that should be in plain view once LOS is clear and open. Maybe just a ? when first observed by a moving unit in the clear like skirmishers can do, though they can also do so when static in cover.

General Thomas Callmeyer
4th Bgd.-1st Div.-XV Corps-AoT

Author:  dradams2 [ Thu Sep 15, 2005 5:21 am ]
Post subject: 

.

Author:  bschulte [ Thu Sep 15, 2005 5:35 am ]
Post subject: 

<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

ACW Campaign Games Design Center:
http://www.brettschulte.net/ACWCGDC/index.html

My Civil War Book Collection:
http://www.brettschulte.net/ACWBooks/

ACW Gaming & Reading Blog:
http://www.brettschulte.net/ACWBlog/

Author:  gcollins [ Thu Sep 15, 2005 5:57 am ]
Post subject: 

My Priorities

1.) Higher defensive fire for Artillery
2.) Batteries that have the same kind of guns unitary, not sections
3.) Lower point values for Artillery and Cavalry

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