I worked as a playtester on this one. Here's my take on the changes.
<u>New Proportional Opportunity Fire Optional Rule that causes Opportunity Fire generated by firing units to be more proportional to the total strength of the units firing.</u>
As I understand it a smaller unit will have less chance of drawing opportunity fire than a large one. It did seem to me that there was more opportunity fire with this game than before, made Fredericksburg a real bloodbath.
<i>This is a Optional Rule.</i>
<u>New Alternate Fixed Unit release Optional Rule that releases Fixed units within 5 hexes of an enemy unit regardless of Line-of-Sight to that unit.</u>
This means you can't sneak up on a fixed unit in the woods anymore. Not sure I'm in favor of this one but I guess it's better than the current situation. Would have been better if you could have had two settings, say 5 hexes in LOS and 3 if not but I guess that would have been tougher to do.
<i>This is an Optional Rule and can be left off if you want. </i>
<u>New Parameter Data value that controls when artillery crews are killed.</u>
This one definitely results in less gun crew kills if set properly, the PDT now includes a line that sets the number of casualties needed to kill the crew. Default Value is 100, higher values mean fewer crew kills, lower value means more crew kills. I'm not sure how this is related to the old values but the setting in the C'ville PDT's are 150 and I definitely noticed less crew kills after this change was instituted.
<i>This is not an Optional Rule, you can't turn this off but it can be changed in the PDT.</i>
Just remember these changes will not be available in the other games until they are updated.
As to balance I did a lot of my testing as the yanks against Mike Mihalik, I think we're pretty close in ability in regards to playing these games and I certainly didn't have an easy time of it. There are scenarios where the yanks have fixed units and the victory conditions are set to balance out others.
Gen. Ken Miller
1/2/VI
AoS
