nelmsm wrote:
The only thing about phased play is that you are back to the old problem of troops moving all around in your LOS and only getting to shoot at them once. Don't think they did that too much in the ACW. I can just see the nervous troops lined up, cocked and ready to fire, and the steely eyed officer saying "Don't fire until those boys have crossed that 500 yards of open ground and stopped right here in front of us!" I think a happier medium would be to increase the chances of defensive opportunity fire or guarantee that at the end of the move every unit that hadn't fired would then do so.
While having enemy troops march up and down your lines without a chance to punish them is very unrealistic, the Opportunity Fire as implemented does little to stop it and contributes a dozen new unrealistic problems. And it's hard to fix because it is so easy to game any Opportunity Fire rule. I routinely use movement to trigger Opportunity Fire at max ranges when I know the enemy lacks small arms ammo. Almost any way you attempt to implement Opp Fire leaves a brand new whole you could drive a tank through.
One thing I liked about the good old days

was designers would write articles in HPS Moves and AH General explaining the reasoning behind why they chose to simulate something or not in a game. One of the chief criteria was does the addition make the game simulate better without hurting playability. A really good game design could accomplish simulating a battle using brigade units just as well as a very complex game using company size units. So the real question become does Opportunity Fire add sufficient realism to the game and actually change the outcome sufficiently to justify having to handle the increased complexity of implementing it? So far no one has come up with an Opportunity Fire system for the Civil War that works as well as the systems used in many WWII simulations.