<blockquote id="quote"><font size="3" face="book antiqua" id="quote">quote:<hr height="1" noshade id="quote"><i>Originally posted by Rich Walker</i>
<br />Ross' idea:
<i>Option at the start of games that disrupted units cannot move adjacent or into the ZOC of a known enemy combat unit.
Disrupted units already adjacent would be able to remain, but would not be able to move into a new enemy unit's ZOC.</i>
Comments?
Lt. Col. Richard Walker
I Corps
Army of the Mississippi
2nd Brigade, 3rd Division
"Defenders of Tennessee"
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I don't like that either for the reasons mentioned about surrounded or nearly surrounded units. It could create pockets of units that would be more susceptible to becoming surrounded.
I wonder, though, why disrupted units have half movement? I've had units attacked and disordered, then they can't escape the advancing enemy in perfect formation as they get enveloped and killed. Shouldn't a unit in real battle be able to slip away faster than an ordered unit marching after them? The Early American War and Nappy series can deal with that by the Line Movement Disruption optional rule, so that pursuing units may disrupt themselves. With no penalty in the CW series, ordered units can zip around like sports cars around tractor trailers. What does "disrupted" represent?
There has been talk about large regiments vs. small regiments. Can't the OOB break large regiments into parts? What if no units were larger than 250 men? So a 750-man regiment becomes, say, 50th Georgia a, b, and c? Similar to batteries are broken into parts?
And, a peeve I have with units in column on roads. I wish the engine could move stacked units at the road movement rate together. If they can end up in the same hex together, they ought to be able to move together. Makes a big difference when moving long columns by road through woods versus through open terrain. And, deployed units negate road movement for units in column on the road. Big problem, again, for roads through woods. Maybe some of the technology that's used for RR movement in the PZC series could apply to roads too? Used to be non-RR embarked units blocked the RR movement in the hex, but it has since been resolved. Maybe these are just limitations in the engine that can't be dealt with this late in the game, eh?
Lt. General Dirk Gross
XIV Corps/AoC
