American Civil War Game Club (ACWGC)
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Shiloh 1.03 released
http://www.wargame.ch/board/acwgc/viewtopic.php?f=4&t=10057
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Author:  Rich Walker [ Mon Oct 09, 2006 4:20 pm ]
Post subject:  Shiloh 1.03 released

Changes for Campaign Shiloh 1.03
- Adjusted OOB's (Fewer A and B ratings)
- Corrected release time for campaign scns 172 & 173
- Removed protection for Pittsburg Landing reinforcements
- Adjusted pdt files (slightly lower fire values)
- Added supply sources to most Nashville and Shiloh scns (preventing
isolation)
- New feature to allow an artillery battery to be spiked (see Command Menu
in main program).
- Added optional Artillery Capture rule.
- Added new Weather feature (see Users Manual).

Author:  Robert [ Mon Oct 09, 2006 6:00 pm ]
Post subject: 

Thank You Rich, great to see more innovations in the game.[^]

<center><font color="blue"><b>Maj.Gen. R.A.Weir</b></font id="blue">
<font color="yellow">THE CALVERT LINE</font id="yellow">
Image
<b>First--III--AoA CSA</b></center>

Author:  mihalik [ Tue Oct 10, 2006 1:25 am ]
Post subject: 

Amen! I haven't had a chance to examine the new weather effects, but the artillery capture (imho) is definitely a step in the right direction. I could quibble with the details, but I'm just grateful for the new option.

MG Mike Mihalik
1/III/AoMiss/CSA

Author:  SharpP [ Tue Oct 10, 2006 1:31 am ]
Post subject: 

Optional Capture Artillery rule has me confused. Found some mention in manual but not what I needed to know, so ran a test game.

With optional rule on;

1/ I could not seem to destroy artillery in melee just capture.
2/ When captured you get no points for doing so.
3/ When captured could not move arty as is classed as uncrewed.
4/ When I tried to recrew would not allow due to my men being from the opposition.

Rich could you possibly explain this new rule, the advantages and disadvantages of using the rule. I daresay the answers are in the manual but I could not find them.

Lt Col. Paul Sharp
2nd Div - XIX Corps
Army of Shenandoah
"Defenders of the Right"

Author:  mihalik [ Tue Oct 10, 2006 2:19 am ]
Post subject: 

Hi, Colonel,

Maybe I can help with some of your questions.
When you capture artillery, you can fire them at half rate, without recrewing. Either side can spike them during the movement phase. This makes them inoperable for the game but cuts victory points for them in half. If the enemy recaptures them, they become uncrewed and the enemy can recrew them. I thought you ought to get the points for the guns when you captured them, so Rich will have to answer that one.


MG Mike Mihalik
1/III/AoMiss/CSA

Author:  SharpP [ Tue Oct 10, 2006 3:03 am ]
Post subject: 

Thanks MG Mihalik,

that answers a lot of my questions, however still leaves the first point.

If capture artillery is selected as optional rule, can you still destroy artillery for full points or half points if spiked, or only capture?
Also if no points for capture/half points for spiked, how does this affect the victory conditions of scenario's.

Lt Col. Paul Sharp
2nd Div - XIX Corps
Army of Shenandoah
"Defenders of the Right"

Author:  Rich Walker [ Tue Oct 10, 2006 3:48 am ]
Post subject: 

Guys,

A few things:

The weather feature is not used in Shiloh. It is intended for a future title. The weather feature requires pdt entries.

Spiked arty is worth 1/2 VPs but only when occupied. If left vacant, you receive no VPs.

Captured arty receive no VPs, they must be spiked or destroyed by counter battery fire for VPs.

As to your point one, meleed arty is not destroyed. If they were destroyed how could they be captured?

Captured arty cannot move because it is assumed that the cassions and horses teams have been removed (or killed/destroyed).

Unless John changed things, spiked arty can move, but a later version will not allow spiked arty to move.

These engine upgrades are new and are still being tested, so your input is valuable.

Shiloh VP levels have not been adjusted to reflect this new rule. At present I have no plans to do so. This is an optional rule.

I recommend that you NOT use this optional rule when playing Fort Henry or Fort Donelson scns. VPs of shore batteries are needed for victory. A tough choice for campaign games. I think you can change the rules at the beginning of each campaign game during a long campaign. Is this true? Someone check that for me please.

Thanks

Rich

Author:  SharpP [ Tue Oct 10, 2006 4:05 am ]
Post subject: 

Thanks Rich, for the answers.
As for point one I probably did not word it well, I was wondering if it was possible to have an either or option when you melee'd (a choice to capture or destroy) I can see by your answer it is not.

My initial impression is I like the changes.

Thanks.

Lt Col. Paul Sharp
2nd Div - XIX Corps
Army of Shenandoah
"Defenders of the Right"

Author:  Rich Walker [ Tue Oct 10, 2006 4:14 am ]
Post subject: 

Lt. Col. Sharpe (sir)

No option is available to "destroy" captured arty. But you can spike them. But you don't get VPs for spiking your own arty.

Capt. Rich Walker
(I forgot my unit)
It's been a while since I played a club game
AofM (I think)






<blockquote id="quote"><font size="3" face="book antiqua" id="quote">quote:<hr height="1" noshade id="quote"><i>Originally posted by SharpP</i>
<br />Thanks Rich, for the answers.
As for point one I probably did not word it well, I was wondering if it was possible to have an either or option when you melee'd (a choice to capture or destroy) I can see by your answer it is not.

My initial impression is I like the changes.

Thanks.

Lt Col. Paul Sharp
2nd Div - XIX Corps
Army of Shenandoah
"Defenders of the Right"


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

Author:  Rich Walker [ Tue Oct 10, 2006 4:44 am ]
Post subject: 

Is there a way to make you name, rank and unit show up automatically?

Or do you have to type it in everytime?

Rich

Nevermind, I think I can get it

Author:  Rich Walker [ Tue Oct 10, 2006 5:09 am ]
Post subject: 

Think I got it.

Ouch, I'm in the hospital. I guess I haven't played in a while.

I should play more and stop work on my next two titles. :-)



Capt. Richard Walker
AotM
Currently Hospitalized

Author:  laubster22 [ Tue Oct 10, 2006 9:34 am ]
Post subject: 

Rich, you got that backwards! Play less, keep those titles coming![:D] You know, the sacrifice of the individual to benefit the group![:D]

Image
General Jeff Laub
Union Chief of the Army
ACWGC Cabinet Member
http://www.geocities.com/laubster22/UnionHQ/

Author:  dmallory [ Tue Oct 10, 2006 7:10 pm ]
Post subject: 

<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 />Think I got it.

Ouch, I'm in the hospital. I guess I haven't played in a while.

I should play more and stop work on my next two titles. :-)



Capt. Richard Walker
AotM
Currently Hospitalized
<hr height="1" noshade id="quote"></blockquote id="quote"></font id="quote">

Captain Walker,

You were probably hospitalized because you didn't muster with your division commander. Touch base with him and let him know you still want to be active in the club. (We may be able to allow 'special dispensation' for game development, in lieu of game playing!)

Thanks for the upgrades!


Your humble servant,
Gen 'Dee Dubya' Mallory

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

Author:  Al Amos [ Tue Oct 10, 2006 8:06 pm ]
Post subject: 

Rich,

Go to PROFILE you can put info into a signature block there. Then click that you want to use it all the time.



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

Author:  Al Amos [ Wed Oct 11, 2006 12:08 am ]
Post subject: 

When will Gettsyburg get this update?

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

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