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American Civil War Game Club (ACWGC) • View topic - Scenario fixes/tweaks

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 Post subject: Scenario fixes/tweaks
PostPosted: Mon Feb 23, 2026 8:20 am 
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Eventually, but no dates are set, there will be an update to the series. With that in mind, are there any fixes and or tweaks that you would like to see made to the "official" scenario listings. I would like to limit these fixes, if any, to the 8 titles that I designed. But I can look at any if needed.

If there are historical fixes, please site the historical references that would justify these fixes.

If more than a few emerge, I can't promise I will get to them all, but I will try.

You can post them here, so I have a quick way to review them.

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PostPosted: Mon Feb 23, 2026 4:45 pm 
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I tend to think that the sooner the update is issued to fix the Artillery Thing, the better.

However, I thank-you for giving us the opportunity to suggest some 'fixes'. Overall, I am impressed by the accuracy of research in the historical scenarios. Indeed, I purchased my first JTS title (after a long absence from the Talonsoft days) in order to short-cut research for a Shenandoah miniatures project. Then, after discovering this Club, I got hooked on playing the games against real opponents. While playing a variant of Gettysburg 007 you mentioned to me that several of the Union units remained 'fixed' on the map with no scheduled release time. I looked into it (results here - ) and found that the designer knew exactly what he was doing when he chose to not release those particular units for duty.
I'm sure if I searched around I could find an issue or two but, given that records are not completely precise from that period, it would be a relatively minor thing in relation to the overall play of the scenarios. The only thing that immediately comes to mind is a map issue raised by [former CSA Member] Mike Terhune. It relates to the Battle of Fredericksburg and Mike provided some detail on the WDS forum a while ago (found here - ). Mike expanded on that topic a little in Southern Raiders (see Resignation thread September 2023).

One thing I'd like to see changed (although it is not a mere tweak) has to do with range and casualties (discussed here and here ). In short, too many casualties are caused from small arms' fire at the longer ranges. I don't think the situation can be fixed by fiddling with supply. I think that the Parameter Data should reflect the historical situation by reducing the effectiveness of weapons beyond two hexes. The current Parameter Data for SB Musket [4 at 1 hex, 1 at 2 hexes] seems right. Rifles should probably stay as they are for 1 and 2 hexes but 3 hexes should probably be a quarter of the '1 hex effectiveness and reduced accordingly beyond that.
Artillery probably should also be looked at in a similar way, especially for smoothbore guns [sorry, fellow Confederates] as their effective battle range was about half of their theoretical range. Light rifled cannon are probably about right but most heavy rifled guns should probably have an effective battle range of about two-thirds of their theoretical range.
Note: Any of the above changes may effect Victory Conditions to some degree but as it should balance out across the two sides it should be minimal.

One other thing (unrelated to the above) is gunboats. It seems impossible to destroy them. In an MP game several years ago my partner and I hit them with everything we could. Even at three and four hexes most of the shots returned 'No effect' with an occasional 'Fatigue' result. The boys in those boats would have been rendered deaf from the shells hitting their vessel and greatly fatigued from the heavy bombardment, yet they carried on blasting away at our infantry with nary a care in the world. [Fortunately, we had more success away from the river so we eventually won the day.]

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PostPosted: Mon Feb 23, 2026 5:26 pm 
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PostPosted: Mon Feb 23, 2026 6:57 pm 
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PostPosted: Mon Feb 23, 2026 7:15 pm 
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PostPosted: Tue Feb 24, 2026 1:07 am 
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PostPosted: Fri Feb 27, 2026 9:36 am 
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Increasing the MP costs for infantry lines moving backwards. It might favor the Offense too much but I think it would be more realistic. I think they may have already implemented that i=over in the Napoleonic titles.

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PostPosted: Fri Feb 27, 2026 9:52 am 
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PostPosted: Fri Feb 27, 2026 1:44 pm 
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PostPosted: Fri Feb 27, 2026 3:22 pm 
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PostPosted: Fri Feb 27, 2026 3:33 pm 
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PostPosted: Fri Feb 27, 2026 4:07 pm 
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I am sure this is more of a Game idea vs a Scenario function . I always thought it would be nice to have to have a note function with private and Public notes that carry thru the game and become Visible to both sides at the end

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PostPosted: Fri Feb 27, 2026 9:18 pm 
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I'm a relative newcomer (USA Class of December 2025), so please factor that into your reaction. Looking at Campaign Shiloh (for example) the naming conventions are a little confusing to the newbie. As I read through the list of scenarios, I'm pretty awed by the number of options/variants/what ifs (and thank you), but it's hard to figure out what some of the prefixes and conventions are. "W Graphics" for example, may refer to Winter Graphics but how does this work? Also I eventually managed to figure out FD and FH and thereby most of the others (Ca, Co, Fr, Jk etc...) but it wasn't intuitive (I initially thought Fr might be a French language version!).

If some of these are really old 'legacy' scenarios of little or no relevance to those with the latest WDS versions of the games (and maybe with newer spec PCs) could they go in an archive folder so they're not visible unless you need to specifically go looking for them? And with this in mind, if scenarios prefixed Weather_ are newer versions which include weather effects, wouldn't these be the new 'standard' historical versions? So non-weather versions (can?) go to an archive folder?

But rather than just whinge and whine, I'd be prepared to help with any efforts on this, and not purely out of altruism as it would likely give me a better understanding of the range of options available in selecting scenarios.

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PostPosted: Fri Feb 27, 2026 9:27 pm 
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Since I was just looking to play a game of the Battle of Belmont and as an example, I found the following and wondered how these could perhaps be rationalized- some maybe archived:

002 Bel_Belmont_Advance (Hist).scn
002a Bel_Belmont_Advance (Hist).scn
003 Bel_Belmont_Advance (Alter OB).scn
003a Bel_Belmont_Advance (Alter OB).scn
W Graphics_Bel_Belmont_Advance (Alter OB).scn
W Graphics_Bel_Belmont_Advance (Hist).scn
W Graphics_Belmont_Advance (Alter OB).scn
Weather_a Bel_Belmont_Advance (Alter OB).scn
Weather_Bel_Belmont_Advance (Alter OB).scn
Weather_Bel_Belmont_Advance (Hist).scn

Also looking at weather effects, it seems Nov 7 1861 in Belmont was a totally clear day, yet the weather versions indicate some probability of snow. Wheeling out ChatGPT to check weather reports indicated no snow on the day, it even checked Grant's and McClernand's journals to confirm.

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PostPosted: Fri Feb 27, 2026 9:44 pm 
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On Battle of Chantilly (Campaign Antietam), see this . The command structure was confusing what with Isaac Stevens and Philip Kearny both killed, and I can see how this might be the best way to represent that confusion, but maybe worth a look?

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