American Civil War Game Club (ACWGC)
http://www.wargame.ch/board/acwgc/

TCP/IP play
http://www.wargame.ch/board/acwgc/viewtopic.php?f=4&t=9287
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Author:  pierred [ Sat Apr 08, 2006 6:17 am ]
Post subject:  TCP/IP play

I was wondering if many of you play TCP/IP. If you have any experience what do you like or dislike?



Best Regards,

General Pierre D.
1st Bde, 3rd Div,
I Corps,
Army of Georgia
CSA

President, ACWGC
Cabinet Member
Founder

Author:  Rich Hamilton [ Sat Apr 08, 2006 10:52 am ]
Post subject: 

My favorite way to play, especially multi player (2 or 3 per side)...the only problem is I almost never have time to do it! [:(]

LGen. Hamilton
II Corps
ANV, CSA

Author:  KWhitehead [ Sat Apr 08, 2006 11:03 am ]
Post subject: 

I use to play Talonsoft games this way but it is difficult to arrange for both sides to be online at same time. Also had some problems with corruption in larger games. Haven't try it with HPS, email is just to convient.

BG. Kennon Whitehead
Chatham Grays
III Corps, AoM (CSA)

Author:  mihalik [ Sun Apr 09, 2006 2:27 am ]
Post subject: 

It was the way we played at Tillercon, and I really liked it. Used to play BG games over the phone with a friend, which is similar. I really liked watching my opponent's move in progress much better than a replay. The problem is the one General Whitehead mentioned, trying to coordinate. Email is much more convenient. I would strongly recommend folks giving it a try, though, if they can coordinate their free time. I would recommend a small to medium scenario where contact is imminent. The one I played at Tillercon was a Ft Donelson scenario and one of the ones I played over the phone was a short South Mountain scenario.

MG Mike Mihalik
1/III/AoMiss/CSA

Author:  Ernie Sands [ Sun Apr 09, 2006 3:41 am ]
Post subject: 

I have played BG games that way and HPS games. It is fun in both one-on-one and MP games.

The biggest difficulty is coordinating the time.

Another problem is getting the games going. With hardware and software firewalls, etc, it can be frustrating getting started. IMX, you should allow about 30 minutes to get the game started. Also, it helps to be using IM, like ICQ. Having some type of communication is essential. Email does work ok, but IM or even telephone connections are best.

<b><font color="gold">Ernie Sands
General, Commanding, Army of Ohio
Image
ACWGC Cabinet member
</b></font id="gold">

Author:  Robert [ Sun Apr 09, 2006 5:25 am ]
Post subject: 

<font color="beige"><b>First time I played was at Tiller Con and then several games of various length with Lars Wistedt last January....a 5 hour time difference & thousands of miles.....but we managed to run them with little problem. We did try to set up a multi-player but with 3 different time zones never got it coordinated. I also had to update my Norton settings to allow the HPS game access through the firewall.

An IM program or phone contact is a must (we used MSM) to coordinate the game setup, HPS has a built-in IM but it cannot be accessed until the scenario starts.

It's fast and fun to play, there's little "down" time, after doing your turn, you watch your opponent move and fire as it happens, no replays. Also make sure you check "ask before advancing turn" in the options menu...nothing like hitting the advance the turn button by accident.[:0][:(]

The game allows a time limit that can be set for each turn......to keep things moving at "reaction" speed. An eighteen turn scenario can be played in about 3 hours with 5 min. turns.

As has already been said the major down side is coordinating a block of time to play...which for me makes it better suited as a winter activity.

Regards</b></font id="beige">

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

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