Lt. Col Hunt,
I am a historical minded player and play in Phases. My Optional Rules preferences are.
Manual Defensive Fire - Phase Mode Victory Points for Leader Casualties Density Fire Modifier Night Movement Fatigue Mounted Cavalry Skirmishers Quality Melee Modifiers Isolation Rules Weak Zone-Of-Control Partial Retreats Automated Defensive Fire Flank Morale Modifier Bridge Limit and Repairing Artillery Capture Artillery Retire By Prolonge Artillery Ammo by Cannon
If you wish to use Quality Fire Modifiers I will require Rout Limiting, evens things up for the favorable class ratings given to the rebels.
I leave these up to my opponent, I don't care either way Higher Disrupted Movement Alternate Fixed Unit Release Mixed Organization Penalty Optional Fire Results Optional Melee Results
I don't use Higher Fatigue Recovery Extreme Fog of War
You don't need these for Phase Mode Proportional Opportunity Fire Full Melee Defensive Fire Optional Melee Resolution
House rules No infantry column attacks except at bridges/fords or from the first hex after crossing. This is the only way to melee across a bridge and if your opponents sets up one hex back you can still melee in column. During night turns no advance beyond your forward positions. You may move around behind your lines, if you have an outpost on a road you can move along the road until you reach your unit.
I have all the JTS ACW games and I'm willing to play any scenario or campaign in any of them except Overland or Petersburg, just don't care for the late war period. You can send a PM or email me if this is acceptable.
_________________ Gen. Ken Miller The McKeesport Union Guard3/1/II Chief of Staff AotP
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