Richard Coyne wrote:
Thank You for the response. to your points
Mixed Organizational Penalty : I agree it is a Silly rule However IMO it aids the Union in that the side with the smaller units and less of them CSA sometimes is
forced to stack Mixed units so as to Get a Larger force in a hex so it is a way to offer the Union a reward for rout limit off,
I don't see why there should be any 'reward' for anything. We are either trying to simulate reality or we're not. If Rout Limiting is unhistorical then it's off: if Mixed Organizational Penalty if unhistorical then it's off too.
I agree with the points you made on the effects of Rout Limiting. 'The truth shall make you free' to enjoy a better simulation of history.
Richard Coyne wrote:
Artillery Capture yes it works bad in the game but i tend to be grateful for the ammo and spike the guns F guns are not worth the men it takes to crew them
It is of note that if you spike your own guns and they are on a road it forces the enemy to crew them in order to clear the road
AGREE with the 8 gun rule most battle impose 12 too many IMO and Night Movement AS to night movement/combat i think the game does an ok job i tend to Picket the roads on my flanks if a Player wants to pick up 3 to 500 points of disruption well so be it but i don't mind the house rules either
I have only twice agreed to play a game with it on. [I don't know why I agreed as it made the game rather silly. I think my opponent thought it was somehow in his favour to have it so I relented]. There is an additional oddity with Artillery Capture. When you take their guns they will be automatically crewed (even though no men are deducted from your occupying force). Provided you do not move that unit off that hex you do not have to use any of your men to then crew the guns. You can then move a very small unit or a 'spent' (heavily fatigued) unit onto the hex and once they are there move away the original unit to carry on their good work. The guns remain crewed without you having to expend a single man on crewing them (and it is funny when you can blast the Yankees with their own guns). Should the Union retake the guns they are
not automatically crewed and they will need to decrease their force to recrew them [they can't move them though, the horses ran away when you originally took the guns and are gone for the entire battle]. ROFL.
Yes, 8 guns is the absolute maximum you can safely fit in a 125 yard stretch, and that assumes ideal conditions. Six is a better limit as it takes into account (impossible to represent) terrain oddities that existed on the field that disallow the ideal maximum.
Richard Coyne wrote:
as to the optional Fire/Melee well my thought was early in the war troops that went into battle for the first time were more un predictable Later in the war as a whole Veterans were around to kind of show Newbies the ropes
I thought that explanation might be your reasoning. However, I do suggest that Optional Fire and Melee be checked (regardless of the battle date) for shorter scenarios. The rules of probability means some odd things can happen when you are using small numbers (a relatively small number of melee/fire actions) and you could upset what could otherwise be an enjoyable game. For larger scenarios (a full day or longer battle) it should not matter as it'll even out in the end and a bit of unpredictability can be a good thing.