Wow, Jeff, I figured you'd read that post, but I thought it might take more than 45 minutes.

Your scouts are good. Speaking of which, since you have units in place to see that I have men crossing the ford anyway, I didn't think there'd be much harm in this post that would affect our game.
Rich,
I can understand trying to simulate slower crossings and fully support such a plan, but in this case, having woods in the hexes disrupts cavalry and can be very detrimental. If known about in advance you can dismount, but that isn't exaclty realistic either since you can ford the Rappahanock on horseback with roads on both sides and not disrupt the horses, but the smaller Hazel River is such an obstacle as to disrupt cavalry and force them to dismount and walk their horses across? I doubt it. I'm still leaning towards an oversight. If it is not, then I would certainly think that having woods in the crossing hex is a bad idea given its effect on horses and guns, especially since it isn't easy to tell where the roads stop depending on what view you use and during the heat of battle, stopping and right clicking every hex to get info isn't always going to happen... it seems things would be a little more fair were this not to happen and a les detrimental way of simulating crossings were used (up the value to use a ford, for instance) but not by penalizing a crossing unit with disruption at one ford and not any of the others.
Regards,
Captain Alan Lynn
3rd Battery "Jacksonville Greys"
4th Div, II Corps, AoA
God bless <><