Colonial Campaigns Club (CCC)

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 Post subject: 1776 Reviews Wanted
PostPosted: Tue Mar 11, 2003 1:30 pm 
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Joined: Tue Mar 11, 2003 1:27 pm
Posts: 14
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Hey all,

I play over at the ACW club and am getting started at the Nappy club. I'm trading for 1776 and wanted to hear from ya'll about the differences with this game from ACW and Nap games. I'm not overly familiar with military history of this period. How does the engine work with tactics of this time? Would anyone care to run down the differences in the engine b/t the ACW campaigns and 1776? Thanks ...

When the game arrives, I'll be sure to sign-up ... which side is up in the air.[:0]


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PostPosted: Tue Mar 11, 2003 7:23 pm 
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Joined: Tue May 22, 2001 5:51 pm
Posts: 1951
Location: USA
Glad to have you join any army. There are 4 that you may join, The British, Colonial, French or the Indian Alliance.


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PostPosted: Tue Mar 11, 2003 7:51 pm 
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Joined: Wed Aug 08, 2001 12:39 am
Posts: 791
Location: USA
But to answer your question, I like the detail of this series best.

It allows you to manipulate a battalion as you see fit. Where as some of the Napoleonic battles are so huge and near unmanageable, you can really focus on maneuvering the individual elements.

It is well paced with a 5 minute turn, so you can see things develop quickly.

If you like bigger battles, you will find some offered here (Brandywine and Saratoga spring to mind ), as well as wholly contained smaller scenarios.

Hope to see you under the stars and stripes soon!


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PostPosted: Tue Mar 11, 2003 9:16 pm 
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Joined: Wed May 23, 2001 6:41 am
Posts: 1917
The British army would be happy to welcome you to its ranks and provide you with proper food, clothing, and equipment, something no other army has to offer. [8D]

As for the differences between Corinth and 1776/1812/F&I, hardly any. You will feel instantly at home. The only ones I can think of, off the cuff, are

- Units face the hexspine, not the hexside, and hence exert a ZOC only on 2 front hexes, not 3;
- cavalry doesn't disrupt in woods, and can't fire in the turn it dismounts;
- artillery is very weak and very susceptible to melee;
- 5 minute turns;
- additional "extended line" formation for light infantry (and militia, for some never fully disclosed reason) which is almost invulnerable to ranged fire but hopeless in melee.

Hope that helps. [:)]


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PostPosted: Wed Mar 12, 2003 1:31 am 
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Joined: Sat May 26, 2001 9:42 am
Posts: 410
Location: USA
All four armys need recruits, the choice is yours. You can challenge anyone from any other army to play for victory points. The units you control are down to the company level, and hexsize represents 125 feet. SO the scale is much smaller than the ACW and Nappy games. The armys were much smaller in the AWI, so it all fits together nicely. Weapon types have a big impact as do troop types. The guys in this club are great, and I've heard they have one fantastic Training Dept. [:D]


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PostPosted: Wed Mar 12, 2003 3:37 am 
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Joined: Tue May 22, 2001 8:49 pm
Posts: 734
Location: USA
Halito,

The basic differences are covered already, and I think you'll enjoy the club if you decide to come on. We'd welcome you with your own teepee, squaw and dog if you choose to join the Indian Alliance! [:D]

Chi pisa lachike


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PostPosted: Wed Mar 12, 2003 3:07 pm 
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Joined: Tue Mar 11, 2003 1:27 pm
Posts: 14
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Thanks guys,

You hit the answers I was looking for. Its good to see some familiar faces from over at the ACW. 1776 is on its way and, I just couldn't resist, F&IW.

Look for my enrollment papers soon!


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PostPosted: Wed Mar 12, 2003 4:31 pm 
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Joined: Tue May 22, 2001 8:49 pm
Posts: 734
Location: USA
Corey...lot's of good stuff in 1812 too, IMO...plus a sizeable expansion package to boot...for the future. [8D]


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PostPosted: Wed Mar 12, 2003 11:31 pm 
<blockquote id="quote"><font size="2" face="Verdana, Arial, Helvetica" id="quote">quote:<hr height="1" noshade id="quote">squaw and dog if you choose to join the Indian Alliance<hr height="1" noshade id="quote"></blockquote id="quote"></font id="quote">

A real dog. No poodles allowed.[:D]


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