Colonial Campaigns Club (CCC)

Colonial Campaigns Club

*   CCC Join   New Game Entry   End Game Entry

*   CCC Staff   CCC Rules   FAQ   About the CCC   Awards Center   Training Center

*   The British Armies in America

* Continental American Army

* l'Armée de Terre Royale (French Army)

* Indian Alliance

 

Club Forums:     NWC    ACWGC     Home Pages:     NWC    ACWGC    CCC
It is currently Mon May 05, 2025 11:03 am

All times are UTC - 5 hours [ DST ]




Post new topic Reply to topic  [ 17 posts ]  Go to page 1, 2  Next
Author Message
PostPosted: Sat Oct 19, 2002 8:45 am 
Offline

Joined: Tue May 22, 2001 6:38 pm
Posts: 1414
Location: Broken Arrow, OK, USA
Ernie please delete thread


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Sat Oct 19, 2002 1:43 pm 
Offline

Joined: Wed Aug 08, 2001 12:39 am
Posts: 791
Location: USA
Looking forward to these! I especially like the work with the pdt's!

Thanks Al!


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Sat Oct 19, 2002 2:05 pm 
Offline

Joined: Sat May 26, 2001 9:42 am
Posts: 410
Location: USA
Al,
I like what you've done so far with many of the changes you have made, but why increase musket range in this new Campaign?


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Sat Oct 19, 2002 2:15 pm 
Offline

Joined: Tue May 22, 2001 6:38 pm
Posts: 1414
Location: Broken Arrow, OK, USA
Larry,

Musket range is out to 6 hexes (250 yards), the hit factor for hexes 4-6 is one so basically, you're not going to hit much over 125 yards.

Officers in this period tried to keep their troops from firing at long range in this period (over 100 yards) while panicky troops tended to fire at long range.

With musket range out to 250 yards, troops may fire during ADF and run low on ammo, which will give the player fits. To counter this the player can Adjust ADF ranges through the pull down tab found under the 'AI' tab on the tool bar.

I think it gives a better feel for the period.

In the poorer weather variants the range and effectivenss drops.

Rilfes keep the 9 hex (375 yards) range for clear.

al


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Sun Oct 20, 2002 1:29 am 
Offline

Joined: Tue May 22, 2001 8:49 pm
Posts: 734
Location: USA
Gents,

I'll try to get these posted this afternoon...

Rich


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Sun Oct 20, 2002 3:46 am 
Offline

Joined: Sat Nov 17, 2001 7:56 am
Posts: 21
Location:
Might this be a cause for an British/Colonial challenge?


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Tue Oct 22, 2002 9:31 am 
Offline

Joined: Tue May 22, 2001 6:38 pm
Posts: 1414
Location: Broken Arrow, OK, USA
club-ing report.

The British under MajGen Coffey's personal command have been roughing up the Colonial army ineptly ... uh ... abley led by LtCol Amos [:p].

A troop of Colonial Cavalry was exterminated with one volley from Poli's Hessian at 40 yards! (432 men fired 32 horsemen died.)...and what was the daring Frenchman Schulte thinking when he ordered his legion's cavalry to charge those guns!?! hehehe...

All in all a fun game with lots of surprises. Although I think Tishomingo with his 30 braves were the most surprised when that 300+ man red-coated battalion emerged from the woods so quickly [;)].
----
Anyone else playing them yet? Any reports? thoughts? critisms? complaints? questions? critques?
----
Packet III may be done this weekend. One scenario that is finished for that one has a certain Army Commander running for his life with a handful of tomahawks in pursuit. [:D]


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Wed Oct 23, 2002 2:47 am 
Offline

Joined: Tue May 22, 2001 8:49 pm
Posts: 734
Location: USA
Gents,

I can take on one Brit in a game from Al's package. It will be a Leisurely game though. Might only see one turn from me in a week...sometimes quite a bit more...but I don't want to set unrealistic expectations.

If interested, drop me a line. rahamy@hist-sdc.com

Regards,


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Wed Oct 23, 2002 6:27 am 
Offline
User avatar

Joined: Tue May 22, 2001 5:51 pm
Posts: 1951
Location: USA
You are on! Any of the scenarios is fine with me.


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Wed Oct 23, 2002 8:10 am 
Offline

Joined: Sat May 26, 2001 9:42 am
Posts: 410
Location: USA
"With musket range out to 250 yards, troops may fire during ADF and run low on ammo, which will give the player fits. To counter this the player can Adjust ADF ranges through the pull down tab found under the 'AI' tab on the tool bar.

I think it gives a better feel for the period."

I buy that. What I have done in some of my scns is make regular's musket range 3 hexes, and militia's 4 hexes. Militia muskets are the bayonetless muskets in the pdf. Truthfully, I never thought of the range limitation on adf. I forgot about it. (This guy's the head of <i>what</i> department?) That works well. Perhaps have a "voluntary" rule to say any unit with e and f rating must not use range limiting on adf.


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Wed Oct 23, 2002 3:49 pm 
Offline

Joined: Tue May 22, 2001 8:49 pm
Posts: 734
Location: USA
I got a couple of games guys, thanks. [^]


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Wed Oct 23, 2002 8:07 pm 
Offline
User avatar

Joined: Wed May 23, 2001 6:41 am
Posts: 1917
<blockquote id="quote"><font size="2" face="Verdana, Arial, Helvetica" id="quote">quote:<hr height="1" noshade id="quote"><i>Originally posted by ld5253</i>
Perhaps have a "voluntary" rule to say any unit with e and f rating must not use range limiting on adf.
<hr height="1" noshade id="quote"></blockquote id="quote"></font id="quote">

You can set the limit for individual units? Well, that's something *I* didn't know. [:0]


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Thu Oct 24, 2002 12:42 am 
Offline

Joined: Tue May 22, 2001 8:49 pm
Posts: 734
Location: USA
Nope, can't be done for individual units. It's all or nothing.


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Thu Oct 24, 2002 4:23 pm 
Offline

Joined: Tue May 22, 2001 6:38 pm
Posts: 1414
Location: Broken Arrow, OK, USA
Tactical tidbit ...

The Colonials had a habit, especially after Stueben's training, of using a tactical unit called the Major's Command. This was a detachment of any number of companies to do whatever may have been needed to do, but didn't require a full regiment.

With this oob, this can be replicated since each Colonial Regiment has two commanders, a CO and a 2nd. The Brits didn't get two leaders at that level, because information I found led me to understand that many of the Regiment's did not have a full compliment of field grade officers in the field with the units. Quite often they were on assignment elsewhere.

Just thought you'd all like to know [;)] .


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Fri Oct 25, 2002 9:01 am 
Offline

Joined: Sat May 26, 2001 9:42 am
Posts: 410
Location: USA
The British did have a "major's command", as it was known. Peeble's book mention's it several times. It was common for both armies to use their field grade officers for other things as you say, so it was not unusual for captains to take command three companies. Just about anything that can be said about one army's customs can be said of another. The Americans learned most of what they did from the British and French. The British took on many customs from the French, and they all looked to the Prussians as being the military elite.


Top
 Profile  
Reply with quote  
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 17 posts ]  Go to page 1, 2  Next

All times are UTC - 5 hours [ DST ]


Who is online

Users browsing this forum: No registered users and 6 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Jump to:  
POWERED_BY
Localized by Maël Soucaze © 2010 phpBB.fr