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PostPosted: Thu May 08, 2003 3:15 pm 
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I'm looking for a 1776 Southern Campaign. You get quality fire/melee mods and I get rifles, then your choice on the rest of the optional rules.


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PostPosted: Thu May 08, 2003 5:43 pm 
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Joined: Tue May 22, 2001 5:51 pm
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No rifles and your choices on the rest of the options.

Also, I'll play the game with one hand tied behind my back and stand on my left foot, hopping to Barry Manilow tunes.


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PostPosted: Fri May 09, 2003 1:48 am 
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Joined: Mon Aug 12, 2002 5:53 pm
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Location: Melbourne, Australia
Corporal,

How about Long Island? You take the Americans and I get Brits.

Since you disappeared on Watertown I defeated Lt. Col. Powers who took your place!

Let me know.

Cheers from Down Under!


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PostPosted: Fri May 09, 2003 2:35 am 
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<blockquote id="quote"><font size="2" face="Verdana, Arial, Helvetica" id="quote">quote:<hr height="1" noshade id="quote"><i>Originally posted by Ernie Sands</i>
<br />No rifles and your choices on the rest of the options.

Also, I'll play the game with one hand tied behind my back and stand on my left foot, hopping to Barry Manilow tunes.
<hr height="1" noshade id="quote"></blockquote id="quote"></font id="quote">

That's odd, I pictured you more as a Neil Sedaka fan. Let me ask you this. Are there any scenarios which you think should have rifles on? and do you normally play with quality fire/melee optionals on?


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PostPosted: Fri May 09, 2003 2:51 am 
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I am with Ernie on this one; RFE would be a good rule but the effects are about 200% too drastic.

Re quality modifiers: for fire, yes, definitely. Better trained troops fire more effectively. I am not so sure with respect to melee. Trained troops may be better able to <i>withstand </i>melee, but I rather suspect green troops are better in <i>attacks </i> with cold steel ... because they don't really know what they're in for. [B)] As I tend to think that those two things cancel each other out, I usually leave QMM off.


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PostPosted: Fri May 09, 2003 2:57 am 
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I usually play with whatever options my opponent wants, including rifles, at times. But in a campaign, rifles have lasting effects and it is different than one game.

In general:
rout limiting, isolation,partial retreat,ADF, line movement, weak ZOC and flank morale.


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PostPosted: Fri May 09, 2003 3:39 am 
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OK, thanks for the input. Let me throw this out there the. What about Saratoga? The British, and in particular the officers suffered greatly at Morgans riflemen firing from the trees. If you can state that better trained troops fire better, one can easily make the assertion that good marksman with rifles should be factored in as well. The problem I see is like in Brandywine, where I am about to play. There are lots of units with rifles in that match, and to turn on rifle effects would be a bit much. But in Saratoga, King's Mountain, Cowpens and maybe GCH, I think they need to be turned on.
Having said that, nayone interested still interesedt in the Southern Campaign as I proposed or Saratoga with the same conditions, please let me know.


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PostPosted: Fri May 09, 2003 5:24 am 
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Anyone know if the "leaderless" status carries over in a campaign? Depending on the answer, I would be crazy enough to take you on on your, ah, offer. [:o)]


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PostPosted: Sat May 10, 2003 7:48 pm 
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If nobody can answer this, let's make this the deal:

If we find in battle two that the "leaderless" status carries over, we terminate the campaign with a draw. There's just no point in starting a new battle with all your army already leaderless.

Under that condition, I will take you on with RFE <u>on</u>.


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