<blockquote id="quote"><font size="3" face="book antiqua" id="quote">quote:<hr height="1" noshade id="quote"><i>Originally posted by Richard</i>
<br />Both HPS and (especially) BG give players too much incentive to melee rather than rely mainly on firepower, although the "No Melee Elimination" optional rule and reduced stacking do now make this harder.
I'd recommend adding the following features to the HPS engine to make meleeing less viable:
1./ Slightly increased fire factors at range 1
BP - The firepower is already pretty high. Losses of 70 men not uncommon. The key is not more losses. Its the melee effects. The defender should be able to come through a melee that he wins undisordered.
2./ The possibility of defensive fire "pinning" attacking units and preventing them from continuing to move or meleeing - but not from firing - that turn. BP - Yes, as long as its not going to happen when a skirmisher hits a column for 1 man. But I am not about to haggle with John to get this in the engine. Its just too iffy on what he will put in and how it will effect the game.
3./ For units - especially cavalry and units in line - to exert a movement penalty ZOC on enemy units moving in proximity to their front hexes (something similar to the ACW skirmisher effect, but without the enhanced visibility element). BP - Here is one thought - the Threat Zone could exert some influence and cause disorder to the unit as it approaches those kinds of units. For instance if infantry moves on cavalry then from 4 hexes in it has to check for each hex entered. This would stop infantry from advancing on cavalry. Again would bring in gamey things like folks putting one squadron in the way just to slow up an advance of an entire division.
4./ For frontal infantry v infantry melees to be possible only against disrupted and/or highly fatigued units. BP - I disagree. The units that defended at Aspern-Essling were relatively fresh and were hit by Charles and his grenadiers. How many times have we seen cavalry charge fresh cavalry and that also was accurate historically? No, I disagree that you have to attack disordered or high fatigue infantry. The penalty for not doing so is built into the melee equation already. Attacking fresh infantry has its penalties.
Lt.Col. Rich White
4th Cavalry Brigade
Cavalry Corps
Anglo-Allied Army
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Rich - my responses to each of your items is included next to the text.
Additionally - what you really are proposing is for the game engine to handle everything and no house rules be needed. I have yet to find a game, any game, that doesnt need house rules except maybe for chess and checkers and the game of Life! Monopoly has been around for ages yet has House Rules.
In the end its WHO you play with more than WHAT you are playing. In the days of miniatures I had three groups of guys I could play with. One was into historical realism, the other was into gaminess, and still another was into the flavor of the period. I could blend in with all three quite easily but dont get the guys together under the same roof! A donnybrook would result!
The main thing is to realize that John doesnt have the time anymore to do extensive revisions to this series. While a chance here and there will be forthcoming the main thing is to find an opponent that thinks like you and play that person or persons.
I enjoy playing Ernie because he doesnt try and blitz all over you. Other guys like Gary M. also are enjoyable to play if that is what you want. If you want to find out how weak your game is then you play Tomasz but even he has limits to the old adage "everything goes" and we routinely will add in a caveat to our game.
Bill Peterson is a tough opponent but he likes the Embedded Melee System (EMS).
Everyone has a blend of rules and not all will agree on which ones to use. Options prior to the start also have their fans and those that hate certain rules.
Much as I would love to see more things added to the games the additions will probably move down to 3-4 things per new title and nothing in between. And probably really simple things that we think that John can do in a relatively short amount of time.
Note: one morning of coding for this series costs him government time. While he has been REALLY fast at turning around work the testing usually finds something which causes him to go back and redo the work in part. Frankly very few series I have ever seen have gotten this much attention. Which is why so many folks love to play this series as it just keeps on getting better.
For instance: Advocating the Double Phase system for the Single Phase mode of play much like what you now see in the ACW series. Adding in the Melee phase AFTER all firing and movement have happened may solve SOME of the problems we see. Unfortunately what is going to happen is that folks will push a skirmisher in the way on a woods road or put out a screen of skirmishers to block the way and its NIR all over again.
Glad to see this topic get attention again. With Matrix doing up the BG series again this hopefully will add in new folks to the club. I am for continuing to play BOTH series in this club even though I dont play BG anymore. There are just too many folks that still like the game and yes, I would like to see a Square feature that you could do MANUALLY but continue to be against an auto square feature for the simple fact that .. well it would add in more House Rules! Your opponent charges with one squadron, your infantry (flagged) go into square and he attacks you with his infantry which are positioned adjacent. You rarely saw hammer and anvil attacks in this period. Thus house rule would say: If you charge infantry and they go into square you cannot attack them other than with the charging cavalry. Sigh!
As to the countercharge rule this is similar. Yes, you can flag them (one of my ideas many years back) but still its the old bait and switch tactics. Folks doing gamey things to draw out your cavalry, et al, etc.
One thing about House Rules is that they give you some latitude that the engine cannot allow. For instance in the EMS you can allow for infantry to melee infantry out of the way during the first movement portion of the phase. Then continue moving. A cavalry unit could then run down the skirmisher later on if you like but if no cavalry are available you are not stuck with a "wall" of skirmishers blocking your way.
But with a Double Phase system (see above) such as what was presented to John at TC2 you could not melee those same skirmishers until the Melee Phase.
BTW - I played the Double Phase system alot in the ACW club recently and frankly the firepower is way too high.
One thing that is being left out about melees is that the attacker often would just stop to fire. They would not disorder and neither would the defender. Thus your Pin idea is sound but mainly the idea of a stop and fire result is better. It basically would say "Stop and Fire - 33 men lost" or something like that in the dialog box. That would pretty much stop the gamey tactic of advancing up to do a cheap melee to disorder the defenders so you could later charge them at reduced value.
Anyway, far too long .. sorry for that! [:D]
Colonel Bill Peters
Armee du Rhin - V Corps, Cavalerie du V Corps, 20ème légère Brigade de Cavalerie, 13ème Hussar Regiment
HPS Napoleonic Scenario Designer (Eckmuhl, Wagram, Jena-Auerstaedt and ... more to come)
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