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Petersburg: Feedback and Fixes, post here
http://www.wargame.ch/board/acwgc/viewtopic.php?f=145&t=20846
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Author:  Joe Meyer [ Mon Jul 02, 2018 3:09 pm ]
Post subject:  Re: Petersburg: Feedback and Fixes, post here

It seems as if the victory point values assigned for units successfully removed from the map through an exit hex are based upon percentages of unit strength according to the various types. The values given below were obtained during play of the JTS Petersburg Burgess Mill scenario, and may not be reflective of the entire game package or any other earlier games.

Infantry - 40% of strength.
Cavalry - 80% of strength.
Artillery - Not yet discovered.
Leaders - no points awarded.
Supply - no points awarded.

Author:  mihalik [ Tue Jul 03, 2018 9:55 am ]
Post subject:  Re: Petersburg: Feedback and Fixes, post here

Hi, Rich,

Checking out scenario 8, Siege of Petersburg, it indicates a three-day scenario. But:

1) It is only 60 turns.

2) Parameter data indicates both day and night turns are twenty minutes each.

3) That adds up to only twenty hours.

Is that what you intended?

Author:  Berto [ Tue Jul 03, 2018 12:43 pm ]
Post subject:  Re: Petersburg: Feedback and Fixes, post here

Joe Meyer wrote:
It seems as if the victory point values assigned for units successfully removed from the map through an exit hex are based upon percentages of unit strength according to the various types...

Infantry - 40% of strength.
Cavalry - 80% of strength.
Artillery - Not yet discovered.
Leaders - no points awarded.
Supply - no points awarded.

That is essentially correct. Those are the defaults. Those percents can be altered in the .scn file specification (in line 4, for the Union, and line 5, for the Confederacy).

In the code:

Code:
    _point_inf [XUnionSide] = _point_inf [XConfederateSide] = 10;
    _point_cav [XUnionSide] = _point_cav [XConfederateSide] = 20;
    _point_art [XUnionSide] = _point_art [XConfederateSide] = 30;
    _point_sup [XUnionSide] = _point_sup [XConfederateSide] = 0;

        if (unit->Category () == SupplyValue)
            sum += (strength * _point_sup [side]) / 10;
        else {
            switch (unit->TypeOf ()) {
            case InfantryUnit :
                sum += (strength * _point_inf [side]) / 25;
                break;
            case CavalryUnit :
                sum += (strength * _point_cav [side]) / 25;
                break;
            case ArtilleryUnit :
            case HorseArtUnit :
                if (!counter.HasFlag (XSpiked))
                    sum += strength * _point_art [side];
                else
                    sum += strength * _point_art [side] / 2;
                break;
            }
        }


If you do the math, you can see where Artillery is awarded 30 points per gun, unless spiked, in which case it is 15 points per gun.

Author:  Christian Hecht [ Tue Jul 03, 2018 1:07 pm ]
Post subject:  Re: Petersburg: Feedback and Fixes, post here

Were these defaults introduced with Petersburg or was that always so?
I though you get the same points that the enemy would get for killing that unit.

Author:  Berto [ Tue Jul 03, 2018 1:33 pm ]
Post subject:  Re: Petersburg: Feedback and Fixes, post here

The code sets those defaults. The code has not changed recently, at least not on my watch.

But keep in mind that what is specified in the .scn files can override the code defaults.

Here, selected at random, is how several .scn files in the CWB series specify the _point_* values:

Code:
rober@B10Trto /cygdrive/c/Games/John Tiller Software
$ head -n 5 'Campaign Gettysburg/scenarios/193. crush the union right! iv (var. 52).scn' | tail -n 2
10 40 60
10 40 60

rober@B10Trto /cygdrive/c/Games/John Tiller Software
$ head -n 5 'Campaign Chancellorsville/scenarios/044C_May 1st 2pm.scn' | tail -n 2
10 20 30 2
10 20 30 2

rober@B10Trto /cygdrive/c/Games/John Tiller Software
$ head -n 5 'Campaign Petersburg/scenarios/211w USA_Burgess Mill, Oct 27th, 1864.scn' | tail -n 2
10 20 30 0
8 15 22 0

rober@B10Trto /cygdrive/c/Games/John Tiller Software
$ head -n 5 'Campaign Overland/scenarios/219-640512_MuleShoe_A2.scn' | tail -n 2
10 12 15 1
10 12 15 1

rober@B10Trto /cygdrive/c/Games/John Tiller Software
$ head -n 5 'Campaign Chickamauga/067 chatt_missionary ridge v.2.scn' | tail -n 2
10 20 30 2
10 20 30 2

rober@B10Trto /cygdrive/c/Games/John Tiller Software
$ head -n 5 'Campaign Vicksburg/02h. Port Gibson.scn' | tail -n 2               
10 20 30 5
10 20 30 5


As you can see, there is much variability here. It seems that scenario designers have not hesitated to deviate from the '10 20 30 0' defaults as suits their purposes.

So, it is not safe to generalize how many objective points this or that unit type earns by exiting the map. It all depends.

Author:  nelmsm [ Tue Jul 31, 2018 4:30 pm ]
Post subject:  Re: Petersburg: Feedback and Fixes, post here

Minor graphic point but Lt. Col. M. Weidrich of the 3rd Brigade, 2nd Division, 5th Corps has Benjamin Butler for a portrait in the Globe Tavern, August 18th 1864, The Approach scenario. Doesn't make a difference in game play I suppose but Lt. Col. was still probably higher than Benjamin Butler should have been ranked and it is a bit disconcerting to see his portrait every time I click that hex.

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