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 Post subject: Those HPS/JTS Bridges!
PostPosted: Fri Jan 23, 2015 6:26 pm 
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We can rebuild and blow the bridges in the HPS/JTS Civil War Campaign games that are placed over river hexes; that is, a "water" hex. But we cannot do anything about the bridges that are placed on creek hexsides. Yet all of our units are barred from crossing both open river hexes and creek hexsides. Doesn't that seem odd to you? It does to me!

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PostPosted: Sun Feb 01, 2015 3:31 pm 
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I should be spanked for not offering a fix to the complaint above. So how about this?

Perhaps we could allow infantry in column and mounted cavalry to cross creeks by imposing a universal, heavy movement cost for it in the parameter data, changing the value from blocked to, say, 12 or 24 for each, respectively. What do you think? Is that even possible within the PDT?

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PostPosted: Sun Feb 01, 2015 7:26 pm 
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I think both sides were able to build bridges across creeks pretty quickly so that it really wouldnt be necessary.

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PostPosted: Sun Feb 01, 2015 7:31 pm 
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But it is possible what Joe describes. And you could in fact add weather effects that then make it impossible during historically rainy weather.

I fear that you would alter the balance of many scenarios though.

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PostPosted: Sun Feb 01, 2015 8:35 pm 
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nelmsm wrote:
I think both sides were able to build bridges across creeks pretty quickly so that it really wouldn't be necessary.


OK, Mark, but the game still won't allow crossing creeks except at bridge or ford locations, and we can't build any bridges across creeks. Are you suggesting that the creek block be eliminated? Also in a game turn of 20-minutes, could a bridge be constructed across a creek in combat conditions?

simovitch wrote:
But it is possible what Joe describes. And you could in fact add weather effects that then make it impossible during historically rainy weather.
I fear that you would alter the balance of many scenarios though.


Richard's statement about weather conditions strike a chord of realism, and he is absolutely correct in that many scenario balances would change or be impacted. But would we not be coming closer to an actual simulation in regard to how those creeks are handled?

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PostPosted: Mon Feb 02, 2015 2:52 am 
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More realism is fine but the balance could really be a problem in cases were one may use a creek to trap the enemy, if a creek would now be passable at any point a successful assault would push the attacked unit over the creek and depending on the PDT it could be in an even better defensive position when the creek hexside gives a bonus.

Engineer units that make bridges just like in the PC series would be a way, but of course that would surely not a bunch of programming.

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