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 Post subject: Multi-Player Game: HPS Antietam Scenario 61 Hagerstown V1
PostPosted: Mon Oct 16, 2017 8:02 am 
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Joined: Mon Dec 13, 2010 8:38 pm
Posts: 32
UPDATE: Started - first contact made. MORE PLAYERS MAY JOIN.

*** We are playing with the latest HPS version, which is 2.01. The latest JTS version is 2.02. I am led to believe that the 2 are not compatible. ***

Now playing at a 3v3 game, at a good pace (we could add more players) - currently at Turn 5.

My thoughts are that I would act as "Moderator". None of the participants would know who the other participants are. All communications via myself. Please do not post a reply on the Forum if you have an interest in participating - e-mail me direct at

neilsherriff1@gmail.com

stating preference, if any, for USA or CSA, and preferences (if any) for the following positions:

USA Player 1: Army Commander McClellan, issues orders to subordinates and Hooker (1st Corps)
USA Player 2: Franklin (6th Corps) & Pleasonton (Cavalry Division)
USA Player 3: Sumner (2nd Corps) & Porter (5th Corps)

CSA Player 1: Lee, & Longstreet (issues orders to subordinates), McLaw's Division, Anderson's Division, Jones' Division, & Walker's Division
CSA Player 2: D H Hill's Division, Jackson's Division, Hood's Division, S D Lee's Battalion (Artillery Reserve), & Evans' Brigade
CSA Player 3: Jackson, and A P Hill's Light Division, Ewell's Division & Stuart's Cavalry Division

If desired, then the units controlled by each player can be varied. I could take temporary "control " if I think someone has had long enough to do their turn or are not available. I want to make it a little bit "random" - possibly frustrating, but intention of surprises that need to be dealt with.

Before the game commences, subordinate players (i.e Players 2 & 3) would submit their assessment of the current situation and propose a plan of action for their army. The Army Commanders (Players 1) would then issue orders. However, due to incompetent staff work, these orders will be re-written by me so they are not as straightforward as you would wish - a bit of confusion seems historically accurate. This procedure would also take place at future points in the game - at my choosing. For all Orders, there would also be a small chance that these they could (after a delay) "fall into the hands" of the an opposing Commander or subordinate.

Also, Army Commanders, may at other times of their choosing, issue orders to their subordinates - there could be a time delay before there orders are delivered. Zero delay if close by, but say up to 5 turns delay if far away. Plus there is a small chance of orders going missing (if they arrive, then you will be notified [but again, there could be a delay in this]). Again, these orders may be re-written by me. Similar for communications back up the chain of Command.

I would choose the order each turn that the players on a particular side will take their turns. If a player's turn would just involve a long boring march, then I might do those moves myself - to speed up proceedings. I might also move some units, just to make things a bit unpredictable (but will always generally act more cautiously then you would want and perhaps take a wrong road) - "stuff happens". Some wagons or limbers might have some temporary "problems".

I would "end" each sides turn. Prior to doing that, I would send the current situation to all members of that army so that they could view how everyone on their side has moved. The game file ready for the next side would be e-mailed to all members of that side so that they can review the opposing sides moves. At the same time an instruction would be given as to whether a player should now do their move or not.

Optional Rules. All selected apart from: Manual Defensive Fire, Optional Melee Resolution (each player would carry out his own melees at the end of his own moves/fires), Artillery Capture, and Mixed Organisational Penalty.

Your obedient servant

_________________
Brig. General Neil Thomas
1/2/III
Army of Northern Virginia

"He walked with long, ungraceful strides, enormous feet adding to the spectacle, and he sat a horse as if leaning into a strong wind."

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Last edited by Sherriff1 on Sun Nov 26, 2017 5:42 pm, edited 6 times in total.

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 Post subject: Re: Multi-Player Game: HPS Antietam Scenario 61 Hagerstown V
PostPosted: Tue Oct 17, 2017 8:45 am 
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Joined: Tue Apr 22, 2003 8:45 am
Posts: 190
Location: Australia
Very interesting, sir. I would volunteer as one of your participants. I'd prefer a Union posting, happy to play any position you deem appropriate.

_________________
General Mark Oakford
Commander, 2nd Brigade
1st Division, Ist Corps
Army of the Potomac
http://campcromwell.blogspot.com/


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 Post subject: Re: Multi-Player Game: HPS Antietam Scenario 61 Hagerstown V
PostPosted: Thu Oct 19, 2017 7:12 am 
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Joined: Tue May 22, 2001 10:10 pm
Posts: 806
Location: USA
There have been a couple of previous games along these lines. I both played in a couple and ran two such games.
The problem was the only way to do these back then was to use the Corinth 1.01 engine as the oob and maps were locked after the next patch.
With the recent updates unlocking some of this a new game with the updated engine could be much better.
My current real life situation has greatly reduced both my available time and my interest in the ACW games.
I find myself making up for the time I didn't get to spend with my kids due to work by spending it with their kids.

I still have the webpages I put up for my games a decade ago, this includes the tables I used for player orders as well as screen shots showing the battle progress.

If you're interested you can visit the sites at http://srmp.thealleghenyblues.com/ and http://mp2.thealleghenyblues.com/

_________________
Gen. Ken Miller
Chief of Staff
AotP

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 Post subject: Re: Multi-Player Game: HPS Antietam Scenario 61 Hagerstown V
PostPosted: Tue Oct 24, 2017 5:46 pm 
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Joined: Wed Mar 20, 2002 2:26 pm
Posts: 332
Location: Newark, DE USA
Hello gentlemen:

I'd like to play for the Blue Team in a Corps capacity.

Dave

_________________
Dave Danner
General
Commanding the Union Military Academy
Commanding Cumberland Rifles Division, XX Corps
Army of the Cumberland
S = √ 30 x d x f + - e


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 Post subject: Re: Multi-Player Game: HPS Antietam Scenario 61 Hagerstown V
PostPosted: Sun Oct 29, 2017 10:14 am 
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Joined: Sun Oct 25, 2009 2:02 pm
Posts: 61
Location: USA
I'm up for playing any position any side.

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Lieutenant General Ernie Fantini CO Eight Corps AotS


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 Post subject: Re: Multi-Player Game: HPS Antietam Scenario 61 Hagerstown V
PostPosted: Sat Nov 04, 2017 1:29 am 
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Joined: Thu Sep 07, 2017 3:52 pm
Posts: 45
SMH here .. he said dont reply here directly! LOL

Or am I the only one that reads these threads ;)

I played a 3x3 game of one of the big Antietam scenarios (not the Battle of Antietam) and from what I remembered it was fun. I dont think we finished but the playing we got in was fun.

Enjoy guys ;)

_________________
Colonel Bill Peters
7th Brig, Cav Div
I Corps, AoP, USA
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