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 Post subject: FAQ Creation...
PostPosted: Tue Aug 14, 2001 7:42 pm 
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Guys,

I need to create an FAQ (Frequently Asked Questions) document for the EAW series...

Does anyone have something they think should be on this list? If so please post it here or e-mail it to me.

Thanks,

<HTML>
Maj. Hamilton, New York Militia, Secretary of War - CCC<BR>
LGen. Hamilton, II Corps, ANV - ACWGC<BR>
Gen.de Brig. Hamilton, Garde du Corps, VIII Crops, ADR - NWC<BR>
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PostPosted: Thu Aug 16, 2001 4:32 am 
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Come on guys...can't I get any input here? <img src=icon_smile_sad.gif border=0 align=middle>

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Maj. Hamilton, New York Militia, Secretary of War - CCC<BR>
LGen. Hamilton, II Corps, ANV - ACWGC<BR>
Gen.de Brig. Hamilton, Garde du Corps, VIII Crops, ADR - NWC<BR>
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PostPosted: Thu Aug 16, 2001 4:46 am 
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No questions ... everything is perfectly clear! <img src=icon_smile_cool.gif border=0 align=middle>

Sgt. Walter
4th Regiment "King's Own"
British Army (1812)


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PostPosted: Thu Aug 16, 2001 5:37 am 
What is EAW?

Mingoe "High Head" Rodes
Pushmataha's Choctaws
1812 American Army Irregulars


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PostPosted: Thu Aug 16, 2001 5:44 am 
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Early American Wars, I figure. It's what I usually call "76/12".

Sgt. Walter
4th Regiment "King's Own"
British Army (1812)


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PostPosted: Thu Aug 16, 2001 11:25 am 
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Now that's more like it! Thanks. <img src=icon_smile_cool.gif border=0 align=middle>

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PostPosted: Sun Aug 26, 2001 3:07 pm 
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So that's it??? Come on guys...don't you have any questions about the series? On a technical level, game play, etc. Anything??

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PostPosted: Sun Aug 26, 2001 3:25 pm 
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Rich,

Actually, I have one regarding soft ZOC's. (Also Sgt Walter mentioned a ZOC question in Natta's Retreat thread.)

A unit is isolated and surrounded on 5 hexsides (6 o'clock open). ZOC is exerted on the remaining hex. Isolated unit meleed from the 12 o'clock position. I have seen the unit eliminated by ZOC as well as squirt through. Any explanations?

How soft is soft? Is there a cumulative effect? A random effect?

Ens. Cox
NJ Milit.


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PostPosted: Sun Aug 26, 2001 4:28 pm 
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Mike,

The thing that comes into play here is the direction the retreating unit will take. A unit will not retreat into a forward facing direction when attacked from the rear, so in a case like that they would be eliminated by the ZOC. Otherwise they should move to the available hex.

Rich

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PostPosted: Sun Aug 26, 2001 5:53 pm 
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Rich,
Here's my main "beef". Artillery. When you fire a 6 pounder at a line of infantry you know your going to get some good casualty numbers. With the HPS series of game I keep on getting casualties of 1 most times with artillery. Cannon fired more than just round shot. Grape, canister, etc. Artillery was known to stop an assault cold. I find artillery more of a liability than an asset. So my question is why is artillery so low key when it comes to casualties?

Terry Lubka
ACWC - Col. 1st Corps, 2nd Div. Tiger Rifles
NWC - Lt. Col. Allied Cav. Div. 5th Bgde, 7th Lt. Dragoon Hussars
CCC - Pvt. British Army, King's 8th Rgt. Foot


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PostPosted: Sun Aug 26, 2001 10:33 pm 
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Should be different with the alternate PDT. However, since my opponent dropped the game, I haven't found out yet ... <br>
The ZOC thingy is interesting, too. Why the hell can routing units ignore ZOC? <img src=icon_smile_angry.gif border=0 align=middle>

<font color=red>Sgt. Walter
4th Regiment "King's Own"
Royal North American Corps of 1812</font id=red>


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PostPosted: Mon Aug 27, 2001 11:24 am 
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Terry,

The alternate.pdt file addresses the artillery question. It was deamed that the losses were too high in it to make it the primary setting in the game. It would impact overall playability of the game. So that is the compromise. Where artillery make their mark in the stock game is as long range weapons. They can inflict casualties without a chance of being hit back (except by other artillery) when placed properly.

And Dierk, not exactly sure what you are referring to, but I guess you mean how can a routing unit run away? Because a mob won't stop easily...once they start running they won't stop till their path is completly blocked...

Rich

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PostPosted: Fri Aug 31, 2001 9:26 pm 
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Rich, here is one for your FAQ:

Why are artillery casualties the first to be counted when a hex is meleed? Thanks.

Rob


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PostPosted: Mon Sep 03, 2001 6:42 pm 
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Hi Rob,

Humm, don't know that they are. I know you will lose an unlimbered artillery piece if the defenders lose the melee, but I have had a hex meleed and won as the defender, but lost men, and didn't lose the artillery piece.

Can you give me any more details...?

Rich

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PostPosted: Mon Sep 03, 2001 10:28 pm 
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Rich, in my experience you almost always get the guns if you melee a hex with unlimbered cannon in it, even if you lose. The best I saw happen to the defender was that he lost only one gun out of two.

<font color=red>Ens. Walter
4th Regiment "King's Own"
Royal North American Corps of 1812</font id=red>


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