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American Civil War Game Club (ACWGC) • View topic - Hidden VP Hex Values XFOW?

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PostPosted: Sat Apr 06, 2019 4:51 am 
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Anyone notice that the VP Hex values are hidden for the 2nd player when using extreme FOW?

First player to move in a scenario sees that VP Hex is worth 500. The second player sees that the VP Hex is worth 0 even though it is still worth 500 points.

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PostPosted: Sat Apr 06, 2019 9:15 am 
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It is WAD. Under Extreme FOW, you don't know how valuable some objective hexes are to the other side. You can only guess what the enemy's intentions are.

Extreme FOW is, well, extreme.

If you don't like it, then don't play with the Extreme FOW optional rule.

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PostPosted: Sat Apr 06, 2019 9:44 am 
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So the idea is that the second player is the defensive player, so the objectives are hidden from them, is this correct?

Edit- Is there a way to mod this in the scenario editor or via the PDT files, or somewhere else?

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PostPosted: Sat Apr 06, 2019 10:05 am 
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PostPosted: Sat Apr 06, 2019 10:13 am 
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PostPosted: Sat Apr 06, 2019 10:35 am 
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PostPosted: Sat Apr 06, 2019 11:41 am 
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Thanks Berto for posting and linking all that information! It's very helpful. I see myself experimenting with that in the near future.

Here is one thing I am either confused about or concerned about, depending on my understanding of the new mechanics and how they relate to XFoW...

My understanding is that the second player cannot see the VP values under XFoW. This will work well with most scenarios where one player is the attacker and the other is the defender. But what about meeting engagement scenarios?

This will have the effect of penalizing the second player in a meeting engagement scenario. I realize that we can simply not use XFoW, but there are reasons to want to play with it that go beyond the VP hexes.

Would it be possible to have hidden VP values, instead of hard coded based on player order, be a value in the SCN file or PDT file? This would give designers even more flexibility in scenario design, particularly with meeting engagements.

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PostPosted: Sat Apr 06, 2019 12:08 pm 
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PostPosted: Sat Apr 06, 2019 4:12 pm 
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And the next title is? :mrgreen:

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PostPosted: Sat Apr 06, 2019 4:17 pm 
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:mrgreen: :mrgreen:

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PostPosted: Sat Apr 06, 2019 4:27 pm 
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:P :P :P

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PostPosted: Sun Apr 07, 2019 11:10 am 
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Berto,

I'm just happy you are looking at some of the features of the other series to make the ACW series better.

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PostPosted: Sun Apr 07, 2019 2:23 pm 
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This all seems like a lot of effort to control the historicity of a scenario for the first time played, if one doesn't simply pre-load the scenario from the opponent's perspective. Or am I missing something in how the game engine might randomly select those VP values each time the scenario is opened? If that is the case, then the object of historicity is mute.

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PostPosted: Mon Apr 08, 2019 5:26 pm 
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PostPosted: Thu Jun 27, 2019 12:29 pm 
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Wishing this was its own separate Optional Rule and not part of the Extreme FOG rule as otherwise I like the rule. Not knowing what a value is is really moot as all I have to do is open up the Scenario Editor (which I do) and check the value.

When calculating how to win a scenario its important to know what the objective is worth and in most cases the capture of a key location is a set value anyway.

Sorry, Berto, I just dont see the need to disguise its value. I also do not play the scenarios with the idea of "just open it up and play it blind" but frankly when you are looking to WIN a scenario how else can you do that if you do not know what a VP is worth? Its not the worth to the defender that matters but for what its worth to the attacker.

Good point on the meeting engagement scenarios. In this case BOTH sides should NOT know what the VP locations are worth. ;)

Thanks for explanation of the rule and thanks for all you do for the series you work on!

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Optional Rules I Use in WDS ACW Games:
(by column from left to right)
Column 1: All ON except for Man. Def. Fire; Column 2: All ON except for Alt Fixed Unit Rel.; Column 3: All ON except for Art.Capt. & Prop.Op.Fire


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