<blockquote id="quote"><font size="3" face="book antiqua" id="quote">quote:<hr height="1" noshade id="quote"><i>Originally posted by Rich Walker</i>
<br />Thanks for the comments,
I'm not sure how to appraoch the arty ammo question. By that I mean, how would it affect current scns. Of which, there are well over 1,000. I don't think I like the idea of giving arty random "low ammo" chances. And the other option might involve a change to every scn already developed. Understand, that changes have to be compatable with current games.
<blockquote id="quote"><font size="3" face="book antiqua" id="quote">quote:<hr height="1" noshade id="quote"><i>Originally posted by Scott Schlitte</i>
<br />I agree with most of Ross's comments.
One way to solve the arty ammo issue: what about doing it the same as infantry? By that I mean you don't have an army wide pool? You have a random chance the same as infantry of becoming low or out. And you resupply from a wagon with the ammount used dependent on the size unit.
Also thats a good idea to allow arty to change facing and still shoot, but at half strength.
I don't agree with the need for a commander present or near but not totally against it either. Maybe a more strictive pre-assault check so that a high quality unit could still melee when out of command to reflect the initiative of a good regt leader. Speaking of which, it would be neat but not neccesary if its a hassle, to have a pool of officer names to use instead of Col Anon to be drawn from that chain of command - regt commanders, other staff officers. In Gettysburg the rebs have no option for Trimble to come in on his own or on the Union side Newton or Warren amongst others - only allowed in the shorter scenarios.
A forced march rule would be nice. And whatever it is, the same rule could be used for any night move.
The designating who gets or doesn't get supply might be tricky. A couple options would be to either have the machine cycle through candidates for you to answer yes or no to each. Or to toggle on or off an automatic or manual resupply.
The disrupted move option you mention has merit as well.
Well off to battle. As far as I can tell I only owe one turn - to Chris Baker. Not like during the Nov/Dec/Jan period where I owed a ton of turns...
MajGen, 2/VIII/AoS
"Beer! It's not just for breakfast anymore!"
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Capt. Richard Walker
I Corps
Army of the Mississippi
2nd Brigade, 3rd Division
"Defenders of Tennessee"
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Please God never give arty an ammo setup like our current infantry setup. There is no reason for random low ammo. None. How historic is it to have a fresh regiment, just sent to battle with their cartridge boxes full to shoot off their entire supply of small arms ammo in a single 20 minute period while the regiment next to them might be able to fight for horus upon hours and never run out? If anything, the INFANTRY ammo situation needs to be changed - give each regiment its own ammo stock and show a counter for ammo so we know when they are running low. Say each unit gets 15 ammo points and each offensive fire uses 1 point. When it gets down low we have the option of still using it for offensive purposes (unlike currently) but would know that we risk running out of ammo completely. If this cannot be done, then something at least needs to be done to prevent a fresh unit from going to low ammo status as soon as they fire a couple of skirmish shots across an open field on their first turn.
Regards,
Brig. Gen. Alan Lynn
2nd Div, II Corps, AoA
VMI Training Staff
God Bless <><