American Civil War Game Club (ACWGC)

ACWGC Forums

* ACWGC    * Dpt. of Records (DoR)    *Club Recruiting Office     ACWGC Memorial

* CSA HQ    * VMI   * Join CSA    

* Union HQ   * UMA   * Join Union    

CSA Armies:   ANV   AoT

Union Armies:   AotP    AotT

Link Express

Club Forums:     NWC    CCC     Home Pages:     NWC    CCC    ACWGC
It is currently Tue Nov 25, 2025 5:12 pm

All times are UTC - 5 hours




Post new topic Reply to topic  [ 18 posts ]  Go to page Previous  1, 2
Author Message
 Post subject: Re: NEWBIE INFORMATION
PostPosted: Tue Nov 25, 2025 2:38 pm 
Offline
User avatar

Joined: Tue May 22, 2001 8:03 pm
Posts: 2452
Location: USA
Steve Griffith wrote:
Richard Coyne wrote:
2. Skirmishers True they give you eyes out 2 hexes but also, they cost your opponent movement points to enter, However, once the first unit moves in this extra cost does not apply to others that move in.


I have never used skirmishers much. In the woods I understand the point. But in open fields where a lot of the action occurs they serve no purpose. I wish it was different and that skirmishers might go out five hexes in open fields to create a larger speed bump to enemy attacks. Impossible I am sure.



I don't use skirmishers as often as I should either, but I've had some awfully good players use them against me effectively even in open fields because they (at times) kept me from getting a unit(s) close enough to melee, take a better shot, cause isolation, or cause me to leave a gap in my line. I personally appear to have trouble determining when best to use them.

_________________
Gen Ned Simms
2/XVI Corps/AotT
Blood 'n Guts hisself, a land lovin' pirate. Show me some arty tubes and we'll charge 'em.
VMI Class of '00


Top
 Profile Send private message  
Reply with quote  
 Post subject: Re: NEWBIE INFORMATION
PostPosted: Tue Nov 25, 2025 3:28 pm 
Online
User avatar

Joined: Tue Jun 18, 2002 6:07 pm
Posts: 132
Location: USA
Blake wrote:
RichWalker wrote:
BTW, for those interested in scenario design and related to the topic of delayed reinforcements. Scenarios can be either altered or newly created that use "Alternative" entry hexes with variable times of entry. In using this feature, the above topic would be moot. I have used it on several occasions. Some well done, others need improvements. As long as units of the same group are not wildly separated, it is a great feature and adds incalculable re-playability to scenarios.


Personal Preference Opinion - I've never cared much for variable entry locations and times. Depending on how the scenario is designed it is possible that a division with four brigades may enter the map from each of the four corners due to their randomized entry locations. It makes command and control impossible to maintain. A well-designed scenario should (in my opinion) have randomized entry locations set for divisions as opposed to brigades to avoid this. But I feel like, in most cases, the units arrive by brigades and are subject to being scattered to the four winds. And even if the units arrive by divisions, then you could have a corps with four divisions arriving from all four directions and that still makes command and control an impossibility. As someone who prioritizes a strict adhesion to the command radius school of thought, it just doesn't appeal to me.

Again, all personal preference. To each his own.


Careful thought needs to take in these valid considerations. Not every attempt to do this was successful. But the concept is sound.

_________________
Brigadier General Richard Walker
II Corps, 4th Division, 6th Brigade
Army of Tennessee
(JTS/WDS Scenario Designer)


Top
 Profile Send private message  
Reply with quote  
 Post subject: Re: NEWBIE INFORMATION
PostPosted: Tue Nov 25, 2025 3:44 pm 
Offline
User avatar

Joined: Sun May 14, 2017 1:55 am
Posts: 1216
Location: Tennessee
nsimms wrote:
Steve Griffith wrote:
Richard Coyne wrote:
2. Skirmishers True they give you eyes out 2 hexes but also, they cost your opponent movement points to enter, However, once the first unit moves in this extra cost does not apply to others that move in.


I have never used skirmishers much. In the woods I understand the point. But in open fields where a lot of the action occurs they serve no purpose. I wish it was different and that skirmishers might go out five hexes in open fields to create a larger speed bump to enemy attacks. Impossible I am sure.



I don't use skirmishers as often as I should either, but I've had some awfully good players use them against me effectively even in open fields because they (at times) kept me from getting a unit(s) close enough to melee, take a better shot, cause isolation, or cause me to leave a gap in my line. I personally appear to have trouble determining when best to use them.



Interesting. What if skirmishers could slow an approaching unit down by two movement points instead of one? Just a hypothetical. I think you can argue all day about it but I could see the justification. It would be interesting... especially if skirmisher range was increased to three hexes instead of two. It would make combat a lot more interesting (maybe) and end the reliance on melee that many people have (maybe). Just throwing a random thought out there.

_________________
Gen. Blake Strickler
Confederate General-in-Chief
El Presidente 2010 - 2012

Image


Top
 Profile Send private message  
Reply with quote  
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 18 posts ]  Go to page Previous  1, 2

All times are UTC - 5 hours


Who is online

Users browsing this forum: RichWalker and 26 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB® Forum Software © phpBB Group