American Civil War Game Club (ACWGC)
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Captured Artillery in Campaign Games
http://www.wargame.ch/board/acwgc/viewtopic.php?f=4&t=12310
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Author:  KWhitehead [ Sat May 10, 2008 4:09 pm ]
Post subject:  Captured Artillery in Campaign Games

I haven't been playing any campaign games in some time but thought the problem with captured artillery returning at full strength was fixed. It looks like in my current Corinth Campaign, ver 1.08, it still reappears at full strength. I captured all of Standey's and Hamilton's artillery at the battle of Iuka but these guns seem to have risen from the ashes at full strength for the followup battle of Van Dorn's Diversion. Is anyone else seeing this in other games of the Campaign series?

LG. Kennon Whitehead
Chatham Grays
1/1/III AoM (CSA)

Author:  Ola Berli [ Sat May 10, 2008 6:50 pm ]
Post subject: 

GENERAL,

the Union Army is very-very rich in men and guns! [:D][:p][;)]

Major
Ola Berli
XX/1/5
"Artillery of Death"
AOC
Image
THIS IS THE END REBEL!

Author:  laubster22 [ Wed May 14, 2008 9:06 am ]
Post subject: 

I guess I haven't paid close enough attention...???

Don't like standing next to arty to find out who it is, either![:D]

Image
General Jeff Laub
Union Chief of the Army
ACWGC Cabinet Member
http://www.geocities.com/laubster22/UnionHQ/

Author:  A de Mere [ Sat May 24, 2008 2:38 pm ]
Post subject: 

General Berti Sir:

Yes ...in men and guns... and ridiculous flags. What is this drawing?. A patient of A.I.D.S., with a scimitar and a glass with Rum and Coca Cola?.[:D]...And a Venetian harlequin with a few bones for the soup.[:)]

Respectfully:

Lt. General A. de Meré

1st Corps ANV

C.S.A.
C.S.A.

Author:  A de Mere [ Sat May 24, 2008 2:42 pm ]
Post subject: 

Major Berti Sir:

Sorry for the "fast" promotion,

Regards:

Lt. General A. de Meré

1st Corps ANV

C.S.A.

Author:  Ola Berli [ Sat May 24, 2008 2:53 pm ]
Post subject: 

GENERAL Merre,

don't You like my flag?....pity for you [;)]



Lt.Colonel
Ola Berli
XX/1/5
"Artillery of Death"
AOC
Image
THIS IS THE END REBEL!

Author:  Pat Thompson [ Sat May 24, 2008 3:13 pm ]
Post subject: 

Kennon,

Yes I noticed it. If I had ammo, I'd shoot at captured guns to kill them. Didn't even think that it was a glitch... oops...



Brig. General Thompson
1/3/VI
AoS

Author:  KWhitehead [ Sun May 25, 2008 1:48 am ]
Post subject: 

I find it somewhat silly to have to set asside one battery to go around permanently killing captured artillery. Especially for the Rebel who doesn't have the ammo to waste.

But judging from the posts no one thinks this is a problems so I guess they get what they deserve.

LG. Kennon Whitehead
Chatham Grays
1/1/III AoM (CSA)

Author:  Digglyda [ Sun May 25, 2008 2:34 am ]
Post subject: 

<blockquote id="quote"><font size="3" face="book antiqua" id="quote">quote:<hr height="1" noshade id="quote"><i>Originally posted by KWhitehead</i>
<br />I find it somewhat silly to have to set asside one battery to go around permanently killing captured artillery. Especially for the Rebel who doesn't have the ammo to waste.

But judging from the posts no one thinks this is a problems so I guess they get what they deserve.

LG. Kennon Whitehead
Chatham Grays
1/1/III AoM (CSA)
<hr height="1" noshade id="quote"></blockquote id="quote"></font id="quote">

I totally agree Kennon, but what is to be done? There is no real alternative until the designers give us an agreeable fix to the problem. I've just expended a huge price in Infantry attacking a Rebel position in a campaign Peninsula battle. I've driven off the defending infantry and captured a load of Reb guns, but I cannot move them or keep them. I'm bringing up entire Battery's to blast them at point blank range and remove them that way. Horribly unrealistic, but there it is.

Lt.Col. Jim Wilkes.
2nd Brigade, Cavalry Division, XX Corps.
AoC. U.S.A.

Author:  mihalik [ Sun May 25, 2008 5:23 am ]
Post subject: 

<blockquote id="quote"><font size="3" face="book antiqua" id="quote">quote:<hr height="1" noshade id="quote"><i>2) Give points to attackers spiking enemy guns. No further points awards, including occupation of spiked guns.

3) Alternative to #2, give points to attackers spiking enemy guns, guns then are eliminated from map. If friendly guns are spiked, no points and guns are removed from map.


Lt. Col. Richard Walker
I Corps
Army of the Mississippi
2nd Brigade, 3rd Division
"Defenders of Tennessee"</i><hr height="1" noshade id="quote"></blockquote id="quote"></font id="quote">

These are proposed solutions, and alternate solutions were solicited in the thread the above came from. We just have to be patient, and not nearly as patient as we had to be before Rich Walker came along.

MG Mike Mihalik
1/III/AoMiss/CSA

Author:  KWhitehead [ Sun May 25, 2008 11:52 am ]
Post subject: 

What is worrying me is there is no mention of the campaign bug. Gun losses due to capture are not being carried forward. All the guns are returned to the lossing player as if they had no losses. Only losses due to counter battery fire are being correctly carried forward to the next scenario.

Right now the only solution to all the problems is to not use the new optional capture rules. For Campaign games I think it should be the recommended setting for the club.

LG. Kennon Whitehead
Chatham Grays
1/1/III AoM (CSA)

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