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I am a huge fan of the John Tiller ACW games, and have been ever since I purchased BG2: Gettysburg in 1997. I know there are many members of the ACWGC who have directly and indirectly contributed to giving us the WDS ACW system that we currently enjoy, with its huge library of games. I want to thank them up front for their time and effort. Playing the games has led me to read and learn more about the ACW, and that has been as fulfilling as the games themselves.
I have always been more interested in game systems that were more simulations than games. At the end of the day, a game must be playable, but I prefer a system where most of the design decisions are weighted towards an accurate simulation of the warfare being modeled over pure playability. Part of what I love about these games is that they are quite faithful simulations of ACW combat (at least as I understand it).
Still, no system is ever perfect, and like every wargamer, I have frequently thought about different aspects of the system and wondered if there were ways to ‘improve’ the model. So, in an effort to declutter my mind, I’m finally going to take the time to commit these thoughts to the forum here, and hopefully generate a little discussion.
My main thesis is that there are too many casualties in the games. This is a fairly common critique, and I can certainly live with the idea that perhaps many of the ‘casualties’ simply represent stragglers and individuals separated from their units in chaos of battle. Still, I think there are better ways to model ACW combat within the current WDS system, which will produce reasonable numbers of casualties and also give a historically accurate feel to combat. The main points of my idea are below. I will post each one in a separate thread for a more focused discussion.
1. The results of each individual fire combat are pretty reasonable. If there are too many casualties at the end of a battle, it is because individual combats are taking place for too long. 2. Individual combats are going on too long because the ammunition expenditure is too low and resupply too easy. 3. Individual combats are going on too long because units are not making enough morale checks and therefore not routing or becoming disrupted often enough. 4. Stacking rules are allowing too much firepower to be concentrated, elevating the number of casualties in any given combat.
Lt Col Matt Clausen 1st Brigade 3d Division V Corps Army of the Potomac
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