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American Civil War Game Club (ACWGC) • View topic - AAR Peninsula Campaign: Day 2&3 (CSA Wayne)

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PostPosted: Mon Apr 02, 2018 7:33 pm 
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Lt. Col. Thomas Wayne (Iddings)
6th Brigade, 3rd Division, I Corps
Army of the West


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PostPosted: Wed Apr 04, 2018 10:50 am 
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Thanks muchly for taking the time to post this AAR!

In olden days when Talonsoft was king a few series replays were posted, but the turns were uploaded. Both players commented and an observer posted neutral commentary. Don't know which way is better, but any way is better than no way. Thanks again for this labor-intensive effort!

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MG Mike Mihalik
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PostPosted: Wed Apr 04, 2018 11:36 am 
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Having dual commentary with an independent one is a fun way to present an AAR but is time consuming. I did some in the past where each side posted a commentary on their turn but delayed it about 1 or 2 hours so they wouldn't give away anything to the enemy. Having a third person to collect the comments and publish them delayed is even better.

Turn play definitely favors the attacker. If you haven't found a way to at least make local attacks you are losing. It has been a while since I played this particular scenario but if I remember right the best Union plan is to retreat across the river and only fight on the south side. If you are playing a campaign it is better to take even a marginal loss and save your troops for a better situation.

I am surprised at the Union lacking artillery ammo. Usually they have enough not to have to worry. Which may be what got him. Didn't realize soon enough how limiting it was. Main thing needed on artillery ammo use is better AI selections than minimum, random, and fire at everything. I would like to see at least 4 or 5 range selections. Even better would be some type of test for effectiveness before AI fire.

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General Kennon Whitehead
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PostPosted: Wed Apr 04, 2018 2:06 pm 
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PostPosted: Wed Apr 04, 2018 2:10 pm 
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PostPosted: Wed Apr 04, 2018 5:21 pm 
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PostPosted: Wed Apr 11, 2018 11:25 am 
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