"reduce max stacking by 3/4" - Rich W
Rich this can be done without changing ground scale. There's plenty of 'space' in each hex with 1,000 men.
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As to ground scale I thought it was 125 yards per hex in the ACW engine. If correct, that would allow 204 files across a hex, or 408 men in a regiment.
Now touching on the 'COLUMN MELEE' issue. At full interval (ie the distance of the width of the regt being between the two regts) then 2-400 man regts could stack in a hex. At half-interval (closed column) 3-400 man rgts could stack in a hex.
As you see then with 2, or 3 units in line in one hex you can protray a BDE COLUMN and conduct a 'wave' assault so common in this war. As for all being able to fire, that would be appropriate as passage of lines would be easy enough to do.
So stacking could (should) be 1,200, and having several units in a stack represents a BDE COLUMN with RGTs in LINE, a very common formation on the Civil War battlefield. Now prior to committing to an assualt more space would be used between units, so the column would be multiple hexes deep. Incidentally, when using units of less than 400 men then the BDE COLUMN formation would be modified with multiple rgts per line instead of just one.
Engine tweaks to make it all work.... Bring in from the Napoleonic engine the following:
<ul><li>Pass Through Fire for multiple lines in one hex.</li><li>Target Density</li><li>Extended Line Formation (modified, as it should be in the Nap engine anyway.) The modification should be where units going into line AUTOMATICALLY go into multiple hexes if over a certain limit, imo 400 men.</li></ul>
Adding these three features would greatly improve the game play, in terms of allowing historical tactics, imo.
Then having all units check in a hex for disruption if any disrupt from movement or fire would serve to hold down the MASS MELEE syndrome.
MajGen Al 'Ambushed' Amos
3rd "Amos' Ambushers" Bde, Cavalry Division, XX Corps, AoC
The Union Forever! Huzzah!
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