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PostPosted: Thu Feb 03, 2005 8:17 pm 
To the list:

There are two ways to reduce the tendency for our opponents
to send units deep into our rear (which occured infrequently
or insignificantly in these historical battles):

1) for tournament and hypothetical battles, forested or
open regions can be replaced with water hexes!

I am currently working on a scenario where water on both
sides of a field allows us to use the game engine "as is",
and keep the battle out in the open.

2) the old generals, despite the presence of local scouts,
did not sally forth into forest darkness with as much abandon
as some of us do. In the uncertain topography of a forest,
there could be ravines, boulders, gullies, and swampy terrain....
all of which are INSTANTLY known to us the modern combatant -
and navigated around (as if!, LoL).

And so, for existing scenarios, a variant pdt that makes
forests impassable would do the trick.

A Subtle Enhancement:
Using a little more work, the map file could have the
outer fringe of all forested areas replaced with "Orchard"
hexes to simulate the slight difficulties encountered at
the forest edge.... but beyond that, the forest would be
impassable.

Caveat:
a) this cannot be done for all scenarios. For example,
at Guilford Courthouse, if forests were impassable, the
whole battle would be hamstrung.


Regards,

George Brooks


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