Colonial Campaigns Club (CCC)

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 Post subject: Bloodiness of Battles
PostPosted: Sat Jul 16, 2005 10:07 am 
In my tests with differing pdt's, when I was able to zoom closer in on the battle lines, with 2 or 3 hexes free between opposing lines, I was able to design a realistic gradient of firepower where units would be devastated only if they approached too closely to the enemy line.

While the conventional pdt's of the CCC engine are virtually perfectly balanced for representing American colonial battles, the closest units can get to each other is 125 feet (or 40+ yards). At this range, musket fire is still not the controlling factor for "bloodiness".

And thus, because of this, battle by melee becomes the key factor in how "bloody" a battle becomes.

Conversely, by zooming in (to a point that historical battles are just too big to simulate), fictional battles can be created where units AVOID getting too close because of how lethal the close-in volleys would be.

Maneuver and disrupting the enemy then becomes "king" in order to get close enough to Melee without being wiped out in the process.

Regards,

George


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