Colonial Campaigns Club (CCC)
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Artillery update
https://wargame.ch/board/cc/viewtopic.php?f=6&t=7434
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Author:  billy2md [ Sat Aug 25, 2007 8:59 am ]
Post subject:  Artillery update

Rich, while the subject of updates has been mentioned, I'd like to revisit a topic that has been discussed many times in the past. If I've missed a recent set of postings on this, then I apologize, but if not then here goes.

For me it is artillery effectiveness, or lack there of, that is an area most in need of refinement in all of the games in the Colonial series. There are two issues I find need to be addressed. First, I have consistently found artillery to be relatively useless. For example, it is very painful to watch 18lb, 24lb and 32lb guns at New Orleans consistently get less hits on advancing columns in the open at ranges of 10 hexes (about 400 yards) or less, then British light troops in X line are getting against American infantry behind field works at 4 hexes. I believe it is most important to upgrade the firepower of artillery in all of the games in the series.

The second issue I believe needs to be addressed and changed, is the consistency with which artillery is lost due to close assaults when in a hex with defending infantry even when the defender wins the melee and holds on to the hex. The only way a gun should be lost to a close assault is when the hex is taken by the attacker. Otherwise, all losses to the defender in a close assault should be given to the defending infantry (or cavalry) in a hex.

I would also recommend adding the same gun spiking rules and fire and retire by prolonge rules that have recently been added to the ACW series of games.

Thank you for your kind consideration to these suggestions.

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