RE: A Newbie's AAR Introduction to HPS ACW Campaign series
I agree with SG and Fubar. I like following AARs. I don't have the knack to write one myself or the time to even try to with so many games going at once, many in the ACW series. I think there are a few things that I would like to see reviewed for change tho.
1) I'd like to see all the games get patched up so the supplies move the same in all the games. Some move on dirt roads like paved roads, in other games they move on dirt roads like it was cross country. It makes it difficult to do things when you want to but can't because you are still waiting on supplies to catch up.
2) I'd like to see fatigue recovery done faster. In some of the games, I have units in high fatigue and are basically useless for the rest of the scenario because it takes so long to recover even with the faster recovery rule.
3) I'd like to see the rule for inf not being able to melee cav while it is mounted. In one game, I lost a stack of arty to a cav charge because I didn't have an inf unit stacked with them. The cav was hidden and my opp charged and took the guns. I don't see that as gamey, even tho I don't think that happened much because I did leave them with inf in adjacent hexes, but not stacked with them. That was my fault, I didn't think he was that close. In reallity, if that happened and neighboring rgts were ordered to retake those guns, I'm sure they would try whether the cav was mounted or not. As the game stands, the cav has an advantage by staying mounted. They will get shot up, but most likely still able to spike the guns and run. The adjacent inf has no chance to counterattack and retake the guns. Maybe there could be a rule for cav owner to set for his cav unit or units that if counterattacked they either dismount and fight or beat a hasty retreat maybe suffering a shot or two from the attacking inf. The damage is already done because if you want to use the guns, they have to be recrewed thus losing inf strength to man them. Just an idea.
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