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Civil War Battles - Optional Rules Guide 1.3(4.04.1)
05-02-2014, 11:38 AM,
#2
RE: Optional Rules Guide - HPS/JTS Civil War series
I'd like to offer a counter-arguement to some of your Optional rules uses if that is okay.

Quality Fire/Melee Modifiers - I like to play with these off. The Confederates will almost always have higher quality units in the games and that gives them several inherit advantages, the primary one being able to rout less and undisrupt quicker. Using these rules just gives them another advantage on top of that and I think it is too much

Rout Limiting - In general I like to play with this on on but will accept it off but only if Flank Morale modifier is on. In my years of experience I find this just gives too much of an advantage to those high quality rated Confederate units and results in just too much routing. I've seen games end because unlimited routs will wipe out whole sections of a line because of the generally low quality of Union troops. I think in general it gives the Confederacy too much of an advantage but could probably be used where the ratings are more equal such as in the Peninsula game.

Higher Disrupted Movement - I like to use on. I've seen instances where disrupted units in certain terrain just can't escape units, especially higher rated Confederate ones since the Confederates often will melee and then reform and do it all over again until you eventually rout. I think a "disrupted" unit, who would have a rather loose formation would actually be able to make good time especially if they are "skedaddling" out of harms way. I could see where this might be abused on the attack but in general I think the plus to the defensive side out weighs that.

Partial Retreats - I use on. My understanding of the rule is that if the retreating unit would overstack the hex it retreats to then only the portion that would overstack would be eliminated. Without the rule I believe the entire unit would be destroyed.

Full Defensive Melee Fire - I absolutely insist on using this rule. Before this rule it was not uncommon for a D quality Union infantry regiment to watch a Confederate unit march across 5 hexes of open ground and then melee that unit without receiving one defensive fire. With this rule a unit will at least fire one shot if meleed. I think this tends to help the defense which is needed in my opinion to make the game a bit more historical.

There is my two cents worth.
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RE: Optional Rules Guide - HPS/JTS Civil War series - by KG_RangerBooBoo - 05-02-2014, 11:38 AM

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