View Full Version : Campaign Gettysburg 1.01 patch...
is now on the HPS site...
http://www.hpssims.com/Pages/updates/up_Civil_War/up_CivWar.html#Gettysburg
Changes for Campaign Gettysburg 1.01
- Added optional Victory Points for Supply Wagon losses.
- Added optional rule for full defensive fire against melee attackers.
- Change so that leaders, supply wagons, uncrewed artillery, and
limbered artillery by themselves do not block retreat from melee.
- Additional of new optional Target Density rule which causes
increased fire value against targets with more than 2/3 maximum
stacking in hex.
- New optional Bridge Limit and Repair rule that allows damaged bridges
to be repaired and imposes bridge strength limits on movement (see
Movement section of Users Manual for more information).
- Change to Disruption recovery determination so that Artillery units use
their Morale rating for the recovery test (see Command section of
Users Manual).
- Added optional Night Movement Fatigue rule.
- Change to allow leaders to cross any bridge that infantry can cross.
- Fix for 3D base alignment issue.
And yes, the .org files have been updated to resolve the problem of losses not always carrying over during a campaign. :cool:
KG_RangerBooBoo
23 Jun 06, 18:32
YEEHAW!!!! I suppose we should finish any current games before updating though? I'll have to figure out how to coordinate three different campaigns to get that done.
Scott Tortorice
23 Jun 06, 19:10
Great! I think it is time to jump into a new PBEM game!
Alright, been looking forward to this.
YEEHAW!!!! I suppose we should finish any current games before updating though? I'll have to figure out how to coordinate three different campaigns to get that done.
Mark,
No, you shouldn't have to worry about it, as long as both players upgrade...nothing in it to hose current games that I am aware of.
Alex Krolikowsk
24 Jun 06, 06:12
Finally!!! Optional rules like full melee defensive fire or target density have a very possitive impact on the gameplay. I hurry to the 'looking for a fight' section of the MB :p
garykrenek
24 Jun 06, 09:10
All the changes are either self explanitory or have been discussed and described before, except for "full melee defensive fire" (or at least I have missed that one). A quick explanation of the effect of this change (or where I can go to look it up) please. Thanks in advance guys!
KG_RangerBooBoo
24 Jun 06, 09:41
The "full defensive fire before melee" rule has your defending units fire at full strength against units that are meleeing against you. So if the Rebs walk a unit up to one of your Union regiments and sets it up to melee then your regiment will defensive fire at full strength. If he marches up a second unit and orders it to melee your unit will fire at it at full strength. If he marchs up a stack of regiments your regiment will fire once, at full strength, at the stack. It is a rule that certainly helps the defense be a little more powerful, as it should be.
garykrenek
25 Jun 06, 10:25
So without this modification or rule option checked, I assume that when the Yanks walk multiple units up to my Confederate regiment and sets it to melee, I will fire at full strength at the first one, but at something less than full strength at the 2nd, 3rd, etc ones?
KG_RangerBooBoo
25 Jun 06, 15:01
Without it checked you will fire at half strength each and every time, if you fire at all. With it checked you will fire every time at full strength.
Rich Walker
25 Jun 06, 16:25
I don't think it fires 100% of the time. There is still a percentage chance that the defending unit will not fire, but if it does, it will be at 100% strength.
Rich
Without it checked you will fire at half strength each and every time, if you fire at all. With it checked you will fire every time at full strength.
I believe what Mark is referring to is firing every time a melee is initiated, which is true, and at 100%. You still won't fire every time a shot is possible though, outside of melee initiation.
KG_RangerBooBoo
25 Jun 06, 18:41
Yes, I meant it would fire every time in a melee situation. Just be aware that if your enemy marches his units up as a stack and declares them all for the melee at once you'll only fire once at a single unit in the stack. If he marches up as individual units and declares them for a melee one at a time you shoot at each one as it declares. Think I got that right.
lezgo killemall
26 Jun 06, 02:40
so you can use more the one unit to melee as long as they are stacked? i guess i just never tried w/ a stack, always w/ just 1 in a hex and just figured you could only use one because it would never let me melee again w/ an adjacent unit. so many rules, such a little mind :nuts:
Gary McClellan
26 Jun 06, 02:49
You can melee up to the stacking limits of a hex (both in terms of # of counters, as well as # of men). they do not need to start in the same hex.
So, you can have a 300 man unit in one hex and a 250 man in another hex, and they both can melee.
lezgo killemall
26 Jun 06, 02:58
ahhh ok, cool. thanks again gary.
...and just figured you could only use one because it would never let me melee again w/ an adjacent unit.
Gary covered the bulk of this, but note, once a melee is conducted you can't melee the same unit again from another hex. So all attacking units must be committed prior to executing the melee, otherwise you'll have to wait until the next turn.
lezgo killemall
27 Jun 06, 07:10
thanks rich
Dunhill_BKK
01 Jul 06, 20:18
Hmmm, I'll see if I can find any time to check it out. It's been a bit like Christmas for the grognard lately with Conquest of the Agean, Take Command 2nd Manassas and Birth of America all available to consuming huge amounts of playing time.
I'm spoiled for choice now. It seems like the Indy game developers are finally getting the tools they need to provide some damn fine games. See what happens when you don't have to pander to a marketing department.
Thanks for the patch. Now, can we figure out how I can take a day off from work every week to play and still pay my monster of a mortgage?
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