XstnX
Posts: 4
Joined: 11/14/2007 Status: offline
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UNITS Maximum size of units is 400 (infantry) and 200 (cavalry). Artillery is in full batteries. Strength points are in 10-man increments. STACKING 600 men with 5 unit maximum SCORING Infantry hits are worth 4 and Cavalry 8 points. Other scoring is as per Talonsoft. COMMAND RADIUS Same for both armies - 3 (brigade) and 6 (division) FATIGUE RECOVERY 20% (Day) and 60% (Night) MOVEMENT FACTORS Infantry (14), Artillery (14), Cavalry (28), Wagons (12) Movement factors allow for the potential that troops could move at a slightly increased pace in the proximity of the battle, as well as the fact that double-timing and rapid artillery maneuvers are not possible within the game system. Line movement is as follows: Clear (3), Woods(5), Orchard(4), Marsh(5), Town(5) There is no cost for rearward movement. The Talonsoft parameter is +1 for this maneuver. The cost for a battery to limber/unlimber is 4. AMMO STATUS The potential for a change in status is 1/12 (Talonsoft is 1/24). Supply is commensurately increased in terms of wagons. Commanders will need to pay greater attention to the supply status of units. Re-supplying small units is less a factor than in the Talonsoft version. Because of the increased number of supply wagons, clogged roads will play a factor in movement. WEAPONS EFFECTIVENESS Refer to .PDT file for actual values. The most notable changes are to artillery and rifle fire. In the latter case the range has been reduced to 4 hexes. HEXSIDE MODIFIERS Stone walls are -1, not -2, in this system. OPTIONAL FIRE AND MELEE TABLES These MUST be selected. This system does not utilize the Basic Tables and no modifications have been made. Refer to .PDT file for actual values. Please note that the Quality modifiers will have more impact than in the Talonsoft system because mass in terms of stacking has been reduced. Melee Success Rate (base of 36) -5, -4: 0 -3: 4 -2: 8 -1: 12 0: 18 +1: 22 +2: 26 +3: 30 +4: 36 BREASTWORKS Breastworks will exert a greater influence in this system and are assumed to be more substantial in nature. The build percentage has been reduced from 18 to 12. In addition it is suggested that only infantry be allowed to build breastworks. This must be enforced by the players, however, as the game engine will not do so. GAME SETTINGS Mandatory: Optional Fire Results - ON (No Basic Table) Optional Melee Results – ON (No Basic Table) Strongly Suggested: Rout Limiting - OFF NOTE: Because of fixed ZOC and the fact that the Talonsoft model imposes no penalty in melee for DEFENSIVE units in "D" or fatigued status, this rule falls in the Strongly Suggested. Toggling it ON will have a definite effect upon play, because melee will become the only method to break a line. This will result in armies "pushing" each other back and forth without the sudden change in fortune that characterized many Civil War battles. Multi-regiment routing was a common occurrence. Flank Morale Modifier - ON Higher Fatigue Recovery - ON Suggested: Quality Fire Modifiers - ON Victory Points for Leaders - ON Quality Melee Modifiers - ON Isolation - OFF Extreme Fog-of-War - ON Partial Retreats - ON The use of ADF is player option. As previously stated it is suggested that breastwork construction be limited to only infantry. GENERAL TACTICS This is not meant as a primer in tactics, rather as a brief discussion on how one’s may need to change from those employed in the Talonsoft model. In short, one may need to become more of a Civil War general, than a WWII counterpart. Each will develop his own methods. Melee in the Norris_Frost system is a tactical maneuver, not a weapon in and of itself. If one insists on meleeing every unit in sight simply because of odds, one’s offensive punch will quickly dissipate. Although the odds are actually greater than in the Talonsoft model, achieving said odds is more problematic. Additionally, using melee to score mass casualties is not an option. Even an automatic victory (+4 or above) will net only 90, unless, of course, ZOC prevent retreat. Save your units for melees of tactical importance. Meleeing with fatigued units is certainly to be avoided. Keep your brigades compact for purposes of Command and Control, but maintain spacing for purposes of maneuver. Avoid the temptation to spread your regiments(infantry, that is) all over the place. Movement in line is costlier in this system and, therefore once engaged, it is more difficult to complete other than a local maneuver. Conversely, it is a slower process for your opponent to come crashing in on your flank. This system employs a stacking density less than that of the Talonsoft model. We feel this is more accurate for the scale involved. Stacking would be more appropriately based upon terrain, but the game engine does not make this discrimination. The standard frontage for 125 yards would be 400 men. An additional 50% concentration is allowed. Cavalry is 200 because of the fact they were generally more dispersed, if for no other reason than their horses. The number of cavalry units are much greater and allows one to use them in their historical roles: scouting and covering flanks. We do not view the fact that two 300-man regiments can stack, whereas a 400-man and 300-man cannot, as a problem. This suggests a level of micromanagement which Civil War brigadiers did not possess. Both sides can chalk this up to "fog-of-war". Your army, wing and corps commanders may assume additional importance within this system. Routed units will be more numerous and will require these commanders to rally them. Positioning them will be important.
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