benpark wrote:The system works very well, but I would love to feel a bit more involved in the action of battles. The Napoleonic era board game "War and Peace" had a great system of chits that each opposing player would simultaneously choose, then throw. They were tactics like "bombard" or "charge". Basic, but these commands would add a benefit or harm to the die roll for that phase of combat. At times, it could even mean that no combat takes place. Bombarding a "square" chit, however meant carnage.
The commands in a game like the one underway on the ACW could depend on who the commanding officer is. Jackson could be ordered to "Attempt to flank right by forced march", while the computer opponant might "Refuse right flank". No modifier for that phase, because the two cancel each other, and so on. Much of this seems to go on under the hood of the system as it is, but a bit of relinquishment to the human player might be nice to see.
In the games that AGOD is doing, something basic like the above (but tailored more to each strategic situation) would be high on my list of additions.
marecone wrote:Another idea would be to implement something similar to old Frank Hunter game plus some new ones. Like options:
1. Would you like this battle to be a delaying action, skirmish or hughe battle?
2. Do you want to press hard and risk many casulties?
3. Direct attack or flanking manuver?
4. Defend at all costs?
And similar
...
Outcome would ofcourse depend on your general. Is he better or worse then enemy general. What is his tactical knowledge or initiatieve and such...
I didn't play BOA yet so sorry if that is already in the game.
Elmo wrote:I'll take the dissenting position here. I really like the Total War series games and FoF where you have the option to fight a tactical battle. If nothing else the eye candy is spectacular in the TW series. Clearly that would not be practical in a PBEM game but it would be great as an option against the AI.
I fully realize that is not going to happen for these games but just wanted to plant the seed that not everyone shuns tactical combat in an operational/strategic game.
saintsup wrote:I, for my self, prefer a game that has a clear direction in design, and a clear point of view for the player (i.e head of state or commander in chief or army commander or ...) ... and does it well than games that try to do everything badly.
So IMHO investing in a tactical module for the BOA/ACW engine is not a good direction.
PhilThib wrote:For the time being, no.leure:
The game is essentiellay a strategic and operational game on the American Civil War, so no tactical engine is forecasted or planned by design (that would be just TOO much).
Who knows, in the future, we might have something in the tactical field, but we just lack human resources and time to do so now![]()
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