Got sucked back in with the Wild West Challenge and have some ideas

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C. Truesdell
AotP
Posts: 5
Joined: Sun Mar 08, 2020 8:50 pm

Got sucked back in with the Wild West Challenge and have some ideas

Post by C. Truesdell »

Finished by first game super fast as we did multiple turns in a day which was really fun so we are on to another scenario. We are on turn 4 of the 2nd game.

After some game play, I was reminded why I quit playing for a while.
It doesn't appear to play close to history even though by rights it should. I really see no reason why it can't as the mechanics seem perfectly fine to me.
To be specific, I will be referring to 1st battle of Kernstown 1862 scenario in the Shenandoah Campaign using the optional rules of the Wild West Challenge. I am also a historical gamer and so play balance isn't something I worry about.
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The CSA received some bad intel about what they were up against and decided to go on the attack and push the USA off Pritchard's Hill.
Looking at the victory conditions, it might as well say, achieve a positive net body count, and cavalry counts for double because we want cavalry to be used in a historical manner. From what I have read, not even close to what the CSA wanted to achieve. My understanding is they wanted to knock the USA off Pritchard's Hill so what can you do?
You could put a bunch of objective hexes on the hill and leave it at that. What that will do is make the CSA take the direct approach and try to push them off the hill. But that's not what they did so that won't work.
So how does the CSA get the USA off the hill? I came up with 3 ways:
1. Direct approach straight at them
2. Rain cannon fire down on them from higher elevations (Sandy Ridge in this case, this is what they chose to do from my reading)
3. Cut their communication line back to the North (and not with only mounted cavalry)

The problem I see is that this is tough to model using the JTS victory calculation method so it would have to be done using a house rule.
If you go this route, I think it will play much more historically and provide a better game. If the CSA achieves one of the 3 conditions above, they win as the USA will be forced off the hill. Ignore the victory conditions calculated by the game.

Also, the isolation optional rule needs to go. I know why it is there but the cure is worse than the disease. These are tactical games and since their is no way to distinguish between 30-100 guys in horses vs 400 guys with rifles, it is better left unchecked. Instead, at the end of the scenario, if the enemy is hemmed in by (mostly) infantry units, consider the scenario a win for the surrounding force or at least consider the objectives taken by the surrounding side. Same for the player that has the high ground with artillery raining down on objective hexes. From what I understand, the other side would pull back or retreat if found in that position so count those hexes as taken also.

I believe this will give the attacking player at least 3 ways to take an objective and force the defender to watch their flanks, defend the high ground if threatened, and prepare for the direct approach. It will also reward the players that properly use their cavalry to screen their forces and determine what the enemy player is up to because the fog of war in the game is excellent. The attacking player will want hide their intentions as long as possible while the defender will be trying to figure out exactly where the attack will come from because you can't defend against everything.
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