Game Options From Help

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nsimms
AotC
Posts: 175
Joined: Wed Aug 11, 2010 8:58 pm

Game Options From Help

Post by nsimms »

Select the Manual Defensive Fire option to play the game in Phases instead of Turns.

If you select Optional Fire Results, then the resulting fire casualty values are based on the average of two default fire calculations. This produces values which are more likely to be in the midrange of the casualty interval rather than uniformly distributed.

If you select Optional Melee Results, then the resulting melee casualty values are based on the average of two default melee casualties. This has the effect of reducing the variation in casualty values.

Select Quality Fire Modifiers to have fire results be affected by the quality of the firing unit. Non-artillery units which have a quality of A or B will have a 10% modifier applied to their fire value. Non-artillery units which have a quality of E or F will have a 10% modifier subtracted from their fire value. See the Design Notes for an explanation of these modifiers.

Select Higher Fatigue Recovery Rates to have units recover from Fatigue faster than normal. Under this rule, units with Low Fatigue will have a fatigue recovery rate which is 5 times normal. Units with Medium Fatigue will have a fatigue recovery rate which is 3 times normal. Units with High Fatigue are not affected by this rule. See the Design Notes for an explanation of why this is not a default rule.

Select Victory Points for Leader Casualties to have Victory Points awarded for enemy leaders that are killed, wounded, or captured. See the Design Notes for why this is not a default rule.

Select Rout Limiting to reduce the amount of secondary routing that occurs. The default routing rules require that units adjacent to a unit that has failed its morale check must also take a morale check. This is applied recursively if those units also fail their check. While this can result in the rout of large number of units, given normal probabilities it is ``self limiting’’, that is, it stops after a certain number of iterations based on the situation. When Rout Limiting is in effect, units in adjacent hexes undergoing a morale check receive a progressively larger modifier to their default morale. This modifier starts at 1 and is increased by 1 for each iteration based on a failed morale check. So, for example, if unit A fails their morale check, unit B in an adjacent hex undergoes a morale check with +1 added to their default morale. If unit B fails this test, then unit C in an adjacent hex to B undergoes a morale check with +2 added to their default morale. And so on. Therefore, as these modifiers increase, a point is reached where units stop routing which, in general, will be before they would have stopped otherwise. See the Design Notes for why this is not a default rule.

Select Density Fire Modifier to have fire against a target hex with more than 2/3 of the maximum stacking increased. This increase is proportional to the stacking value up to a maximum of 150% at maximum stacking.

Select Night Movement Fatigue to have units that move during night turns accrue Fatigue based on the Night Movement Penalty parameter data value.

Select Mounted Cavalry Skirmishers to have mounted cavalry automatically get the same skirmisher detection ability as infantry does when it deploys skirmishers without any of the movement costs.

Select Higher Disrupted Movement to have Disrupted units get ¾ of their movement allowance when Disrupted instead of ½.

Select Optional Melee Resolution to have melees separated into a separate phase as described in the Melee Section of the Users Manual.

Select Alternate Fixed Unit Release to have Fixed units become released whenever an enemy unit comes within 5 hexes of them regardless of the line-of-sight to that enemy unit.

Select Quality Melee Modifiers to have melee results affected by the quality of the units involved. If all of the attacking or defending units in a melee have a quality of A or B, then their side receives a modifier of 10% in their favor. If any attacking or defending units in a melee have a quality of E or F, then their side receives a modifier of 10% against them.

Select Isolation Rules to cause Isolated units to have their strength divided by 4 when defending in a melee. Also Isolated leaders receive no benefit from their commanders during command checks. When an Isolated Artillery unit fires, it may become Low or Out-Of-Ammo. The Artillery unit will become resupplied when it becomes non-Isolated, unless the Artillery supply level for its side is zero. See the Design Notes for an explanation of the Isolation melee effects.

Select Weak Zone-Of-Control to allow units to move one hex through enemy Zone-Of-Control per turn and to allow units to retreat one hex through enemy Zone-Of-Control.

Select Partial Retreats to allow some units to retreat from a hex after being defeated in melee even when there is not enough room for all of the units to retreat. See the Design Notes for why this is not a default rule.

Select Automated Defensive Fire to have the Defensive Fire Phase of Play-By-E-Mail (PBEM) games conducted under the control of the computer. This rule greatly facilitates the playing of PBEM games as it divides the number of e-mail transfers required in half. The frequency of fire generated by ADF can be adjusted using the Auto DF Dialog which is displayed from the A/I Menu.

Select Flank Morale Modifier to have the morale of units increased by 1 for Rout and Disruption determination when they have friendly non-Leader units on both flanks. The friendly units can be in either of the two hexes on each flank of the unit (see illustration at right). Another way to refer to this feature is as "double flank elbow courage".

Select Full Melee Defensive Fire to have defensive fire conducted by the program against attacking units in melee at full strength instead of half-strength.

Select Bridge Limit and Repairing to invoke the optional bridge repair and bridge limit rules. These are described in the Movement section of the User Manual.

Select Artillery Capture to allow artillery batteries to be captured in melee. Details associated with this rule can be found in the Melee section of the Users Manual.

Select Artillery Retire By Prolonge to allow unlimbered artillery to move one hex to the rear when the movement is between Clear hexes and does not move the unit to a higher elevation.

Select Artillery Ammo by Cannon to have artillery ammo and usage computed on a per-cannon basis instead of a per-battery basis.

Select Proportional Opportunity Fire to have the computer controlled opportunity fire modified so that small stacks have a lower probability of triggering opportunity fire when they fire while larger stacks have a higher probability of triggering opportunity fire.
Gen Ned Simms
1/1/XIV Corps/AotC
Blood 'n Guts hisself, a land lovin' pirate. Show me some arty tubes and we'll charge 'em.
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