Jacek wrote:You mean that a SHARPSHOOTER unit may also ignite such beahviour? Because of their initiative trait perhaps?
Pocus wrote:ok, don't hesitate to perform some new tests with the new game balance introduced in 1.04.
runyan99 wrote:In one example, my opponent's riverboat fleet attempted to bombard Henry/Donelson at a moment when I had an entire division in the fort including about 5 or 6 batteries, and the river fleet took a terrific pasting, but I don't see anything wrong with that.
runyan99 wrote:As for the mortar boats, it is true they are not included in the game, but perhaps it is not a great oversight when you consider the fact that historically they were responsible for achieving almost nothing.
runyan99 wrote:As for the mortar boats, it is true they are not included in the game, but perhaps it is not a great oversight when you consider the fact that historically they were responsible for achieving almost nothing.
runyan99 wrote:I don't see anything wrong with that result. Fleets didn't have an easy time reducing forts by gunfire.
Keep in mind the Caswell garrison only has 20 'hits' in two batteries to start, so your fleet has reduced the fort batteries by 50%, while your fleet has spread 17 hits around the fleet. Your fleet won.
runyan99 wrote:Keep in mind, if your fleet bombards again, I expect the guns in the fort to be reduced to almost nothing.
Jabberwock wrote:Fort Hatteras comes to mind - wasn't even a massive fleet.
runyan99 wrote:Hatteras was an incomplete sand fort without its full complement of artillery. You cannot use Hatteras as a model for all Confederate forts.
http://www.rootsweb.com/~nchyde/FTHATTER.HTM
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