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Fred Sanford

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Posts posted by Fred Sanford

  1. 8 hours ago, Tankaxe said:

    I've just got the game and I'm really enjoying it! But their are some kinda to be worked out.

    For an example AI CLs, DDs, tend to spam smoke screen immediately while under fire. This hurts the AI as now everyone has an accuracy penalty from the amount of smoke everywhere.

    Also screening is largely ineffective the ships don't stay in line near the ships their supposed to protect and will charge the enemy despite orders

    I'm not really a fan of the smoke dynamic.  They need to image search real DD's laying real smoke screens- in general, they don't lay them for themselves, but to screen others, and it doesn't form a fart cloud surrounding the ship like its a Romulan cloaking device, but would stream out the funnels or smoke generators at the stern to form a 'wall' of smoke (local wind notwithstanding) behind the DD.

    • Like 3
  2. 53 minutes ago, Andre Bolkonsky said:

    The German Torpedo Boats, were these light destroyers like the V-25? I assume real submarines came much later on towards the end of the war?

    The V-25 was a typical German DD of WW 1.  Actually, the Germans did call them torpedo boats, emphasized the torpedo armament over the guns in their designs.  British destroyers tended to be larger and equipped with more guns but fewer torpedoes.  Late war V&W class DD's were excellent all-around designs and many survived to serve in WW 2.

    • Like 1
  3. Mines on the other hand...both sides expended a lot of effort laying and sweeping mines, and they took a steady toll of ships and subs, as well as being effective "area denial" weapons.  While fleet engagements were rare, there were regular clashes between light forces deployed to lay and clear mines.

    • Like 1
  4. During WW 1, the record for using submarines as scouts was generally poor.  A submarine sits low in the water and so has a short spotting range.  Once driven underwater by the inevitable escorts accompanying a battle fleet, the sub is essentially blind and immobile.  There were numerous technical limitations to radios of the day, and navigation was still more art than science, so your own position, let alone any spotted enemy, may be off by several tens of miles or more, unless so close to shore that an established landmark can be referenced.  As weapons to attack enemy fleet units, there were some successes on all sides, especially early in the war before anybody really understood the threat and limitations very well.  Subs were most useful in an anti-commerce raiding role, so they may be fairly abstracted in a dreadnought-focused game (RTW does a reasonable job of this IMO).

    Radio communications in general were problematic as the equipment was fragile- it wasn't unusual for the vacuum tubes inside the radio to shatter upon firing of the ship's own guns, so flashing lights and flags were still used extensively as in Nelson's time.  Command and control was really a problem as the fleet sizes had grown, and with the increased weapon ranges and more dispersed deployments it was difficult-to-impossible for a commander to know what his own fleet was up to, let alone the enemy's.

    Scouting aircraft were really still in an experimental stage.  The Germans deployed zeppelins as scouts, but they really didn't accomplish much during any of their major sorties.  The British had one seaplane carrier, the Engadine, at Jutland.  It managed to launch a scout plane, but due to radio difficulties none of its reports made it up the chain of command, and the plane was forced down due to mechanical failure after less than half an hour aloft.  So in game terms I think aircraft may be generally ignored, or handled on a fairly abstract basis- say the occasional (and vague) spotting report from shore-based scouts.

    • Like 2
  5. 2 hours ago, Buford Protege said:

    I loved AGEOD’s CW2.  Burned many an hour in college, even during boring lectures playing.

    What I wish for us a cross between CW2 and UGCW. Almost a Total War franchise type game. Where you can build your armies and also command the battles yourself rather than let it simulate.  I loved Empire TOTW and Napoleon TOTW for that idea. Just wish they could harness it to the American Civil War. A marriage of CW2 and UG

    I've got my eye on Grand Tactician's Civil War.  Sounds like it will be just that kind of mix.

    • Like 1
  6. Ultimate General: Blitzkrieg!

    Zoom the map out so that instead of individual farm buildings, you have towns and cities.  Units become divisions (along with some smaller artillery and specialty units) and the player controls up to Army Group level.  Operational/Strategic level.  Campaigns, not battles.  Real chain of command- i.e. give orders to Corps or Army HQs (or Fleets/Task Forces & Air  Forces) to cut down on micromanagement.  Includes Air and Naval.  Be able to build stuff like fortifications, airfields and the like. Scenarios include Fall Gelb, Campaign for Guadalcanal, Operation Typhoon, Operation Overlord, Mediterranean Campaign. 

    Thread said 'no matter how insane'.

    • Like 1
  7. I simply name them in order of formation- 1st Brigade, 2nd Brigade, ... etc.  The most senior (lowest number) brigades have the (generally) best stats and get the best weapons.  They (generally) get the best commanders, though I make exceptions for units that are on the bubble between levelling up- I'll give a brigade a better general if it will push them up from 1 to 2 star e.g. 

    The higher number brigades have the 1842/Palmettos/Farmers.  The few elite brigades that have repeaters get names (Iron Brigade, etc.).  So long as I know the number of the 'most senior meatshield' brigade is (i.e. the lowest-numbered Palmetto Brigade) at the moment, I have no trouble distinguishing between (1) elites w/ repeaters & high end weapons, (2) 'regular' shooters, and (3) meatshields (Palmettos and lower).  Those are the only 3 distinctions that matter IMO- I don't really care if a regular unit has 1853 Enfields or 1855 Springs or Harpers- they're close enough to be functionally equivalent.

    Arty goes Battery A (24#), Battery B (whatever equipped with), ... etc.  With the gun type in the name, so easy to tell.

    Cav just goes 1st Cav, 2nd Cav... etc.  Since I rarely use melee cav, the same approach as infantry applies- 1st Cav will have the best weapons compared to higher numbered brigades.  If I use melee cav, I'll number them 1st Hussars, etc. using the same seniority logic.

  8. I wonder if the 'rotation speed' buff is important for larger arty units?  @The Soldier, have you checked whether this matters more for larger units?  My thinking is that all other things equal, a large unit firing on a target NOT directly ahead will take longer to rotate into position than a small arty unit, thus having a lower effective rate of fire, thus lower lethality.  Even a small rotation could end up having significant delay.

  9. 1 hour ago, jekct1212 said:

    Ultimate General Victoria, covers everything from 1815 through 1914.

    I posted this earlier in the thread, but I'm repeating 'cuz I'm stubborn:

    Quote

    Considering the units created by the player in UG:CW are fictionalized, but resemble historical units, I'd like to expand on that concept-  Call it Ultimate General Staff: National Army.

    In UGS:NA, the player is the Chief of Staff/Head of the Army (or really a series of these fellows) for a particular nation.  US, UK, France, Prussia/Germany, Russia, A-H, Italy mainly (or their precursor minor countries/colonies- in these cases a "War of Independence" or "War of Unification" would be a major early milestone/requirement).  The game would last for say 100-150 years in annual turns during peacetime (say 1750-1900 eg).  During peacetime turns, the player gets a budget that he can spend on training units in a standing army, setting up militias/reserves, purchasing weapons, training/promoting officers, all of the management stuff that's analogous to the camp screen now.

    Since the player is Army CoS, and not the national ruler, he would have input into some foreign policy decisions (i.e. make recommendations), but for the most part that would be 'over his paygrade'.  Every once in awhile though, war would break out between the player's country and one or more of the others, or even a civil war.  Then the game would generate a series of battles the player would fight through to represent the course of the war in say monthly turns.  There could be multiple wars in the course of a game.

    If you are familiar with the naval game Rule the Waves, I'm thinking like this for land combat.

     

    • Like 1
  10. 3 hours ago, asmallcat said:

    Ehhhh, not sure we really need a game about the US massacring native people except for a couple times where US troops were vastly outnumbered. That wouldn't make a fun game, IMO, and it would feel a little scummy to me.

    If you want a war that involves native american units, I think 1812 would be a lot more interesting. 

    Plus, it would be a completely different game in scope and detail.  The war in the West was very much a small unit thing- IIR Custer only had 2 companies of the 7th Cav with him at Little Big Horn.  So 1 or 2 skirmisher units in game terms. 

    Same problem with American Revolution or War of 1812.  Overall the battles were small.  A "big" army in those conflicts was 10,000 men.  That's 1 or 2 divisions in UG:CW terms.  Maybe they could make the base unit a company or regiment, but like I said that would be a different game.

    7 years war, Napoleonic, or late 19th century, would be the 3 main candidates that I think would be most suitable for this engine. Probably Napoleonic for most variety and market appeal.

  11. On 3/27/2017 at 9:55 AM, Fred Sanford said:

    I'd like to see a land-based "Rule the Waves" (RTW).  If you're not familiar with RTW, it's a dreadnought-era naval game where you design your own ships (you play as the Admiral-in-chief), research technologies, and have to be prepared to fight other powers- you have a little influence on foreign affairs but most is out of you hands.  When war comes, the game is basically a scenario generator for tactical naval battles. (Disclosure: I beta-tested RTW).

    Using this as an analog, I'd like to see a game where the player chooses a nation and has a budget to organize, arm, and staff his army.  Sort of an uber-camp, played in say quarterly or annual turns in peacetime, and running throughout the 19th century or a portion thereof.  There'd be a map of the globe (or maybe stick to Europe) with zones or territories to deploy your army in.  Wars could come at any time, and when it does, the game generates scenarios for you to do battle in.  

     

    On 4/4/2017 at 3:49 PM, Fred Sanford said:

    This guy has some good ideas.

  12. 21 hours ago, A. P. Hill said:

    Actually A. P. Hill's ailment was far more serious than this.

    I have two biographies on him and both tell that while Hill was at West Point, and travelling back and forth between Culpepper VA and West Point, his travels routed him through the city of New York, and it is rumored that he visited the red light district and contracted gonorrhea.   Much of his physical sickness during the war had to deal with the effects of that disease. 

    I've heard that's why he didn't get along with bible-thumper Jackson.

  13. 2 hours ago, Albert Sidney Johnston said:

    Just for laughs, here's a joke version

    Confederate Army Commander:
     John Bell Hood

    1st Corps Commander: Gideon Pillow

    1st Division Commander: Stirling Price

    2nd Division Commander: Theophilus Holmes 

    3rd Division Commander: George Pickett

    2nd Corps Commander: John Floyd

    1st Division Commander: John Pemberton

    2nd Division Commander: Simon Buckner

    3rd Division Commander: Braxton Bragg

    Cavalry Corps Commander: Earl Van Dorn

    No Leonidas Polk?  He should get 3rd Corps.  Better yet, Artillery Commander, just for irony's sake.

    • Like 2
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