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Bounty Jumper

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  1. It's one of those heavy American style target rifles mentioned in this overview of Civil War marksman's weapons: http://sharpshooters.cfspress.com/arms.html
  2. I described the difference between minie rifles and minie rifle-muskets in the skirmisher thread: "From what I have understood 'rifles' in this period had shorter and often heavier barrels and usually sword bayonets. The rifle-muskets were longer for sake of saftey in ranked firing and melee utility (with conventional bayonet), not accuracy." Specifically the rifles tended to have about 33 inch barrels and rifle-muskets 40 inch one. Usage wise the rifle-muskets were intended for line infantry which had previously carried muskets whilst the rifles were intended for elitish light infantry (like riflemen and jägers) and at least in British case NCOs. At least US, CSA, UK and Austria produced these shorter rifles in the minie era (and both British short rifles and Austrian jäger rifles were imported during ACW, neither are in the game though). If anybody has something to add on the minie long arms of French chasseurs and Sardinian/Italian bersaglieri that would be interesting. Past the minie era service long arms tended to have the shorter rifle length barrels. E.g. Chessepot, Russian Berdan, Mauser and Martini-Henry. The term rifled musket is sometimes restricted to those weapons that were manufactured as muskets but re-bored with rifling later on. But often it's used as synonym for rifle-musket.
  3. Harper's Ferry produced both the three-band rifle-musket and the two-band rifle (the former was more major type). Since the rifle had a sword bayonet I would suppose that the in-game weapon, with lowest melee rating among infantry weapons, is indeed intended to be the rifle-musket. E.g. here's the HF rifle vs. rifle-musket at auction house: http://rockislandauction.com/detail/54/1140/u-s-harpers-ferry-model-1855-percussion-rifle-with-bayonet#detail https://www.rockislandauction.com/detail/70/143/u-s-harpers-ferry-model-1855-percussion-rifle-musket And you are right that the rifle-muskets are all rifles in the modern sense. However in the period sense "rifle" and "rifle-musket" were seen as two specific subsets of rifled long arm.
  4. Both the Springfield and Harper's Ferry M1855 represent the three-banded rifle-musket, not the two-banded rifle variant from Harper's Ferry. From what I have understood 'rifles' in this period had shorter and often heavier barrels and usually sword bayonets. The rifle-muskets were longer for sake of saftey in ranked firing and melee utility (with conventional bayonet), not accuracy. In Harper's Ferry's case, Jackson captured the tools for both the rifle-musket and the rifle in early days of the war. These became Richmond rifle-musket and Fayetteville rifle in Confederate production. But you are right the Enfield has M1841 picture, didn't notice before. An odd choice as P53 was a rifle-musket and had three bands in this period. One of the Springfields would fit better in case art assets are no longer available for post release support. M1863 would have the least overlap. P61 "musketoon" is much shorter weapon still than the P58 and P60 rifles though it does seem to have shared the same rifling. It looks like P61 is sharing it's picture with few other carbines too. And speaking of shared pictures, Fayetteville would be reasonable for P58 naval rifle.
  5. At least the rifles (M1841, Fayetteville, and Tyler Texas?) should be available for them. There are few weapons really missing from this game too: the M1855 rifle (the two-banded variant Fayetteville was based on) and the two-band Enfield short rifles (actually incorrectly used for picture of P53 Enfield at the moment). The latter was supposedly the most accurate minie rifle of Civil War (P58/P60) and choise for Rebel sharpshooters.
  6. AFAIK, you don't actually pay anything to replenish your supply between battles, you only pay once for setting the supply level. The exception is the camp in multi day battles, if you as much as visit it your wagons get automatically topped up and you seem to get charged for the difference. If you don't visit the camp mid battle your wagons stay at the level they were on the previous day. I wish the game would ask before refilling them.
  7. To clarify: Shell (just shell, not shell shot): Thicker walls, larger powder charge, no musket balls. Broadly similar to modern artillery shell in conception. Traditionally time fuzed, but often impact fuzed on rifles. Case shot (shrapnel): Thin walls, small powder charge, filled with musket balls. Essentially a way to reach out and touch more distant target with a petite canister. Time fuzed, intended for air burst. With James I mean that there is already correct icon for it in the game files, that of the 6-pdr gun. And the 6-pdr picture is fine even if non-standard. I'm just being overtly pedantic.
  8. There were actually two separate projectiles with bursting charges during the war. Case is exactly as you describe while the shell was a projectile with bit thicker walls, larger charge but without the musket balls. Exactly which of these rounds were available varied by gun. The old smoothbore guns lacked a shell whilst the field howitzers lacked roundshot (strange that they seem to have one in game). Napoleons and the light field rifles were issued all four types. The weird icon on the James should be easy to fix as the Type 1 James was virtually identical to 6-pdr field gun. Excellent guide. Edit - The M1841 6-pdr had shoulder height wheels on the regulation carriage (57 inches) which was the same one as on the 12-pdr howitzer and the light field rifles. That photo with the Confederates by the miniature gun-carriage is bit weird. Despite the light weight of shot it was a heavier weapon than the howitzer or 3-in Ordnance Rifle.
  9. First of all the game is great. Strikes a nice balance between the detail and realistic complexity of Gettysburg! engine games from 15-20 years back and the faster paced CA games. I don't think I have had this much fun on virtual battlefield since Medieval 1 TW and Austerlitz. The camp is in conception much superior and less distracting from the real deal than TW series' campaign and still preserves the fun of building your own army. And indeed thank you for at least partially adressing those scaling issues from EA that threatened to make the camp rather pointless (and turned me off personally). Nevertheless some critique and suggestions: A big one I think is the lack of information in battle deployment. You have no idea besides previous experience of the battle of exactly how useful a given corps is in a battle. Some of the later battles at least remark "tomorrows reinforcements" but simple breakdown, for example when hovering mouse over assigned formation in the pre-battle screen where you assign your corps' would be nice. For example "10 brigades will be available immediately, 5 will be available early on the first day, 5 will be available late on the second day". The Fredricksburg phase transition is really, really gimmicky and there is absolutely no warning of it. Is it not possible to include the whole map when the Rebel center is opened up ala Shiloh? Brock road map in the Cold Harbor campaign could use extension to the south by about roundshot's range. There is this really nice patch of woods in SW corner of the map flanked by creeks that is both perfectly accessible even to infantry and also a sensible spot as Union to delay or stop Longstreet's reinforcements and prevent them linking up with Hill on the northern victory point. However at the moment the map is quite congested and you end up spawn camping Longstreet if you deploy into those woods. Shiloh and Stones River could both use either alternative second day or at least possibility for Union victory on the first (either by standing your ground or via some mild counterattack objective). The sudden Union retreat on Stones River was particularly awkward as I was all the way at Murfreesboro at end of first day. I'm less certain if there should be chance for second day Union win at Chancellorsville. On the other hand the player may have foreknowledge that Lee is divided and press hard to the south for early victory and Jackson is almost surprisingly easy to delay and stop (some good defensive terrain there), but on the other hand it is odd to take a stab at the southern VPs for third time and being defeated in detail is ultimately the risk in dividing your force as Lee did. Possibly add a foward VP in Jackson's way, hold them all and Union wins on second. The corps commander MG skill pick (the cavalry/artillery/infantry one) is a virtual no brainer. Meanwhile division commanders are just command stat padding. Move the corps commander MG skill to division commanders (unlocked and chosen at MG rank, perhaps automatically upgraded to slightly stronger form at LG) and give corps commanders new set of second tier skills to choose from. Minor quibbles: Allow us to rename random leaders. Some of the names are eyesores and they can get repetitive. Lorenz and C.S. Richmond: were they really supplied with katana-bayonets unique among minie rifles? The high melee ratings on the pre-minie rifles are bit odd too particularly as these were fairly short weapons. Burnside and possibly Maynard carbines could use bit buffing I think. The sense of progression with cavalry weapon seems to kinda stall at Sharps at the moment until you have those few Spencers in the end. Recolour the remaining predominantly bronze artillery pieces. 6 pounder, 12 pounder howitzer, James. Lastly a random, wild thought: How about an independent cavalry division slot under army command where you can only ever assign cavalry (and possibly a single special slot for a horse artillery) to avoid that "but I would be better off with another infantry brigade" syndrome. Would require probably excessive tuning of the battle deployments I suppose.
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