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barkmann

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Landsmen

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  1. David, thanks for your comments and answering my questions. I will look forward to the game's release and hopefully there'll be a demo to try first. I would certainly be keen to see options in terms of time scale. cheers and best wishes chris
  2. Hey David yes given my age I'm easily confused :-) The image below is what I am talking about and it clearly shows the unfinished railway and ridges in question. Kudos to the devs for making such a nice map. I read in the AAR that these are skirmishers doing the charge - that's actually even more worrying (well, in a grumpy grognard sense!) as skirmishers would have never ever pressed home an attack on even a remotely formed enemy unit, it just wasn't done. So does the game play in real time? If not, what time factor is it shown in the video? Is there the ability to play in real time? thanks cheers Chris
  3. Hello and good luck with your game, it certainly looks very nice. To echo Queeg's concerns above about infantry speed - you're really going to need to slow down the infantry, unless what you're showing us so far is not portrayed in real time. As an example, my estimate of distance between McPhersons Ridge and Oak ridge (where you have a short vid of Rebels charging towards a union line) is about 1 km (measured in google earth). It seems to me the Rebels are going to cover off this ground in less than perhaps 30 seconds (and charging in such an unorderley fashion, tsk tsk :-) Also, it was not common for a charge to take place over that kind of distance. Walking pace, speeding up to 'on the double' and then perhaps the last 50 meters would be an all out hell for leather charge. But during those times a charge to contact was extremely rare, most charges were broken well before contact due to punishing defending fire. Just some feedback based on the pics shown so far. cheers Chris
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