Roads

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Jim
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Re:Roads

Post by Jim »

The maps we work from show the tracks from downtown GB going east. From the edge of town going west is only the graded trace where the tracks could have been laid. The RR trace has it's own movement rate, which is less than standard road. RR tracks are hard to walk on and the non-tracked side had been abandoned for some years and was less than road quality as well. IIRC, there is a defensive bonus, but not a large one.

-Jim
"My God, if we've not got a cool brain and a big one too, to manage this affair, the nation is ruined forever." Unknown private, 14th Vermont, 2 July 1863
Hancock the Superb
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Re:Roads

Post by Hancock the Superb »

I believe that defensive bonuses should only be valid to individual sprites. For example, in TC2M, I can put the flag of a regiment so it is on a fenceline and fire down the fenceline and rout some other regiment. However, if I'm firing DOWN the fenceline, my troops aren't behind it... so?
Hancock the Superb
Shughart68
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Re:Roads

Post by Shughart68 »

I'd be cautious about going too crazy with defensive bonuses for the railroad cut on the 1st day's field. It was basically a hinderance for units that got stuck in it. Davis' brigade in particular took some rough handling there.

My burning question remains whether Schimmelfennig will have a place to hide or not when my Rebel assault columns press forward on the evening of Day 1?
"Curlin...courageous...and chasing home!!!"
- the stretch call from the 2007 Preakness Stakes
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