devonrex - Nov 2, 2004 9:20 am (#622 Total: 624) Jim Miller Rules Tinkering A shortcoming I find with the present rules is that, without getting a double initiative, there is no way for a player to effectively "drive home" an attack. As noted in earlier postings, I've experienced Day 1 games where the CSA player, cursed with unlucky initiative rolls, was essentially powerless to prevent the USA player from simply withdrawing one hex per turn towards the fishhook position over the span of several hours with suffering any damage. In such a situation, the only opportunity left to the CSA player to inflict damage is to spend precious Command on less effective long range artillery fire. The argument that this accurately simulates the fighting withdrawal of the North on the First Day at Gettysburg is nonsense, especially considering that there is no "fighting." Opposing battle lines in the ACW did not march across the battlefield in lock step for hours on end without engaging in fire combat. Another argument was that the USA player can't use this "refuse combat" withdrawal tactic for too long as he will assuredly lose the game. But that's beside the point which is that it doesn't simulate an ACW battle. The converse side to this issue is that a double initiative can result in one player being able to fire twice at his opponent during which the opponent has no opportunity to inflict any damage in return. I tried a more conventional turn sequence of Movement, Defender Fire, Attacker Fire, and Melee in a couple of games and was encouraged by the results. Note that the "conventional" turn sequence effectively doubles the number of fire combats that are possible in a turn, and unless "free" Defender Fire is allowed, will chew up precious Command steps at an even faster rate. Additional rules changes I implemented were: no Fire penalties for Stream, River and Bridge/Ford hexsides, a –1 penalty for firing uphill across a Hill hexside, long range artillery must target the closest enemy units (prevents sniping behind-the-lines HQs), and adjacent artillery may be selectively targeted in Fire combat (a suggestion I received from Tom Dalgliesh). I also gave Reynolds a bonus step at the start of the game, but he could only be rebuilt to a 2. Jim Miller