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Overrrun Idea

Posted: Sun Sep 21, 2008 2:38 am
by Jutland13
I notice and in several games as the CSa have felt the devastating affects of overrruns. Setting up the 63 Campaign, I notice there is the oppportunity for the Union to overrun several areas next ot the Army of Virginia. I believe that an Army should have the opportunity to respond to any movement in an adjacent hex, whether an opportunity for overrun exists or not. Lee would not have allowed the Union to "Blitz" through adjacent territories. A corps should be able to respond to some degree. If a hex can be overrrun the consideration should not only be the forces in the hex, but those available near by. Afterall the turn represents a month. This would slow the "Blitzkrieg" of the North, in critical instances, but in the March to the Sea of Sherman, would be of neglible affect. I am tired of watching little groups march around my armies and cut my forces off, which I cannot react to and which create an unhistorical reality. Thoughts!?

RE: Overrrun Idea

Posted: Sun Sep 21, 2008 3:03 am
by Doc o War
Yes- I would have to agree. Just my 2 cents

RE: Overrrun Idea

Posted: Sun Sep 21, 2008 4:43 am
by wargamer123
It is considerable, since the Union has a lot more Militia

1 territory is 'enough'  after so many miles in a month men get tired, they cannot march any further, let alone consolidate the territory they've taken

often, one blitz through kentucky/ten, with amphib all the way to the cutting of the CSA by '62. Little more realistic to allow for some of consolidating, fixing sabotaged rails and engines, etc... Perhaps a larger partisan effect ?