Jimmer
Posts: 1968
Joined: 12/5/2007 Status: offline
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OK, looks like we might have trouble getting all the bids in "on time". But, while we are doing that, let me introduce you to "setup". Setup can (and should) be done indepedently of all other pieces of the big picture. Plus, you can save setups to file, so you can have them ready to go at a moment's notice. To start this part of the learning process, start a new game against the computer (all easy AI -- we won't actually be playing much). Play as Great Britain. I've chosen Great Britain because she is the easiest to set up on land, and, against the computer, pretty easy at sea, too. NOTE: To choose easy AI, double-click the line for Great Britain on the screen you get after you click "New Game". Double-clicking a nation causes all of the others to become AIs at some level (easy, med, hard). To cycle through them, just double-click again. When you start, you'll notice that some of the nations have already set themselves up. In fact, ALL of them have finished set up. GB goes last (see 5.3 on pg 25). As a result of that, and the fact that GB starts with only 2 dozen land factors, setup is easy. Also, make sure you have chosen the option to have GB and France be at war. But, before tailoring a setup for yourself, first load the computer's default setup. We'll analyze the AI's setup and see what needs to be changed. To load a setup file, look towards the bottom of the interface window, left side, and you'll see a whole pile of buttons (9, on my screen). The two right-most ones in the top row are for loading and saving setups. Click the far right one (hover box: load a saved setup). This will bring up the "Load Saved Setup" window. Unless you have done this before, there will be only one file in here: Grgrandcampaign_default.set. Click it and click Open (or, simply double-click). Now, the first thing a seasoned player would notice is that GB is NOT blockading French ports. Before you scream "Idiot AI", remember that this program doesn't have a way built in to blockade during setup. So, it uses its privilege of going first to use that first move to blockade. Don't worry about it; it works. But, we're not here to discuss game play. Just setup. So, lets say you see the fleet in Malta and wonder what on earth you will be using that for. Certainly nothing over there. So, click it (it's the III fleet). We can't move (using land or sea movement), but we CAN set a new starting position. So, scroll the screen up to GB, and double-click London. As if by magic, the III fleet appears in London. This is one way you can re-setup something you decide is in the wrong place. Another way is to simply eliminate it and start over. So, click that same III fleet (now in London), and look at those buttons on the lower-left. The middle top one is "Remove Counter From Map". It has a gold X on it. Click it. You'll get a confirmation window; Click yes. Now, the fleet is gone. Oops. No, not really. It's just back in your reinformcement pool. But, don't put it back yet. I did that to illustrate a couple of other principles. First, the way you can see how many factors you have left to place is to click on any of Great Britain's home nation areas (say, Cardiff). Now, look ABOVE those buttons in the lower left, and above the brown area as well. Above this is a status-type window, and it says "10l". That last character is an "L", not a 1 or i. 10l signifies that you have 10 Light ships left to place (that's what was in the III fleet). Then, click the fifth button from the left in the top left corner of the screen. This is the "View Available Counters" screen. Scan across, and you'll see you have the III fleet ready to go (a green border indicates it can be placed at this time -- having a green border becomes a lot more important later, during future reinforcement steps). Anyhow, let's say you don't like the number 3, and you really wanted TWO fleets, not one. So, click the VII light fleet. Notice that it turns red. This indicates that you have selected it. At this point, we COULD place the fleet counter by right-clicking the gray area and then clicking on any area that GB owns. However, you wanted TWO fleets. So, instead of right-clicking, click the VIII fleet as well. Now both VII and VIII are red. Right-click the gray area again. Then, click on Dublin (in Ireland). Both fleets show up there. Click one of the fleets (VIII). In the Selected Unit Info area (bottom of the interface window, just to the left of the middle), you'll see the VIII light fleet is present. It tells you the movement and morale and how many factors are in it (0/10, or 0 of 10). Well, you want some factors in this. So, in the lower left box of buttons again, click the top left button. This is the Add Forces to Unit button, and brings up a dialog box. Here, you can move factors into the fleet from the Reinforcement pool. (Later, in reinforcement steps, you can transfer between units, etc.) Put 2 ships into the VIII counter, and then click OK. Now, click the "End Phase" button (second from left, top row of the screen). You get a warning to "Add forces or remove unit", in the gray box above those 9 buttons. It's in red so you can tell it's a problem. So, you slap your forehead and say, "Yes, I forgot I used two fleets. Let me remove one." So, go back to Dublin and select the other fleet (VII). It won't be on top, so you'll have to click it in the "Select Area Info" box (just to the right of center in the bottom of the main interface), in the brown portion of that box. Now, pretend you have forgotten the 8 ships you haven't placed yet: Click the "Remove Counter from map" button. Click Yes to the confirmation dialog. Now, click the "End Phase" button again. Oops, another error. This time, it says "Must place all forces at setup." This is VERY common to see, even for veterans, during setup. I'm always forgetting things and trying to move too fast. Well, we want to know what's still off-map, so click some area of GB again (if one is already highlighted, click a different one). There we see it: 8l (8L); 8 light ships. So, go back and choose another light fleet, put it on the map, and then put the final 8 factors into it. But, THIS time, do NOT click the "End Phase" button. Instead, click the "Save Current Forces Setup" (right next to the Load a Saved Setup button we used at the beginning). Pick a name OTHER than the default one, and save your setup. While we didn't really do much, we DID illustrate most of the principles. I used all light ships and fleets for this, but you could just as easily have done it with other factors and counters. As an exercise, move all of your fleets except one to the blockade box of Brest, where the French navy is. Once you are there, "notice" that you have forgotten about Holland's fleet, and move some forces there instead. The one fleet you left out of Brest originally should go to the Channel. NOTE: This is NOT an ideal setup. It's just for learning. So, feel free to overwrite the file. Repeat this process with each of the other nations (a new game for each, or play with all humans at the start screen). Get one setup file ready to go for the nation you end up playing. Since you don't know which nation that will be, set one up for each nation. We won't be going to war with each other. So, set up your forces on your borders somewhere where you have access to a couple of minor neutral countries. Russia and Turkey are the only tricky ones, as they don't have many. For Russia, target Sweden/Finland and Chechnya. Turkey, target Egypt and Georgia. For France don't go for Modena (the Austrians might need it) and don't go east of Hanover. Spain should target Portugal and Morocco. Prussia target Mecklenburg and Lausitz. Austria, target Bavaria and Romagna. Leave plenty of room for the other players; go for targets that only you can target. And, remember, you don't know yet which nation you will be playing, so do a setup for each nation.
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At LAST! The greatest campaign board game of all time is finally available for the PC. Can my old heart stand the strain?
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