William the Silent
Posts: 74
Joined: 3/1/2020 Status: offline
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So I got TOAW IV a while ago when I had to stay home from work because of the Carona virus outbreak. I'm a (mostly) Napoleonic wars fan, but WW2 I love too. I found out TOAW has 0.25km/hex too, so I wanted to give it a try because there is no other good 2D Napoleonic game out there with total game editor (you have to keep your game sell-able). So I wanted to try some Napoleonic battles/campaigns even though people keep saying TOAW is operational. TOAW has all the tools to simulate the musket era warfare (exp. the infantry fire fight and LOS) at a non operational level. Everything can be simulated if you work the TOAW engine, I believe. So I wanted to create the Waterloo Campaign, at 0.215km/hex, 6 part/1 hour turns, on a total campaign map, at battalion level in Divisions. I have created the map (from Kevin Zucker's Napoleon's last Gamble) and the OOB and now I'm testing the warfare on the small battle of Quatre-Bras. I must say I'm very satisfied with the result. I didn't want the losses to go over about 20% in a unit after battle (realistic/historic), because they had to be able to fight another battle at Waterloo. And the French had to be able to push the Dutch back to almost collapse before reinforcements come in. I do not 100% understand all the possibilities of the game engine yet, but I got the almost exact result that I wanted. The Dutch are pushed back with limited losses to almost collapse. With the ability to split up units you can simulate the skirmish ability of units, or spread out a unit over more places like in the real situation. That way I could make the 27th Dutch Jager cover a wide area and they hold out real good to delay the enemy without extreme losses. The 900 men Nassau battalions also could cover more then 215m in the woods. So TOAW IV can be used at strategic and tactical level warfare, I believe. To me it's very acceptable.
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< Message edited by William the Silent -- 4/11/2020 2:09:34 PM >
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