Waterloo (Full Version)

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Ande -> Waterloo (7/29/2011 4:36:47 PM)

Ok, so I've been reading a book, not only about the famous battle itself, but about the whole campaign around it. What really facinates me is the dynamics between concentrating units for battle, and spreading units for movement and thought it would make for a great AT scenario.

What I need is make the stackpenalty apply for all kinds of movements. As it is now, there is a penalty to move into hexes that had a battle with large stacks, and this penalty increases for every new battle in the hex on that turn. I'd like this penalty to increase for every unit that enter the hex, regardless whether there's been a battle or not. Preferably, this penalty should be increased before it is applied to the unit itself, that way you can't put all your forces in one unit and move it about as you please. I also like the size of this penalty to depend on what kind of terrain it is on, that way it could be possible to transport large forces on good roads that would completly clogg up the lesser roads.




Grymme -> RE: Waterloo (7/29/2011 8:31:21 PM)

Ande: i am not sure, but i do not think this is possible in the current game version. However i read somewhere that the whole of earths population could fit into Gotland.




RufusTFirefly -> RE: Waterloo (7/30/2011 10:52:21 AM)

Including the Chinese? Guess they alone would fil Gotland completely.

Anyway, a stack penalty would make sense as you cannt move an army when men stand as close together as a population of pinguines at south pole. And it makes sense to have a penalty for a unit that enters a hex that had been a battlefield before. Imagine a corps moving into a hex where remains of a battle (broken wagons and guns, groups of wounded soldiers and horses running around in fear) will make it difficult to march and to form a close line of attack. The different quality of raods is already represented by higher AP for movement - or do you think of something different, Ande?




Ande -> RE: Waterloo (8/2/2011 9:28:03 PM)

The AP cost for roadmovement represents the speed at which units can move, what I'm after is a representation of road capacity. If there is a road that 4 soldiers can walk in breadth, each row needs a space of 1 meter and the soldiers walks 5 kmh, then the maximum capacity of that road is about 20000 soldiers, or about a corps per hour and the corp is spread over 5 km and this is under very good circumstances.

In a game where the hexes represents tens of kilometers and the turns week, this might not have the greatest impact, but as soon as the scale drops only a little bit, these effects would become more apparent.





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