Napoleonic Battles

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Zovs
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RE: Napoleonic Battles

Post by Zovs »

It was actually the JTS games I was thinking about with extended line formations:

The units each have their strengths and weaknesses. Infantry vs. infantry – it is best to be in either column or
line formation. While in Line formation they will have superior firepower. Large units can also form what is
known as “Extended Line” formation and occupy two hexes and thus fire at an increased value. Column is best
for movement. Formed infantry units must be in Column if they want to use bridges or the road, path or pike
movement rate. When threatened by cavalry, infantry is best if in Square formation. This formation has all
around facing and cavalry do not get the charge bonus against this kind of target. However, it is more
susceptible to artillery fire and infantry fire and melee combat.

Cavalry can be mounted or dismounted (if Dragoon type unit). While mounted most cavalry units can enjoy a
charge bonus if their target is infantry or artillery. Never mix cavalry and infantry in the same hex. This will
cause both of them to Disorder. Infantry in similar formation may stack together without causing Disorder but
when in different formations (Line and Column, Column and Square, etc) both units will Disorder. Moving
Cavalry or Infantry in Square or Line across certain hexsides or into certain terrain will cause them to Disorder.

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UP844
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RE: Napoleonic Battles

Post by UP844 »

Back in the Stone Age, there were some Yaquinto games that had 1" x 1/2" counter for infantry in line formation.

I think one of these games was about the battle of Borodino and I vaguely remember there were a few other titles, even though I forgot their subjects.
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rickier65
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RE: Napoleonic Battles

Post by rickier65 »

Thanks for response to the facing question Angiel,

and your english is fine, not at all poor!

Thanks
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RE: Napoleonic Battles

Post by gamer78 »

I wasn't instructed by any commanding officer in any clubs necessary that line extended or not necessary in pbem in JTS Napoleonic games. Just moving column and skirmishers for the infantry. [:)]

Anyway every game can be different not same rules such as in JTS or SPI's Wellington's Victory. New designers can have different ideas.
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Angiel
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RE: Napoleonic Battles

Post by Angiel »

ORIGINAL: Lobster

Formations and facing were important in this era of warfare. Exactly how much time does a turn encompass?


Yes, very true. But this game is meant to be an introductory game to wargames (like Command & Color), with an undefined time scale (60--80 minutes) for which orientation is automatic and has no cost in pm.
Later, perhaps, I will do something more tactical .... the game that will inspire me will be the "La Bataille" series by Clash of Arms.
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Angiel
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RE: Napoleonic Battles

Post by Angiel »

ORIGINAL: Zovs

Also, what about line, square and column formations? To me the counters are not clear enough in showing that. I am thinking like the 1970's when SPI introduced those line formations (or was it another board game company that had the 1 inch counters when in line formation).

For this era, morale, formations (line, column, square, skirmishers, etc.), are leadership are very important.

These are the 3 types of infantry formation in play.

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Angiel
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RE: Napoleonic Battles

Post by Angiel »

ORIGINAL: RangerJoe

I see what appears to be a leader unit with a flag. Do all leaders including the subordinate leaders get flags? If so, do your subordinate leaders have different flags to mark them as subordinates? When then may or may not be visible as such to the enemy?

Regarding the leaders there is only the commander in chief (most often Napoleon).
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Angiel
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RE: Napoleonic Battles

Post by Angiel »

ORIGINAL: RangerJoe

I see what appears to be a leader unit with a flag. Do all leaders including the subordinate leaders get flags? If so, do your subordinate leaders have different flags to mark them as subordinates? When then may or may not be visible as such to the enemy?


Regarding the leaders there is only the commander in chief (most often Napoleon).
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Zovs
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RE: Napoleonic Battles

Post by Zovs »

Angiel,

Very nice on that showing of formations. Thank you.
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Angiel
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RE: Napoleonic Battles

Post by Angiel »


Fixed some bugs regarding combat modifiers.


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Angiel
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RE: Napoleonic Battles

Post by Angiel »


Now you can choose between counters and figures.
An example of some French counters:

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Zovs
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RE: Napoleonic Battles

Post by Zovs »

Very nice, love the options.
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rommel222
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RE: Napoleonic Battles

Post by rommel222 »

Greetings Angiel,
The counters remind me of my Martial Enterprises/Clash of Arms La Bataille series of grand tactical, Napoleonic battle games. Look great!
https://labataille.me/published-by-me

https://boardgamegeek.com/boardgamefami ... arms-games


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Angiel
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RE: Napoleonic Battles

Post by Angiel »

Hi
A short clip on the new Napoleonic Battles game.



https://youtu.be/s8Rhyt3KQr4
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Angiel
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RE: Napoleonic Battles

Post by Angiel »

Hi
Marengo: 9 am, Austrian attack on the Perderbona farmhouse.
farmhouse

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Angiel
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RE: Napoleonic Battles

Post by Angiel »


Bug fixes and additions:

- Added WASD keys for scrolling
--On-off music
- Fire animations (ball, bullet, sword)
- Faster fire animations
--Ai now moves faster (150 instead of 100) = faster Ai turn
--Marengo playable
- Cavalry attacking artillery + 2 (was +1)
- Fixed bug of Prussians entering by mistake, on turn 1 in Waterloo
--Fixed French cavalry bug that loops in movement
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