Wacky options ideas land and sea

Empires in Arms is the computer version of Australian Design Group classic board game. Empires in Arms is a seven player game of grand strategy set during the Napoleonic period of 1805-1815. The unit scale is corps level with full diplomatic options

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kirk23_MatrixForum
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Wacky options ideas land and sea

Post by kirk23_MatrixForum »

Hey Marshall,

This should get you going hehehehe! [:)]

For my first suggestion hows about.

2 TYPES OFF HEAVIES, CAN BE BUILT IN THE GAME 3DECKERS AND 2DECKERS [:D]
Regards,
Graham.

I'm not retreating, I'm attacking in a different direction! Lewis B. "Chesty" Puller
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Marshall Ellis
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RE: Wacky options ideas land and sea

Post by Marshall Ellis »

How bout we make 2DECKERS light ships? :-)
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Marshall Ellis
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iamspamus
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RE: Wacky options ideas land and sea

Post by iamspamus »

Hee hee. Good answer, ME.
Jason
ORIGINAL: Marshall Ellis

How bout we make 2DECKERS light ships? :-)
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Marshall Ellis
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RE: Wacky options ideas land and sea

Post by Marshall Ellis »

ORIGINAL: hellfirejet

Hey Marshall,

This should get you going hehehehe! [:)]

For my first suggestion hows about.

2 TYPES OFF HEAVIES, CAN BE BUILT IN THE GAME 3DECKERS AND 2DECKERS [:D]

Speaking of 2 types of heavies, help me out a bit:
Were 3 deckers that much more destructive?
Were build times for 3 deckers way more?
More expensive?

I believe (I'm sure you know better) that the 2 deckers were more popular and I'm curious why???


Thank you

Marshall Ellis
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kirk23_MatrixForum
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RE: Wacky options ideas land and sea

Post by kirk23_MatrixForum »

Hi Marshall,

3 Deckers were used mainly by fleet Admirals as command ships, They were more powerful in every way compared to 3rd Rates in the game version of heavy ships, I have listed some of the major benefits below compared to 3rd rates.

1 = Approx 30 - 40 Feet more above the waterline than 3rd rate.

2 = Much heavier weight of broadside + plunging fire advantage.

3 = Much stronger hull giving better damage resistance.

4 = Much bigger so better gun platforms.

5 = Cost and build times are more in keeping with the game as is now approx 18 months.

6 = Admirals of the period classified them as a 2 - 1 advantage in combat compared to a 3rd rate.

I hope this enlightens you more about the difference in the 1st Rate v 3rd Rate comparison. Please note 1st and 2nd rates were 3Deckers having between 90 -120 guns.

Spains Santissima Trinidad was the worlds only 4Decker 1st Rate having 130 + guns [:)]

As For the third rate 74s they were the most popular Rate of ship, in the period because they were strong in battle attack and defense wise, also slightly quicker than 1st rates about 2 or 3 knots, build time more like 12 months and much cheaper than a 1st Rate 3 decker. They often sailed alone on various missions, and could engage any type of ship.


Footnote your reply about making 2 deckers light ships is spot on actually, because they were the lightest ships that took part in any real fighting in fleet battles. Frigates were not engaged by the heavies in these contests, and could be treated as transports in any fleet encounters [:)]

Talking about daft ideas hows this grab you :

In game heavies = 1st & 2nd Rate 3Deckers.

In game Lights = 3rd Rate & 4th Rate 2DECKERS.

Transports = Frigates and below ship types ie 5th Rates, 6th Rates, Sloops, Schooners, Transports & Merchants.
Regards,
Graham.

I'm not retreating, I'm attacking in a different direction! Lewis B. "Chesty" Puller
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Marshall Ellis
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RE: Wacky options ideas land and sea

Post by Marshall Ellis »

Wow!
Remind me to come to you when I need some info on these navies!
Thanks a ton, Hellfirejet!
 
I must admit that while I know C++, I am rather weak in the naval forces of the nap era. Come to thank of it, I'm rather weak in the nap era PERIOD LOL (BUT I am learning).
 
 
 
 
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kirk23_MatrixForum
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RE: Wacky options ideas land and sea

Post by kirk23_MatrixForum »

Hi Marshall,

Just doing my best to improve things and help all I can, can give plenty more info about the naval side, I really like the game alot, hope I can implement some of my ideas via the editor.[:)]
Regards,
Graham.

I'm not retreating, I'm attacking in a different direction! Lewis B. "Chesty" Puller
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Marshall Ellis
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RE: Wacky options ideas land and sea

Post by Marshall Ellis »

Great!
Stick around :-)
 
 
 
 
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kirk23_MatrixForum
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RE: Wacky options ideas land and sea

Post by kirk23_MatrixForum »

Hello Marshall,

One possible solution to this naval thing is as below;

Heavy Fleets = 1st & 2nd Rates ships, fleet size 10, cost $12, build 15 months.

Medium Fleets = 3rd & 4th Rates ships, fleet size 20, cost $9, build 12 months.

Light Fleets = 5th & unrated ships, Fleet size 20, cost $6, built 9 months.

Transports = Transports & Merchant, Fleet size 50, cost $3, build 6 months. [:)]
Regards,
Graham.

I'm not retreating, I'm attacking in a different direction! Lewis B. "Chesty" Puller
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RE: Wacky options ideas land and sea

Post by kirk23_MatrixForum »

Hi Guys,
           Hows about on the Army side of things, being able to build Heavy & Light Cavalry.[:D]
Regards,
Graham.

I'm not retreating, I'm attacking in a different direction! Lewis B. "Chesty" Puller
iamspamus
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RE: Wacky options ideas land and sea

Post by iamspamus »

I'll take some shots here, but most cavalry of the time would be heavy/medium. The lights were infrequently used for combat. With no hexes, but rather larger spaces, the duties of light cavalry (screening and recon) are not really needed in the game. Those that had a special capability for light cav (RUS, AUS, PRU) already have counters: cossacks and Freikorps. Interestingly, the Ottomans should probably have a cossack type counter or two as well.

Jason
ORIGINAL: hellfirejet

Hi Guys,
           Hows about on the Army side of things, being able to build Heavy & Light Cavalry.[:D]
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kirk23_MatrixForum
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RE: Wacky options ideas land and sea

Post by kirk23_MatrixForum »

Thanks Jason,
                   All replys are welcome, just trying to improve the game!
Regards,
Graham.

I'm not retreating, I'm attacking in a different direction! Lewis B. "Chesty" Puller
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Mardonius
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RE: Wacky options ideas land and sea

Post by Mardonius »

Hi Jason:

I would not discount light cavalry here. Certainly they were not breaking squares (lancers excepted), but they can do a lot of damage to troops in tactical movement or on their flanks and to artillery formations or even heavy cav that has been found at a standstill or not enough room/space to gather the momentum of a charge. Moreover, Lt Dragoons -- atlhough not shock cavalry -- are a lot more flexible in that they can peck and snipe with their muskatoons (shot muskets). These advantages more than balance the armor of a curassier except in markedly flat terrain. Plus, it is light cavalry and dragoons (medium cav) that deals those devastating pursuit results...

I think the best way to capture Hellfirejet's suggestion about heavy/lt cav is to have a Gd Cavalry category with higher morale,as did EiH. These troops might cost $3 more and take 3 extra months to place and have a morale of 5. They would be limited to guard corps or imperial cav corps. Not sure if the Birts or the Spaniards should be able to build them. The Brits already have a great cav corps...

best
Mardonius

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iamspamus
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RE: Wacky options ideas land and sea

Post by iamspamus »

I'd put dragoons in the medium category.

Heavy guard cav is a good idea. There should be one in the British corps with guard. Not sure about Spain (unless you're talking game balance and then why not one for Sweden, and one or two for Prus and Aus?)

Jason

ORIGINAL: Mardonius

Hi Jason:

I would not discount light cavalry here. Certainly they were not breaking squares (lancers excepted), but they can do a lot of damage to troops in tactical movement or on their flanks and to artillery formations or even heavy cav that has been found at a standstill or not enough room/space to gather the momentum of a charge. Moreover, Lt Dragoons -- atlhough not shock cavalry -- are a lot more flexible in that they can peck and snipe with their muskatoons (shot muskets). These advantages more than balance the armor of a curassier except in markedly flat terrain. Plus, it is light cavalry and dragoons (medium cav) that deals those devastating pursuit results...

I think the best way to capture Hellfirejet's suggestion about heavy/lt cav is to have a Gd Cavalry category with higher morale,as did EiH. These troops might cost $3 more and take 3 extra months to place and have a morale of 5. They would be limited to guard corps or imperial cav corps. Not sure if the Birts or the Spaniards should be able to build them. The Brits already have a great cav corps...

best
Mardonius

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RE: Wacky options ideas land and sea

Post by kirk23_MatrixForum »

Hey Folks,
               Here is another wacky idea for you all, when the game was design originally the standard dice was 6 sided or d6 for short.
             But that was years ago,and things change due to evolution and technology,so what I propose is this, how about drawing up a set of charts using shock horror D12 DICE, hey you just double your 1-1, 2-1 etc in one swoop how cool is that, you could even have D20 DICE OR D30 DICE. Since the game is restricted to very few dice being rolled, you now have a much greater combat differential. This can be added as an options ?

Ok! I here you all say nuts, but sometimes you move with the times or stagnate.
Regards,
Graham.

I'm not retreating, I'm attacking in a different direction! Lewis B. "Chesty" Puller
bresh
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RE: Wacky options ideas land and sea

Post by bresh »

ORIGINAL: hellfirejet

Hey Folks,
               Here is another wacky idea for you all, when the game was design originally the standard dice was 6 sided or d6 for short.
             But that was years ago,and things change due to evolution and technology,so what I propose is this, how about drawing up a set of charts using shock horror D12 DICE, hey you just double your 1-1, 2-1 etc in one swoop how cool is that, you could even have D20 DICE OR D30 DICE. Since the game is restricted to very few dice being rolled, you now have a much greater combat differential. This can be added as an options ?

Ok! I here you all say nuts, but sometimes you move with the times or stagnate.

Raising the dice-size would just give alot more randomness witch is not always a good thing.

Regards
Bresh
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RE: Wacky options ideas land and sea

Post by Jonny_B »

Marshall,

What About:
Naval,
Corsairs, Sloops, and Ships of the Line (quality determine by country).

Army,
Light Cavalry, Light Infantry, Sharpshooters, Dragoons, Hussars etc. etc.

An some form of economic growth, metal cotton, trade skills, etc.

Have the leaders have certain attributes like cav (already exist), naval abilities, and defensive leadership abilities.



Jonny
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Marshall Ellis
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RE: Wacky options ideas land and sea

Post by Marshall Ellis »

:-0
So many things to add and so little time LOL!
I'm not sure I would have the time to get there.
 
 
 
 
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bresh
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RE: Wacky options ideas land and sea

Post by bresh »

I dont agree that EIA is a game that supposed to be going such into detail. Even deeper than CoG went...
IF it went there it would loose many.

Also defensive abilities for certain leaders etc are already in game.
Au/Tu/Ru/(Even GB when it comes to naval) have special bonuses on certain battles.

Regards
Bresh
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obsidiandrag
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RE: Wacky options ideas land and sea

Post by obsidiandrag »

I guess so... while we are on the idea of adding to the game, I would like to reiterate something brought up in another forum about Leaders..  I think there should be more...  even if only as an option for second class leaders available etc.. I would hate to think of a stack of british troops in 1805 just doing thier own thing without SOMEONE actually in charge until Wellington gets there... (by stack I mean the cav and guard corps LOL)
 
I like playing with the leader casualties (it adds a twist and a bit of unpredictability) but it does get interesting when you are trying to conduct a battle as Prussia and a leader dies...(since you only really have 2)...
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