Bayonet charges

Panther Games' Highway to the Reich revolutionizes wargaming with its pausable, continuous time game play and advanced artificial intelligence. Command like a real General, under real time pressures to achieve real objectives on a real map all within the fog of war. Issue orders to your powerful AI controlled subordinates or take total control of every unit. Fight the world's most advanced AI opponent or match wits against your friends online or over a LAN. Highway to the Reich covers all four battles from Operation Market Garden, including Arnhem, Nijmegen, Eindhoven and the 30th Corps breakout from Neerpelt.

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Richmond516
Posts: 22
Joined: Sun Feb 08, 2004 4:44 am

Bayonet charges

Post by Richmond516 »

Just wanted to ask. Lets say for my WW1 scenario I have taken out the SMGs and LMGs and HMGs for the 'line' units so each side is armed generally with Bolt Action Rifles. When I play the game, my side is armed the way I've edited them but the other side says it has all these anachronistic weapons. Does the game discard my edited changes or is this all Fog of War?

Also, does the game simulate bayonet charges or all out assaults on positions?

Thanks,
Tom Richmond
KNac007
Posts: 177
Joined: Thu Mar 14, 2002 11:04 pm

RE: Bayonet charges

Post by KNac007 »

I think the best you can do to simulate a bayonet charge, a part of taking out LMG/SMG/HMG (maybe you should keep HMG and reduce it's number/effects? as they were allready existant but in low numbers and were worse... unless you have separated HMG units), is to order an attack with max aggro and max/high loses and it will work.

With the current game, at least that is my experience, in open/semi-open ground line units rarely get in very-close combat, but one of the units (attacker or defender) retreats or rout before they do, but that is because weapons are longer range and more firepower and enganging begins earlier, but you shouldn't have any problem if you removed the more powerfull weapons or reduced their effects.
Golf33
Posts: 701
Joined: Sat Mar 29, 2003 6:54 am
Location: Canberra, Australia

RE: Bayonet charges

Post by Golf33 »

The Assault task type (which your units adopt as part of an Attack task) is a combination of fire and movement and bayonet charge. In general it is quite unusual for an attack to actually be pressed home with the bayonet; usually either the attackers get shot down at a distance and never close, or the defenders lose their nerve and retreat before they get to taste cold steel. Assaulting units prioritise movement over fire, so it's a pretty good model for what happens in an attack/charge.

I just checked and you can remove weapons from a unit, but only as long as you leave the unit strength at 100%. This works for both sides. If you change the unit strength, the game will always reequip the unit with weapons in proportion to its strength.

It is possible that you will get intel reports during the game that show weapons that are not in fact possessed by the other unit, this is normal and in fact an intentional design feature.

Regards
33
Steve Golf33 Long
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Tactics
Posts: 324
Joined: Sun Oct 27, 2002 11:52 pm
Location: USA
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RE: Bayonet charges

Post by Tactics »

Tom, Im curious how you're going about creating your mod. Are you using the scenario editor to change what units have for equipment? If so, would you mind elaborating on how thats going etc? I'd be interested in A) Helping out with a modding project B) Getting some tips from someone who has already started one.

Panther peoples, Is there a utility that can be used to unpack, edit and then repack the game files? For example, if I wanted to edit the graphics on the counters that represent the units...how would I go about doing that? I dont expect hand holding, but just a general nudge in the right direction would be great.
Golf33
Posts: 701
Joined: Sat Mar 29, 2003 6:54 am
Location: Canberra, Australia

RE: Bayonet charges

Post by Golf33 »

It's not possible. The only aspects of the game that are user-editable are:

- Scenarios
- Maps
- Sounds (wav files, in the Sounds folder)
- Map graphics (bmp files, in the Graphics/Map folder)
- Explosion graphics (bmp files, in the Graphics/Expl folder)

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Steve Golf33 Long
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Richmond516
Posts: 22
Joined: Sun Feb 08, 2004 4:44 am

RE: Bayonet charges

Post by Richmond516 »

Thanks Steve, thought that was the case but I was worried that one side or the other might be getting more firepower back than would be historically possible. So as long as I make changes that stick in the scenario editor - they should stick right? It's best to keep unit strength at 100% but I've found that the game SOMETIMES and with different units lets me set strengths at 50% or 200/300% - sometimes.

Tactics, I'm basically just playing around with this wonderful gaming system using the tools already included - scen editor and map editor. I'm no where NEAR an expert (gotta go to Steve for that! :) anyways...) but I've been able to do simple maps and I'm trying to set up a battle based on the 31st Division's (York & Lancaster Pals) attack on Serre during the Somme battles and another in the planning on Gallipoli.

Well I think we're all learning together and I'll help out if I can. :)

Cheers,
Tom
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