very nice! Can't wait to try this! only feedback I got on the counters is maaybe making a bigger difference between inf/cav/art, so for example cavalry could have a red outline around the sword image, artillery could have a black outline around the gun image etc, now it's a bit too hard to distinguish different units.
I truly hope you can avoid the Modder's Curse for big projects where real life overrides important things like computer wargaming [:)]
A strategic level Napoleonics game is really needed.
The others available all have issues:
Empire in Arms - good, but engine has aged
Total War Napoleon - RTS ... weak macro game ...
Wars of Napoleon - good but also sluggish and buggy ...
It's too bad Fury and Slitherine can't sub-contract you and make this official DLC - for a really good implementation of this - I would pay full game price.
Good Luck !
Man schlägt jemanden mit der Faust und nicht mit gespreizten Fingern !
The most time consuming was making the map as I did change the scale to roughly 20kms/hex
Research and data collecting is also a big part of the job.
The map is on good progress so far, mainly terrain had to be fine tuned and few inner lakes to do.
I keep USA east coast on hold (as it wil not be required before 1812)
Next task(s)
- working on units stats (to see how combat mechanics will work for Napo era)
- 1805 OOB is complete for France,Russia,Austria (will need some balancing adjustement for sure)
- Starting some script for 1805-1807 period (will need to go step by step)
- Thinking about research items to be represented in the campaign.
- Naval aspect and convoy routes to be defined
The most time consuming was making the map as I did change the scale to roughly 20kms/hex
Research and data collecting is also a big part of the job.
The map is on good progress so far, mainly terrain had to be fine tuned and few inner lakes to do.
I keep USA east coast on hold (as it wil not be required before 1812)
Next task(s)
- working on units stats (to see how combat mechanics will work for Napo era)
- 1805 OOB is complete for France,Russia,Austria (will need some balancing adjustement for sure)
- Starting some script for 1805-1807 period (will need to go step by step)
- Thinking about research items to be represented in the campaign.
- Naval aspect and convoy routes to be defined
ect....
Best of luck on this endevour. I applaud the ambition and will definitely take it for a spin when it is ready.
This is just a suggestion but there is an old Avalon Hill board game called War and Peace. The countries started with a fixed force pool and every year the major could add more units to the force pool. I believe every factor represented 5ooo men. You could take the force pool size by the year, by country and convert to your scale. It would reduce the amount of the research needed.
Birdman
It's just like shooting squirrels, only these squirrels have guns
This is just a suggestion but there is an old Avalon Hill board game called War and Peace. The countries started with a fixed force pool and every year the major could add more units to the force pool. I believe every factor represented 5ooo men. You could take the force pool size by the year, by country and convert to your scale. It would reduce the amount of the research needed.
Thanks Birdw,
Thats actually what I did, in fact a mix of W&P OOB and Nafziger datas for corps/division units name.
Game Duration:
1805 to 1815
Maybe roughly divided in 3 chapters to reduce numbers of playing turns.
1805-1807 (Ulm to Tilsit)
- 1805 Campaign against Austria (with Russia)
- 1806 Campaign in Italy (Naples/Russia/UK)
- 1806-1807 Campaign against Prussia (with Russia)
1807-1812
- Peninsular war Part I
- Russo Swedish war
- Campaign against Austria 1809
- Walcheren expedition
- Russo Turkish war
1812-1815
- Peninsular war Part II
- War 0f 1812 (USA east coast,Canada)
- Russian Campaign 1812
- War of liberation 1813
- Campaign of France 1814
- The hundred days and Waterloo
MAP:
330x208 hexes (roughly 20 kms per hex)
New Gfx (19th century boardgame orientated)
New terrain (light woods, low hills).
Timescale:
Simultaneous and seasonal
summer/Fall/Spring 1turn = 1 week
winter 1turn = 2 weeks
will need evaluation and fine tuning....
Major countries:
France
Austria
England
Spain
Russia
Sweden
Prussia
Ottoman Empire
Denmark
USA
and too many minors to be resumed here
Special rules:
No operationnal move (will not be realistic to move a unit from Madrid to smolensk in 1 turn, and of course no railroads)
Forced march will be adjusted to 25/50% AP gain (under testing)
HQ will not be reformable (so a particular care about high rate leaders has to be considered)
Entrenchement will be drasticaly reduced except on fortress (Napoleonic war is much oriented on open ground and mobile warfare)
Supply (will see how things will behave)
No Artillery unit: due to game scale, I decide that Artillery (except siege) will be abstracted via manual upgrades.
more to come ....
unit type/size and special abilities: HQ:
Command range 2 Hex (so they will have to be close to action, as orders were dispatched by ADC or "estafettes"). Garrison (III):
around 1000-2000 men ("static" defense unit) Militia INF (X):
up ot 4000 men (Conscripts, Landwher, Opolchenie) levy troops with lower stats than line troops Militia CAV (X):
up to 1000 men (Landwher Cav, Russian Cossaks) levy troops with lower stats than line troops Line INF (XX):
up to 10000 men (Regular Infantry), Some artillery support can be added via manual upgrade Line INF (XXX):
around 20000-30000 men (Regular Infantry), Some artillery support can be added via manual upgrade Line CAV (XX):
up to 5000 men (Light Cavalry and dragoons), Recon ability and pursue units (2 strikes) Elite INF (XX):
up to 10000 men (Combined Grenadiers, Janissary), schock Infantry with better stats than regular troops Sapeurs (II):
around 500-1000 men, Can built redoubt, but also used as a Siege unit (de-entrenchement + ressources damage) Guerrilla (II):
Partisan unit (mainly deploy in Spain, Russia via script) Siege Arty (II):
range 1 Hex (de-entrenchement + ressources damage) Coastal Bty (II):
range 1 Hex (damage only Naval units, as usually sea oriented) Marine Infantry (X):
up ot 4000 men (Landing Capability) Guard Infantry(XX):
up to 10000 men (Mainly France and Russia will be able to purchase) Guard Cavalry (X):
up to 2000 men (Mainly France and Russia will be able to purchase) Heavy Cavalry (XX):
up to 4000 men(Cuirassiers, Carabiniers,Heavy Dragoons), schock cavalry with better stats than regular troops Fleet:
up to 10 ships of the line Squadron:
up to 5 ships of the line Corsairs:
Raiding convoy ability
Research: (under Dev) Manual upgrades:
Infantry combat upgrade
Cavalry combat upgrade
Naval combat upgrade
Artillery Park upgrade (1 for INF Div, 2 for INF corps)
Siege Artillery upgrade
Recon (increase spotting range, for HQ and Cavalry) Automatic upgrades:
Recruitment: (increase built limit for particular units)
Command: increases leader rating
Manufacturing: (decrease unit ugrade cost)
Industry: (increase MPP collection)
ect.....
Sipres, I love these land units! They look very elegant and therefore fit perfectly with the Napoleonic scenario.
Only one small note: The symbol for the garrison, in contrast to all other signs, looks a little bit set. Have you ever tried to make the center of the stylized fort in the respective counter color, in the basic color of the bright crosswise stripes or in total dark?
Surely only a matter of personal preference: The presentation of the maritime units in your Hi-Res mod is fantastic. Something comparable would probably match very well with the bright stripes of the land units. Your current "countercut" may result in a bit too much "3D" unit. Just a thought...