Call to Arms
Posted: Thu Dec 08, 2011 10:22 pm
After two years in development I’m finally able to release my newest scenario, Call to Arms. It can be found over at the RD site: http://www.the-strategist.net/RD/scenar ... ll-to-Arms.
Call to Arms covers the entire American Revolution, and let me tell you it was a bear to make. Tile and database modifications are not my strong suits but I had to do plenty of both here. It's not enough to come up with semi-accurate OOB's and toss them on a map. I wanted it to "feel" right for the period.
The basic scenario data is as follows:
Turns: 129
Turn Scale: 1 month
Calendar: April 1775 to December 1785
Map: Colonial America, Canada, map-edge staging areas for Halifax, West Indies, and Cuba
Map scale: 5km
Forces: British, Hessian, Loyalist, Indian, American, French, and Spanish
Basic Unit size: Regiment/Battalion
Basic Formation size: Brigade
Enhancements: Modified XIX Century database, terrain and unit tiles
Scenario Version: 1.0
TOAW Version: 3.4
Play modes: Hotseat, PBEM, American PO, British PO
Notwithstanding the 5km scale, the scenario is a strategic level simulation. Here's a few of the features I put in to help capture the essence of the conflict:
1. American militia have withdrawal events which withdraw the unit when it’s enlistment period is up.
2. The British have additional units that can be called in from other theatres.
3. The Event Engine Variable (EEV) is used to trigger French and Spanish involvement.
4. Enhanced weather effects occur during winter turns to reflect the period doctrine of suspending the campaign during winter months.
5. There is an extended game option. If a victory is not achieved by 1782 then the game will continue until 1785, or until one side achieves a certain victory level, whichever comes first.
6. Supply modifications to reflect the period. Loss of British naval units will reduce British supply, while capture/loss of ports will affect American supply. American foundries are also represented and their capture by the British will reduce American replacements.
7. Indians allied to the British are fully represented, to include conditions for activation and withdrawal. Tribes allied with the Patriots are also represented.
8. Heavily modified graphic tiles for unit icons and certain terrain features give the scenario a visual twist.
I used about 800 events trying to simulate what I felt were essential characteristics of that unique war. Make sure to read the full briefing, Call to Arms.doc, before playing the scenario. Hope you enjoy it and feel free to email me with comments or suggestions. I'm especially interested to hear from any Revolutionary War buffs out there.
Curt
Call to Arms covers the entire American Revolution, and let me tell you it was a bear to make. Tile and database modifications are not my strong suits but I had to do plenty of both here. It's not enough to come up with semi-accurate OOB's and toss them on a map. I wanted it to "feel" right for the period.
The basic scenario data is as follows:
Turns: 129
Turn Scale: 1 month
Calendar: April 1775 to December 1785
Map: Colonial America, Canada, map-edge staging areas for Halifax, West Indies, and Cuba
Map scale: 5km
Forces: British, Hessian, Loyalist, Indian, American, French, and Spanish
Basic Unit size: Regiment/Battalion
Basic Formation size: Brigade
Enhancements: Modified XIX Century database, terrain and unit tiles
Scenario Version: 1.0
TOAW Version: 3.4
Play modes: Hotseat, PBEM, American PO, British PO
Notwithstanding the 5km scale, the scenario is a strategic level simulation. Here's a few of the features I put in to help capture the essence of the conflict:
1. American militia have withdrawal events which withdraw the unit when it’s enlistment period is up.
2. The British have additional units that can be called in from other theatres.
3. The Event Engine Variable (EEV) is used to trigger French and Spanish involvement.
4. Enhanced weather effects occur during winter turns to reflect the period doctrine of suspending the campaign during winter months.
5. There is an extended game option. If a victory is not achieved by 1782 then the game will continue until 1785, or until one side achieves a certain victory level, whichever comes first.
6. Supply modifications to reflect the period. Loss of British naval units will reduce British supply, while capture/loss of ports will affect American supply. American foundries are also represented and their capture by the British will reduce American replacements.
7. Indians allied to the British are fully represented, to include conditions for activation and withdrawal. Tribes allied with the Patriots are also represented.
8. Heavily modified graphic tiles for unit icons and certain terrain features give the scenario a visual twist.
I used about 800 events trying to simulate what I felt were essential characteristics of that unique war. Make sure to read the full briefing, Call to Arms.doc, before playing the scenario. Hope you enjoy it and feel free to email me with comments or suggestions. I'm especially interested to hear from any Revolutionary War buffs out there.
Curt

