Campaigns v3.03 AAR
Posted: Sun Jun 21, 2015 7:19 am
Campaigns on the Danube 1805 - 1809. Scenario: '1809 Variant: Charles' original plan' (1st Apr. - 10th May 1809) - Game v3.03.
Coalition AI
Advantage : neutral
FOW set- Hidden enemy units (unless detected by own units)
Known issues -
Corps commanders tend to follow units which you have ordered to detach from their corps, rather that stay with the main corps units on the set objective, as a work around: avoid using detach commands, or only detach from corps which are not on vital objectives.
Terrain display error, town hexes are showing correctly, but otherwise all hexes above row xx,16 mainly show 'Broken', hex rows below that row show 'Clear', irrespective of the displayed terrain. This is not a game breaker as rivers, bridges and towns are the terrain features with most strategic significance and they are correct.
When reloading a game-save of a mud turn, the game does not select the mud map. Keep notes on the start of turn situation when the map is correct.
Addition - Display issue with unit counter and red box showing number of stragglers in red numerals, which are not visible : see posts #16 and 17.
These issues do not markedly affect the enjoyment of the game, as long as they are taken into account and don't come as a surprise.
The developer is aware of these issues and hopefully they will be resolved, therefore, as v3.03 has just been released (3rd. June 2015), support for this game is active and ongoing. There has been an announcement of the Matrix Forum that v3.04 is soon to be released, which may deal with some or all of these items.
Not having played the game for some time, this has been something of a re-learning experience. Previous game versions sometimes had the wrong national counters displayed, which meant it wasn't worth playing, now that this issue is resolved with v3.03, the game is back on the front burner and fully playable.
Using Windows 8.1/Windows 10 - 28in. touch screen also Windows 7 - 18in. laptop, and 10.1in. mini laptop, game is stable, no system issues. Game has 12x screen definition options, between 1024x768 and 2560x1600
'Campaigns' runs in a window, so you can have other windows open in the background, Game Manual, or 'Word/Notepad' file to keep records, reminders and notes
I am going into some detail, because this looks like a simple game, which it is, simple to operate that is, but much more difficult to play well. The effort does not go into making the game work, a common problem with many mega-games; the phrase 'steep learning curve' comes to mind with micro-managing games. In 'Campaigns' the game functions are simple; the effort goes into getting the strategy right, which is just where it should be in a good wargame. A simple operating system which leads to potentially complex decisions - 'It's all in the strategy'. This game exercises your mind, rather than your fingers.
The game is operating on Daily turns and automatically has orders delay
Game scenario notes : In this scenario the Austrian forces are setup roughly according to the Archduke Charles original plan for the campaign, which was attacking out of Bohemia and taking the French in the flank and cutting them off from their bases.
Comment: It would be difficult to assemble a large army in Bohemia, without it being noticed, so I have some idea that there may be major enemy activity from PILSEN.
You could set the game FoW as ‘Reports Only’, in which case enemy units are not initially seen, but selecting the ‘Intelligence Report’ button provides reports of numbers of enemy troops seen and where, with some false reporting thrown in. This is an extreme realism setting and I have chosen to use the intermediate FoW setting of ‘Hidden Units’, which will show some enemy units on the map with limited information.
For this AAR, battles will be resolved by the computer, when using this choice, whenever a battle arises the player will have an opportunity to set the general tactics for the units involved, such as withdraw, or frontal assault and options in between. The available tactical choices will depend on the stance the units have been given in their original orders, as units with withdraw orders will not have the option to choose frontal assault in battle and similarly for more aggressive orders, withdrawal will not be an option.
The alternative the game offers is to resolve battle with miniatures and then input the battle results, so that the game can continue, but I have never used this.
Start the game.
Coalition AI
Advantage : neutral
FOW set- Hidden enemy units (unless detected by own units)
Known issues -
Corps commanders tend to follow units which you have ordered to detach from their corps, rather that stay with the main corps units on the set objective, as a work around: avoid using detach commands, or only detach from corps which are not on vital objectives.
Terrain display error, town hexes are showing correctly, but otherwise all hexes above row xx,16 mainly show 'Broken', hex rows below that row show 'Clear', irrespective of the displayed terrain. This is not a game breaker as rivers, bridges and towns are the terrain features with most strategic significance and they are correct.
When reloading a game-save of a mud turn, the game does not select the mud map. Keep notes on the start of turn situation when the map is correct.
Addition - Display issue with unit counter and red box showing number of stragglers in red numerals, which are not visible : see posts #16 and 17.
These issues do not markedly affect the enjoyment of the game, as long as they are taken into account and don't come as a surprise.
The developer is aware of these issues and hopefully they will be resolved, therefore, as v3.03 has just been released (3rd. June 2015), support for this game is active and ongoing. There has been an announcement of the Matrix Forum that v3.04 is soon to be released, which may deal with some or all of these items.
Not having played the game for some time, this has been something of a re-learning experience. Previous game versions sometimes had the wrong national counters displayed, which meant it wasn't worth playing, now that this issue is resolved with v3.03, the game is back on the front burner and fully playable.
Using Windows 8.1/Windows 10 - 28in. touch screen also Windows 7 - 18in. laptop, and 10.1in. mini laptop, game is stable, no system issues. Game has 12x screen definition options, between 1024x768 and 2560x1600
'Campaigns' runs in a window, so you can have other windows open in the background, Game Manual, or 'Word/Notepad' file to keep records, reminders and notes
I am going into some detail, because this looks like a simple game, which it is, simple to operate that is, but much more difficult to play well. The effort does not go into making the game work, a common problem with many mega-games; the phrase 'steep learning curve' comes to mind with micro-managing games. In 'Campaigns' the game functions are simple; the effort goes into getting the strategy right, which is just where it should be in a good wargame. A simple operating system which leads to potentially complex decisions - 'It's all in the strategy'. This game exercises your mind, rather than your fingers.
The game is operating on Daily turns and automatically has orders delay
Game scenario notes : In this scenario the Austrian forces are setup roughly according to the Archduke Charles original plan for the campaign, which was attacking out of Bohemia and taking the French in the flank and cutting them off from their bases.
Comment: It would be difficult to assemble a large army in Bohemia, without it being noticed, so I have some idea that there may be major enemy activity from PILSEN.
You could set the game FoW as ‘Reports Only’, in which case enemy units are not initially seen, but selecting the ‘Intelligence Report’ button provides reports of numbers of enemy troops seen and where, with some false reporting thrown in. This is an extreme realism setting and I have chosen to use the intermediate FoW setting of ‘Hidden Units’, which will show some enemy units on the map with limited information.
For this AAR, battles will be resolved by the computer, when using this choice, whenever a battle arises the player will have an opportunity to set the general tactics for the units involved, such as withdraw, or frontal assault and options in between. The available tactical choices will depend on the stance the units have been given in their original orders, as units with withdraw orders will not have the option to choose frontal assault in battle and similarly for more aggressive orders, withdrawal will not be an option.
The alternative the game offers is to resolve battle with miniatures and then input the battle results, so that the game can continue, but I have never used this.
Start the game.