ORIGINAL: Ostwindflak
I just got caught up on Rasputitsa's AAR. An intriguing game. I have a few questions for the vets of this game.
1. How well are low supply effects handled? (I did not see anything in Rasputitsa's AAR about the Austrian Army being effected by him capturing a ton of supply)
2. Does Chemkid's mod for counters work with the stock map?
3. How skillful is the AI? (Does it present a challenge in terms of maneuvering and strategy or does it just get handicap bonuses?)
Thanks for any answers.
1. I cannot tell how the Austrian army is affected because of FOW, but lack of supply will make your units vulnerable :
Manual extract
12.7 LACK OF SUPPLY
Divisions that go into combat without supplies fight at a
reduced strength and will surrender if decisively beaten
(i.e. forced to withdraw before darkness falls). Units
without supply suffer increased attrition and less chance of
recovering stragglers.
This is a new version of an older game and has only really been fully playable since v3.03 was issued last month and the AAR is only a limited experience of the game, but I have learnt enough to know that supply is important. You will see from the AAR that I have left supply under computer control, but with the opportunity to add commands of my own, a combination which I find pleasing and realistic. The FOW effects are challenging, as you have limited information on enemy units, but those enemy units that have been cut off from supply have finally surrendered rather than continuing to retreat.
The effects of low supply can be seen in the destruction of Austrian VI corps, cut off on the South bank of the Danube, as after successfully evading Massena for several days, they are brought to combat and starting from post #24 (turns 23-27) you see the disintegration and surrender of the corps units. I have not written up the following turns yet, but the Austrian cavalry fades away unsuccessfully attempting to force a crossing to escape at DEGGENDORF.
I have nearly two game weeks left to play through (waiting for v3.04), before the scenario ends, I will not know how badly affected the Austrian army is, until the final combat commences, and it will depend on how much supply was already stockpiled in PILSEN. Intriguing it certainly is !
2. The maps, counters and town names (banners) are all different components in the graphic folders and can be applied separately. You can take any, or all, of the mods.
3. The AI is behaving as I would expect the Austrian army to behave, it has sometimes been hesitant, sometimes more aggressive, but you soon find that caution is often the best strategy, a rash move could be very costly. Napoleonic armies are easy to break and there is no quick way out, if things start to go wrong.
The AI had a strategy which I think I thwarted, but it has left some of the French corps very tired (some exhausted), with many stragglers, it will be 'a close run thing' to get them back into action for the finale.
The game is not perfect and v3.04 is due out anytime, hopefully with more improvements,
Chemkid's mods have improved the 'look' of the game and my personal opinion is very favourable.
Even with the outstanding issues that I have described in the AAR, I have found this a very enjoyable and challenging game.[:)]