Campaigns v3.04 AAR
Posted: Wed Dec 16, 2015 7:45 am
I still have to finish the previous AAR started in v3.03 and I had hoped to use v3.04, but due to the effect of fix #6 this version cannot be used in the existing game. I will finish the first AAR, but I wanted to demonstrate the changes in v3.04 and take the opportunity to see the game from the Coalition side.
If there are balance issues and Napoleon was indeed supreme at this period, it is difficult to see how the game can give a balanced approach and still remain historically correct, so playing the Coalition should give more of a challenge.
Campaigns on the Danube 1805 - 1809. Scenario: '1809 Variant: Charles' original plan' (1st Apr. - initially ending 10th May 1809, see 'Campaign') - Game v3.04.
French AI
Advantage - Neutral
FOW set- Hidden enemy units (unless detected by own units)
Set ‘Campaign’ on opening page, which extends the game ending from 10th May until 14th July 1809.
Mods in use : Chemkid map and counter mod.
Town ‘Banner’ two colour text mod (my own mod).
Objective route arrows changed to target circles (my own mod).
The Austrian units are likely to be more fragile than the French and therefore it is more important to make the best use of the attributes of the corps commanders to maximise the capabilities of the units. Must pay more attention to commander and unit capabilities (especially inexperienced green units).

Corps Ratings:
Administration – How quickly orders will be carried out – (modified by urgency stance).
Ability to reduce the effects of command stress
Lower rating will result in quicker loss of morale and unit shattering
Lower rating quicker build-up of command stress
Note: once shattered, a unit will break again more easily.
Inspiration – How quickly morale (confidence) can be restored among Corps units
Battle – Combat rating improves unit performance in battle (defines ‘Leadership Combat Modifier’)
Determines what battle strategies a commander is capable of performing (example: only commanders with a combat rating of 6, or more, can mount a counter attack)
The game flexibility enables the transfer of units between corps and create groupings to the best advantage to meet your strategy. With v3.04, units can now be transferred back to Army Commanders and could then form a reserve.
Patch v3.04 Fixes and Changes
1. Fixed Broken terrain display problem
2. Fixed “Label1“ display problem
3. Fixed loading saved game and clear weather map displayed when should be mud
4. Fixed issue of corps HQ following detached unit
5. Added the “h” hotkey to turn the hex-grid on and off
6. Fixed problem of lack of messengers.
(this last fix required changing the data footprint so previous saved games won't work with 3.04 unfortunately)
7. Made it easier to assign a corps to a separate supply depot than the rest of its army easier
8. Improved Austrian AI to make it more aggressive
9. Various minor bug-fixes (note : units can be transferred to Army Commanders)
I have noticed other changes, not noted above, and will comment as they appear in the game.
I have just returned from New Zealand and Christmas and New Year are rapidly approaching, so time is short and there will be a delay in progressing the AAR, but I hope that it will prompt some discussion on v3.04 and the game itself, now that the update and Chemkid's graphic mods have brought the game to a good state and well worthy of play.
If there are balance issues and Napoleon was indeed supreme at this period, it is difficult to see how the game can give a balanced approach and still remain historically correct, so playing the Coalition should give more of a challenge.
Campaigns on the Danube 1805 - 1809. Scenario: '1809 Variant: Charles' original plan' (1st Apr. - initially ending 10th May 1809, see 'Campaign') - Game v3.04.
French AI
Advantage - Neutral
FOW set- Hidden enemy units (unless detected by own units)
Set ‘Campaign’ on opening page, which extends the game ending from 10th May until 14th July 1809.
Mods in use : Chemkid map and counter mod.
Town ‘Banner’ two colour text mod (my own mod).
Objective route arrows changed to target circles (my own mod).
The Austrian units are likely to be more fragile than the French and therefore it is more important to make the best use of the attributes of the corps commanders to maximise the capabilities of the units. Must pay more attention to commander and unit capabilities (especially inexperienced green units).

Corps Ratings:
Administration – How quickly orders will be carried out – (modified by urgency stance).
Ability to reduce the effects of command stress
Lower rating will result in quicker loss of morale and unit shattering
Lower rating quicker build-up of command stress
Note: once shattered, a unit will break again more easily.
Inspiration – How quickly morale (confidence) can be restored among Corps units
Battle – Combat rating improves unit performance in battle (defines ‘Leadership Combat Modifier’)
Determines what battle strategies a commander is capable of performing (example: only commanders with a combat rating of 6, or more, can mount a counter attack)
The game flexibility enables the transfer of units between corps and create groupings to the best advantage to meet your strategy. With v3.04, units can now be transferred back to Army Commanders and could then form a reserve.
Patch v3.04 Fixes and Changes
1. Fixed Broken terrain display problem
2. Fixed “Label1“ display problem
3. Fixed loading saved game and clear weather map displayed when should be mud
4. Fixed issue of corps HQ following detached unit
5. Added the “h” hotkey to turn the hex-grid on and off
6. Fixed problem of lack of messengers.
(this last fix required changing the data footprint so previous saved games won't work with 3.04 unfortunately)
7. Made it easier to assign a corps to a separate supply depot than the rest of its army easier
8. Improved Austrian AI to make it more aggressive
9. Various minor bug-fixes (note : units can be transferred to Army Commanders)
I have noticed other changes, not noted above, and will comment as they appear in the game.
I have just returned from New Zealand and Christmas and New Year are rapidly approaching, so time is short and there will be a delay in progressing the AAR, but I hope that it will prompt some discussion on v3.04 and the game itself, now that the update and Chemkid's graphic mods have brought the game to a good state and well worthy of play.













