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1st Experience

Posted: Sat Apr 11, 2020 10:25 am
by William the Silent
So I got TOAW IV a while ago when I had to stay home from work because of the Carona virus outbreak.
I'm a (mostly) Napoleonic wars fan, but WW2 I love too.

I found out TOAW has 0.25km/hex too, so I wanted to give it a try because there is no other good 2D Napoleonic game out there with total game editor (you have to keep your game sell-able).

So I wanted to try some Napoleonic battles/campaigns even though people keep saying TOAW is operational. TOAW has all the tools to simulate the musket era warfare (exp. the infantry fire fight and LOS) at a non operational level. Everything can be simulated if you work the TOAW engine, I believe.

So I wanted to create the Waterloo Campaign, at 0.215km/hex, 6 part/1 hour turns, on a total campaign map, at battalion level in Divisions.
I have created the map (from Kevin Zucker's Napoleon's last Gamble) and the OOB and now I'm testing the warfare on the small battle of Quatre-Bras.

I must say I'm very satisfied with the result. I didn't want the losses to go over about 20% in a unit after battle (realistic/historic), because they had to be able to fight another battle at Waterloo. And the French had to be able to push the Dutch back to almost collapse before reinforcements come in.

I do not 100% understand all the possibilities of the game engine yet, but I got the almost exact result that I wanted.
The Dutch are pushed back with limited losses to almost collapse. With the ability to split up units you can simulate the skirmish ability of units, or spread out a unit over more places like in the real situation.
That way I could make the 27th Dutch Jager cover a wide area and they hold out real good to delay the enemy without extreme losses. The 900 men Nassau battalions also could cover more then 215m in the woods.

So TOAW IV can be used at strategic and tactical level warfare, I believe. To me it's very acceptable.

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RE: 1st Experience

Posted: Sat Apr 11, 2020 11:40 am
by cathar1244
Nice work.

At some point, you could create a .col file to have counter colors (somewhat) match the uniforms used by various regiments.

Cheers

RE: 1st Experience

Posted: Sat Apr 11, 2020 11:40 am
by Zovs
Looking forward to your creation, I like the OSG games.

RE: 1st Experience

Posted: Sat Apr 11, 2020 1:09 pm
by William the Silent
At some point, you could create a .col file to have counter colors (somewhat) match the uniforms used by various regiments.
It's hard to make the right choice on colors with the TOAW basics. Like this I have to use free supply, or have all formations have a supply units (actually realistic).
But there still is so much work to do to get this thing working, I'll wait with editing pictures.
But it would be very nice.

All counters like the OSG ones [:D]
Something like this:


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RE: 1st Experience

Posted: Sat Apr 11, 2020 1:22 pm
by William the Silent
Looking forward to your creation, I like the OSG games.
The OSG version is 0.5km/hex and brigade level.

This one will still take some time.
Getting all the marching times match the reality. And still I'm exploring the TOAW engine's inner workings.
I'm glad they didn't have air warfare then.

But playing out the campaign with Fog of War might be very interesting. You'll have to split up your cavalry to explore the map and find out where the enemy is. And how big.

RE: 1st Experience

Posted: Sat Apr 11, 2020 1:31 pm
by Curtis Lemay
I'll repeat these parameter settings from my Shiloh 1862 scenario:

Hex Conversion Cost is 0
Entrenchment Rate is 0
Combat Density Penalty is 5
Supply Cost of Movement is 0
Readiness Cost of Movement is 0

I would recommend them for this subject. You need to get rid of those red dots, prevent units from digging in, and consuming supply and readiness just from moving.

RE: 1st Experience

Posted: Sat Apr 11, 2020 1:34 pm
by William the Silent
ORIGINAL: Curtis Lemay

I'll repeat these parameter settings from my Shiloh 1862 scenario:

Hex Conversion Cost is 0
Entrenchment Rate is 0
Combat Density Penalty is 5
Supply Cost of Movement is 0
Readiness Cost of Movement is 0

I would recommend them for this subject. You need to get rid of those red dots, prevent units from digging in, and consuming supply and readiness just from moving.
I already considered them from your other post. Thanks.
There is a lot to learn.
That Combat Density Penalty should be nice if you blast your cannon balls into these stacked units.

RE: 1st Experience

Posted: Sat Apr 11, 2020 2:30 pm
by Lobster
ORIGINAL: William the Silent

That Combat Density Penalty should be nice if you blast your cannon balls into these stacked units.

Ouch


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RE: 1st Experience

Posted: Sat Apr 11, 2020 3:19 pm
by William the Silent
I never understood these soldiers, that kept fighting these horror battles from hell, for their emperors.

Marching to the end of the earth in extreme heat and dust to have to retreat back through every possible horror of the winter and enemy revenge.

RE: 1st Experience

Posted: Sat Apr 11, 2020 4:58 pm
by Curtis Lemay
ORIGINAL: William the Silent
ORIGINAL: Curtis Lemay

I'll repeat these parameter settings from my Shiloh 1862 scenario:

Hex Conversion Cost is 0
Entrenchment Rate is 0
Combat Density Penalty is 5
Supply Cost of Movement is 0
Readiness Cost of Movement is 0

I would recommend them for this subject. You need to get rid of those red dots, prevent units from digging in, and consuming supply and readiness just from moving.
I already considered them from your other post. Thanks.
There is a lot to learn.
That Combat Density Penalty should be nice if you blast your cannon balls into these stacked units.
Cannon balls - even grapeshot - are not HE.

RE: 1st Experience

Posted: Sat Apr 11, 2020 7:07 pm
by William the Silent
I'm still working on how I'm going to create realistic representation of the artillery. I guess you can use projectile weight. 12Pdr would be 6kg etc.
Battery should not be killing hundreds of men per hour.