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how about some details on gameplay

Posted: Fri Mar 26, 2004 11:41 pm
by Matt Erickson
unit sizes, casualty increments general things in the game that will make me wanna buy it.

RE: how about some details on gameplay

Posted: Fri Mar 26, 2004 11:45 pm
by pasternakski
Thanks for reading my mind, Matt. The product information says almost nothing about how the game plays - I suspect that it's not "Igo-Yugo" or "Igo-Yugo-Wego," but that tells me nothing about what it is.

If I don't know how to drive 'er, I ain't parkin' 'er in my garage.

RE: how about some details on gameplay

Posted: Sat Mar 27, 2004 12:49 am
by Capitaine
Gents, I think it's like a WEGO design, in that you give orders and the AI carries them out. You specify "objectives" for your units, and they move there at some variable rate while the enemy moves, too, toward his objectives, if any. Where paths intersect, a battle occurs.

Basic "unit" is a division, but likely you'll be ordering corps around, at least until you are more familiar with the system. The divisions take numeric losses that represent strength (so you do have incremental strength reduction, albeit not to the man, thank heavens!), and combat is handled fairly abstractly, akin to maybe a Zucker game, or perhaps like AH's old "1776" game, or "EIA", where each side elects a battle strategy.

The counters and map are attractive, but I've been annoyed a bit w/ map scrolling in that it's very, um, uneven? Hit or miss? Strange? But the map itself is nice showing the road net on which you'll conduct your campaign. Lots of detail to get into should you be inclined.

RE: how about some details on gameplay

Posted: Sat Mar 27, 2004 12:57 am
by FrankHunter
It is indeed a WEGO system.
Turns are a single day
The map scale is 6 miles per hex.
The maneuver elements are divisions and some brigades.
Players take the part of overall army commanders and send their orders usually to the corps headquarters but that can be overridden allowing orders to be sent directly to divisions.
Extensive supply and command rules
AI able to play either side.
Ability to fight battles using miniatures or anything else
Bridge demolition and construction
PBEM

Tried to find the right combination of playability and the right feel for Napoleonics. Although the game is bigger code-wise than my old ACW its got a much easier learning curve, mechanics-wise anyway.

RE: how about some details on gameplay

Posted: Sat Mar 27, 2004 1:18 am
by pasternakski
I'm sorry, I must not be making myself clear.

How does a turn proceed? Is the game stopped while the two sides enter their orders, then the turn is executed, as happens in UV? I have some vague recollection of an explanation that the game is, to a degree, RTS, in that things are happening while you are entering your orders and assessing the general situation - you must physically pause the game if you need breathing space.

Is either of these correct, or is something else the means of user interface?

RE: how about some details on gameplay

Posted: Sat Mar 27, 2004 2:33 am
by David Heath
Hi Pasternekski

We are having some AAR writen up that should give you a good feel for the game.

David

RE: how about some details on gameplay

Posted: Sat Mar 27, 2004 3:23 am
by Reiryc
ORIGINAL: David Heath

Hi Pasternekski

We are having some AAR writen up that should give you a good feel for the game.

David

Any plans for a virtual tour?

RE: how about some details on gameplay

Posted: Sat Mar 27, 2004 3:40 am
by FrankHunter
It is not an RTS where you are pausing the action. It is a WEGO system with 1 day turns. Once you have entered your orders you click on the execute button to do the next turn.

RE: how about some details on gameplay

Posted: Sat Mar 27, 2004 4:53 pm
by pasternakski
Ah. Thanks, Frank, you just pried open my wallet. I go now to the e-store, plastic in hand. I asked this because I have no previous experience with your games, though I have seen them and been intrigued. I just can't stand the "well, I'm over here fiddling with this, and meanwhile the situation is going to he11 on the other flank" approach to computer wargame design. For one thing, they aren't "real time," anyway. They only annoy you with having to get the stupid thing to stop while you figure out what you need to do - an indicator that "give orders, then execute the turn" is far better.

Thank you, too, David, I look forward to seeing those AARs. They should be very instructive.

(See what the almighty consumer can accomplish with a little whining?)

RE: how about some details on gameplay

Posted: Sat Mar 27, 2004 6:56 pm
by Bis
I can give you a quick AAR on the ULM campaign.

I set my Center of Ops and hospital at first at Ellwnagen. Ney and Lannes are forward already so I have them advance to the river and hold to serve as a hinge. I send Murat quicly to Augsburg across the Danube. The othe five corps swing like a gate south and southwest. The Austrians react slowly and make weak attacks on Lannes/Ney. I move Nappy to support. The other corps are living off caputered supplies.

Murat gets Augsburg and I order Soult and Davout there to support. I set a C of Ops there. Meanwhile, the corps in the east are unopposed. I detach divs from there to secure the many undefended towns.

The crisis comes the fifth day when the Austrians attack Augsburg. Soult comes in piecemeal and is badly handled but Augsburg holds. Reingorcements arrive and Austrians start surrendering.

I order Marmont in the East to turn south ttowards Munich. Grouchy is detached and takes Landshuts. I order Soult to rest. All other corps move southeast toward Munich.

Marmont wins the race to Munich and the Austrian Army is trapped between Augsburg and Munich. Austrian surrenders abound and I get a decisive victory 5 days before scenario's end

Minimal FOW

RE: how about some details on gameplay

Posted: Sat Mar 27, 2004 7:58 pm
by David Heath
ORIGINAL: Reiryc
ORIGINAL: David Heath

Hi Pasternekski

We are having some AAR writen up that should give you a good feel for the game.

David

Any plans for a virtual tour?

Hi Guys

The Virtual Tour is already in the works.

David

RE: how about some details on gameplay

Posted: Sat Mar 27, 2004 11:47 pm
by Matt Erickson
ORIGINAL: David Heath
ORIGINAL: Reiryc
ORIGINAL: David Heath

Hi Pasternekski

We are having some AAR writen up that should give you a good feel for the game.

David

Any plans for a virtual tour?

Hi Guys

The Virtual Tour is already in the works.

David

thanks guysI have'nt played a good napoleonics game in a good long while this looks very promising[8D] when abouts will the vitual tour be ready?

RE: how about some details on gameplay

Posted: Sun Mar 28, 2004 12:08 am
by David Heath
I do not have a date yet I will post something when I do.

David

RE: how about some details on gameplay

Posted: Sun Mar 28, 2004 10:42 am
by DoomedMantis
How many scenarios are there, and what sort of time frame are you looking at to play, from the AAR from above it looks as though the whole thing was over in 5 days?

RE: how about some details on gameplay

Posted: Sun Mar 28, 2004 3:44 pm
by Bis
There's about 5 0r 7 scenarios with all lasting over 20 turns. My AAr above is not indicative of difficulty as I was playing with minimal FOW and fighting against Mack, not a real challenge. Playing against Nappy with full FoW is a different case altogether. Havung saud that, I have doubts about the AI. I'll keep you informed.

RE: how about some details on gameplay

Posted: Sun Mar 28, 2004 4:29 pm
by Bis
Playing the Ulm campaign with Charles in command is much more challenging.

RE: how about some details on gameplay

Posted: Mon Mar 29, 2004 4:53 am
by Herr Colonel
I've tried full FOW in my first several games and it's quite an experience. As the French I never had trouble with the Austrians...so far anyway. That could always change. Just today (in my AAR) I recorded a rather expensive yet gratifying victory over the Austrians around Ulm.