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Antietam Scenario

+8
MajorByrd
SWeathers
kg_sspoom
Blaugrana
Cleburne
FlashmanKBE
Mr. Digby
Baldwin1
12 posters

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Post  Baldwin1 Mon Sep 10, 2012 9:34 pm

I would like to get some players together to play a stock Antietam Scenario this weekend since it is near the 150th anniversary. NSD has said they will release more than just the 11 hour scenario, but that may not happen till the 17th, I'm not sure. So I may craft a div vs div size one if we are not provided one on time which I'm thinking might be the case. Let me know if you are interested or if we should play a shortened time length version of the 11 hour scenario (like 2 1/2 hrs).

We are taking a week off from the FG saga since Martin will be out of town.
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Post  Mr. Digby Mon Sep 10, 2012 10:20 pm

I always liked the Burnsides Bridge scenario. Could that be converted to MP?
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Post  Baldwin1 Mon Sep 10, 2012 10:37 pm

Do you like the part where Hill saves the day or the earlier fighting? Or maybe we have time for both in 2 1/2 hours, most likely I would think.
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Post  FlashmanKBE Tue Sep 11, 2012 12:05 am

Count me in!
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Post  Mr. Digby Tue Sep 11, 2012 9:18 am

My preference is for the earlier fighting.
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Post  Cleburne Tue Sep 11, 2012 12:33 pm

Nothing like wanting the best of both worlds eh Mr Digby!
You want it all i see.The morning holds your preference, yet you desire to fight at Burnsides bridge!
The whole day it is then i guess.
Laughing
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Post  Mr. Digby Tue Sep 11, 2012 4:15 pm

No, just Burnsides Bridge. By "earlier fighting" I meant the scenario where Burnsides troops first attempt to effect a crossing. I didn't mean the morning fighting, just the 'early fighting' at the bridge.
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Post  Blaugrana Tue Sep 11, 2012 4:29 pm

Have you had any success with battles involving Burnside's Bridge, Martin?

I've tried once or twice, in SP, and it was frustrating, due to the possibility of fording the creek anywhere, IIRC. I love the idea, but the way the creek is realised in game is a killer. It's a long time since I played it, btw, so hope I'm not off the mark.

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Post  Mr. Digby Tue Sep 11, 2012 6:12 pm

You really have to avoid the creek and gird your loins and pour your men over the bridge just like Old Sideboards did. Its a fine line between throwing them over early and waiting for the units to come up but all the time the Reb defence gets stronger also. In an MP HITS game we could try the Stavely Variant too of course. It'd make an interesting game.

Of course in SP there's the objective stars to take and I think converting to MP we lose those...? Or am I wrong and its only the delayed scripting we lose - thus we must have a delayed action timer like we did at 1st Manchester.
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Post  Baldwin1 Tue Sep 11, 2012 6:57 pm

Well by pulling some strings, Little Powell should have the Burnside's Stubborn Bridge scenario under way and certainly ready by the weekend. This will save me a bunch of work Very Happy

The scenario is for 14 players but maybe if I have time I can edit it down to a 10 player or less scenario since that's closer to the number we usually get.
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Post  FlashmanKBE Tue Sep 11, 2012 8:34 pm

Baldwin1 wrote:Well by pulling some strings, Little Powell should have the Burnside's Stubborn Bridge scenario under way and certainly ready by the weekend. This will save me a bunch of work Very Happy

The scenario is for 14 players but maybe if I have time I can edit it down to a 10 player or less scenario since that's closer to the number we usually get.

Is there going to be a doodle or do we just turn up? Do I need to bring a bottle?
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Post  Baldwin1 Tue Sep 11, 2012 11:39 pm

I would thing it would be a 'show up' game since there is no mods and it is stock scenario. No briefings necessary unless you are Burnside Razz
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Post  Mr. Digby Wed Sep 12, 2012 12:32 am

Baldwin1 wrote:there is no mods
We'll use couriers and maps I hope? And Kevins flank fire mod, etc etc? In fact all our usual mods except the flags - In fact does Antietam use the early flags too?

I would like time beforehand if possible to do briefings so that the teams can try some clever tactics. That might just need 15 mins prior to the game starting, but either way we need to decide the teams beforehand for that to be possible.

What might be best would be to decide teams, then quickly open and run the scenario for 2 mins to see if everything is stable and no-one causes the game to crash, then back out and go to separate briefing rooms to discuss tactics before starting the game proper. Or we could split the sides into 2 TS channels to talk orders and tactics before we start but after we are all in-game. That way we find out at the beginning of the evening if the game is going to work rather than after a lot of prep time.

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Post  Cleburne Wed Sep 12, 2012 1:52 am

Some good idea's regarding pre scenario briefing's Digby.
I think this should be standard in some format or other.
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Post  kg_sspoom Wed Sep 12, 2012 2:17 am

Likely count me in.
Im on vacation till Monday and can
play almost any day.
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Post  Baldwin1 Wed Sep 12, 2012 2:23 am

So used to the Couriers and Maps, I meant any extra mods.
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Post  Mr. Digby Wed Sep 12, 2012 4:21 pm

http://www.norbsoftdev.net/forum/official-add-ons/50370-antietam-mp-scenarios-released#50370

Very Happy
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Post  Baldwin1 Wed Sep 12, 2012 6:15 pm

Looks great! It's what I asked for since we didn't want the 30 min variant. We can always extend the time as much as we want, cut the size down to 8-10 depending on amount of players. The game has up to 14 spots just fyi originally not counting cavalry.


Antietam Scenario Doodle Link

Looks like we're at 7 players if Steve joins and need two CinCs.


Last edited by Baldwin1 on Fri Sep 14, 2012 6:47 pm; edited 1 time in total (Reason for editing : update)
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Post  Mr. Digby Sat Sep 15, 2012 2:31 pm

Not sure people are seeing this game here Baldwin. It might help to put the doodle link in the Aranged Games section as well?
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Post  SWeathers Sun Sep 16, 2012 1:25 am

Howdy,
I recently participated in the 150th Anniversary of The Battle of Antietam, "Maryland My Maryland" and visited the battlefield. The regiment we portray is the 6th New Hampshire, Company E. and went to Burnside's Bridge, where our unit was involved. The whole experience was great and now I am looking forward to this battle. Smile
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Post  Cleburne Sun Sep 16, 2012 7:38 am

Howdy Weathers
Sounds great and look forward to seeing you there(at today's battle)
Hopefully if you could get in the lobby a little before the line up time then could check you have all the correct mods in place etc.
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Post  MajorByrd Sun Sep 16, 2012 5:28 pm

I was very much looking forward to the game, but I won't make it. My new roommate arrives at about 10pm cet and I'll have to step away from the keyboard to greet and talk to him a bit. I dont wanna disrupt the battle by that or spoil other people's fun. =( Maybe catch you in the next one. Have fun guys.
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Post  maym Sun Sep 16, 2012 7:18 pm

i am interested in taking part. I don't have the ts info though. I talked to Cleburne last night and I am interested in giving it a go.

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Post  FlashmanKBE Mon Sep 17, 2012 11:01 am

Well, how did it go yesterday? How many players? Good scenario? I'm sorry I missed out, but I want to know the details!
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Post  Mr. Digby Mon Sep 17, 2012 3:44 pm

We had 9 players show up but one (Baldwin, the Reb C-in-C) dropped about 30 mins in.

We found the scenario to be very unbalanced and the poor quality Union troops were driven away from the sunken lane quite easily. To be honest (and I think the Reb players will agree) it was not a very enjoyable scenario - the Union was much too weak to do anything effectively (my brigade collapsed in its first attack probably within 2 minutes) and the Reb players got bored stood behind their fences waiting while the Union division spent 30 minutes rallying to make a second attack. In my case that was a better co-ordinated one because I had artillery support close-in but my men were of such low quality they couldn't hit the proverbial side of a barn at 50 yards and so were driven back again a second time (as were the other 2 attacking brigades).

The Union side accepted defeat at this point.

The game also ran excruciatingly slowly at about 2 seconds for every 1 second on the game clock but this is a known feature of MP games on the Antietam map that involve more than a few players.

I personally would like to try the Burnsides Bridge scenario in MP but that would run painfully slowly as well I suspect.
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