Latest topics
» Impromptu Games
by Uncle Billy Today at 2:26 pm

» Can you see what it is yet?
by Mr. Digby Today at 1:46 am

» Map Modding Q&A
by Mr. Digby Sat Aug 19, 2017 6:34 pm

» Army level rules?
by Tim Carne Sat Aug 19, 2017 5:12 pm

» Chancellorsville North map - Polish winter
by rschilla Wed Aug 09, 2017 9:37 pm

» 2017 k/spiel game schedule
by Martin Tue Aug 08, 2017 7:40 pm

» 30 Free Scenarios for Kickstarter backers of General Staff
by Dr Ezra Sidran Sun Aug 06, 2017 8:35 pm

» Crop sprites
by Didz Sun Aug 06, 2017 12:17 pm

» AARs - post here all after battle comments and replay files
by Miko77 Thu Aug 03, 2017 8:58 am

» KS Map Modding Project
by rschilla Tue Aug 01, 2017 2:23 am

» Chickamauga conversion to Germany
by Mr. Digby Sun Jul 30, 2017 7:04 am

» How to import scanned maps into the General Staff wargaming system.
by Dr Ezra Sidran Sat Jul 29, 2017 2:43 pm

Statistics
We have 970 registered users
The newest registered user is Eagle Tsui

Our users have posted a total of 23835 messages in 1909 subjects
Keywords

scenario  maps  stock  camera  battles  

Log in

I forgot my password


Waterloo 3 HITS/GCM Event: Battle Details and Mod Requirements

View previous topic View next topic Go down

Waterloo 3 HITS/GCM Event: Battle Details and Mod Requirements

Post  WJPalmer on Tue Jul 23, 2013 8:17 pm

http://forum.kriegsspiel.org.uk/t802-special-waterloo-iii-hits-gcm-event-saturday-27-july
In this Scenario:
*Players will, for the most part, lead brigade-sized commands under a division/corps/army organizational umbrella
*The single objective, possession of which at game’s end will determine victory, is located in area E3 -- along the east edge of the map
*Both Armies have some limited flexibility in choosing initial deployments:
   -Defending French may designate starting locations in any of east-edge areas E2 – E4 for individual divisions. In addition, French cavalry have the option of beginning the game in any of the areas D2 - D4.
  -Attacking Anglo-Allied divisions have the option to begin in any of the center/west B-column areas (1 – 5). Additionally, Anglo-Allied cavalry may choose to begin in any of the areas C2 – C4.

Mods, Maps & Files Required for this Event:
*Go to Uncle Billy’s convenient post “Set Up for SOW NAPOLEON GAMES For Kriegspiel Style“ for a complete list of links to the mods & files you’ll need. http://forum.kriegsspiel.org.uk/t759-set-up-for-sow-napoleon-games-for-kriegspiel-style

*If you haven’t played the Napoleonic mod in the past couple of months, download the latest version of the “Road to Wagram & Peninsular” mod, and be sure to follow the instructions there (including the need to delete/disable the Road to Wagram logistics folder.
*Everyone must download either the large or small version of the“KSNapoleon” mod as it was updated this week.

Special note to Peninsular Campaign Players: Be sure to deactivate both “NAP_KSPeninsularMod” (large or small versions) and “RestrictedMovementMaps” mods

At game time, everyone should have only these mods activated:
*RandomMaps6
*Road to Wagram & Peninsular
*KSNapoleonMod (large or small)
*GCM Terrain 4 (optional)

CinC’s and a few early side designations will be released soon

Additional Background
Through the magic of modding, Scourge of War is now the best way to recreate Napoleon-era battles in multi-player. There’s no need to run the GCM Launcher or join the Battle Queue for this one!

There are many unique aspects of play involved with the Napoleonic mod. You will experience, for instance, cavalry charges, infantry squares, and 120 yard rifle ranges. The style of play is also different. As Marching Thru Georgia notes, “unlike the ACW games, [in Napoleonics] there tends to be a preliminary period before the infantry engages. During that time, artillery bombardments take place, cavalry try to establish their superiority and some of the infantry can go on long marches to attack an enemy flank.” In other words, preliminary action and maneuver is typically prolonged – with less of the dash-in for a quick fight.
avatar
WJPalmer

Posts : 526
Join date : 2012-08-10
Location : Colorado

http://rwberg53.wix.com/adventure-images

Back to top Go down

Re: Waterloo 3 HITS/GCM Event: Battle Details and Mod Requirements

Post  Uncle Billy on Fri Jul 26, 2013 2:47 pm

KS Napoleon Mod has been updated to version 1.611.  A problem of cavalry not charging but just standing in front of the infantry and other cavalry is hopefully fixed.
The links are:
Large Maps Version: http://www.norbsoftware.com/Downloads/Mods/LargeKSNapoleonMod1611.zip

Small Maps Version: http://www.norbsoftware.com/Downloads/Mods/SmallKSNapoleonMod1611.zip

_________________
I can make this march and I will make Georgia howl.
avatar
Uncle Billy

Posts : 2810
Join date : 2012-02-27
Location : western Colorado

Back to top Go down

View previous topic View next topic Back to top

- Similar topics

 
Permissions in this forum:
You cannot reply to topics in this forum