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Regular Monday SOW HITS games

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Post  Guest Sun Jun 21, 2015 11:32 pm

SUPER!!!

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Post  PhillWP Mon Jun 22, 2015 7:14 am

Hi Chaps,

I've finally got my laptop back after it was totally scrubbed and am in the process of loading EVERYTHING back on it. ugh! ;-( Hope to be operational for next week's game though.

Computer viruses are both costly and time consuming!

Catch you all later

Phill aka Baldrick
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Post  SolInvictus202 Mon Jun 22, 2015 11:18 am

I was able to retrieve a working copy of SOWGB and am installing it when I come back form work tonight - so I should be good to go!
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Post  Martin Mon Jun 22, 2015 11:35 am

Phil - bravo.  Look forward to seeing you back in the saddle soon.

Roland - excellent news.  So we will play Reisswitz today, which means Mike can join us.  Have put together an embryonic scenario on the new Cold Harbor map.  Will now do a bit of testing on it.  This one is coop vs the AI, as I doubt we'll get more than about 5 players.

You will need the Cold Harbor map mod, and an updated version of the Reisswitz mod which I'll post later today.

So far we have Roland, Mike, Digby and Martin, with Kevin as a possible fifth player.  Any others welcome.
Any volunteers for CinC? You will not need to directly command any troops.

What time gentlemen?  I can do 19.30, 20.00, or 20.30 (UK time), with a marginal preference for the earlier times.  But only marginal.

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Post  Mr. Digby Mon Jun 22, 2015 1:49 pm

I can do any time. Earlier is better for me as well.
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Post  SolInvictus202 Mon Jun 22, 2015 1:51 pm

dito
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Post  Guest Mon Jun 22, 2015 2:50 pm

Name the time and I shall be there!!

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Post  SolInvictus202 Mon Jun 22, 2015 2:54 pm

sorry, you missed it... we started around 20 minutes ago... Twisted Evil
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Post  Guest Mon Jun 22, 2015 3:08 pm

Your loss then I was busy chatting with some Austrian on facebook and watching a Toucan out my office window now you will suffer the most casualties. bounce

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Post  Martin Mon Jun 22, 2015 3:12 pm

Shall we say 19.30 UK time gents?

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Post  Guest Mon Jun 22, 2015 3:27 pm

cheers

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Post  SolInvictus202 Mon Jun 22, 2015 4:52 pm

did I miss a link to the new Reisswitz mod? - just trying to avoid any "wait - I have to download that for 45 mins" moments again Wink
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Post  Martin Mon Jun 22, 2015 5:04 pm

Within next 30 mins Very Happy

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Post  Martin Mon Jun 22, 2015 5:12 pm

Here's the link to v1.5 of Reisswitz Mod
https://www.dropbox.com/s/djdtyuoxrxb8zsj/KS%20Reisswitz%20v1_5.zip?dl=0

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Post  Mr. Digby Tue Jun 23, 2015 9:06 am

My only observation from yesterday Martin was that you have the limbered gun sprite appear instead of the unlimbered one when you capture an enemy gun.

I thought artillery was better but still not that effective. Is the intention to make it less effective than Napoleonic artillery?

I know many focus on 1870 to justify a powerful artillery but just 4 years earlier the Prussian artillery was considerably less effective even though it was exactly the same equipment; their doctrine wasn't developed. I wouldn't think 1870-effect artillery wouldn't be much fun but I feel it ought to be a bit more punchy than what we have now, unless you allocate more than 1 battery per division - that may be the issue.

From the enjoyment of the game last night I see no need to move the Reisswitz mod over to SoW:WL - the lack of AI squares is a god thing I think.
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Post  Martin Tue Jun 23, 2015 10:51 am

Digby wrote.......

My only observation from yesterday Martin was that you have the limbered gun sprite appear instead of the unlimbered one when you capture an enemy gun.

Thanks.  That's easily fixed.

I thought artillery was better but still not that effective. Is the intention to make it less effective than Napoleonic artillery?

Yes it is.  Our existing mods make c50% of casualties due to artillery in Napoleonic, and 25% in ACW.  I've provisionally aimed for the ACW figure here.  Artillery was of course better in the 1860s than it had been 50 years earlier.  It's just that the improvements in infantry firearms were relatively more useful, given LOS limitations.


I know many focus on 1870 to justify a powerful artillery but just 4 years earlier the Prussian artillery was considerably less effective even though it was exactly the same equipment; their doctrine wasn't developed. I wouldn't think 1870-effect artillery wouldn't be much fun but I feel it ought to be a bit more punchy than what we have now, unless you allocate more than 1 battery per division - that may be the issue.

Generally agree.  For this mod I'm more thinking 1859 Italy and 1866 Austria, than 1870.  Also by 1870, the ability of cavalry to make a successful charge was clearly on the wane, so that's another reason to go earlier.  I think we should test more with the guns.  I'm certainly open to modifying it further.  The more open European battlefields may mean the ACW comparison is not quite right, but if not, in which direction?

From the enjoyment of the game last night I see no need to move the Reisswitz mod over to SoW:WL - the lack of AI squares is a god thing I think.

Yes, that was my impression too, pro-tem.  On my front the AI cavalry behaved pretty sensibly most of the time.

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Post  Martin Tue Jun 23, 2015 10:58 am

Yesterday's game vs the AI was tough for the players, as there was no intel on the enemy force, which turned-out to be almost twice our size.  The stated objective was to march E, seize the town of Chalons, and secure our LOC to it.  The real objective was to withdraw the army in some degree of order, once the adverse odds became apparent.

We managed to achieve this........well more or less.  This was not easy and credit is due to all, and particularly Roland, who was in overall command.

Here's the replay file https://www.dropbox.com/s/z21zb7kxgma9hjd/Mon22ndJune_Chalons_replay.zip?dl=0

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Post  Guest Tue Jun 23, 2015 3:42 pm

I will remember yesterdays scenario as "Bad Day at the Office" Tons of fun once again!

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Post  Martin Sun Jun 28, 2015 2:22 pm

Another Reisswitz scenario tomorrow at 20.00 UK time.  Details and a doodle later.

You will need the latest mod which you can get here.  It's version 1.5 so several of you will already have that. https://www.dropbox.com/s/djdtyuoxrxb8zsj/KS%20Reisswitz%20v1_5.zip?dl=0

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Post  Mr. Digby Sun Jun 28, 2015 3:29 pm

Martin - maybe a quick update to fix the captured guns?
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Post  Martin Sun Jun 28, 2015 5:58 pm

Yes I've already done that in my copy, so it will apply during tomorrow's game.

I didn't want to give folks the bother of downloading what is now quite a large mod, for such a small change. Am planning a few more enhancements, so will bring out a new version shortly.

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Post  Guest Sun Jun 28, 2015 7:17 pm

cheers

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Post  Martin Sun Jun 28, 2015 7:33 pm

Crossing the Leider




Background

It is 16.00 hours on 5th September  1866.  After a long period of peace in Europe, war broke out between Blue and Red in the spring.  Initial advances by Red have been repulsed, and Blue has taken the fight into Red territory.

Regular Monday SOW HITS games - Page 15 Blue_b11

Special report for Blue - General Nadasdy, commanding X Corps

We briefly raided this province a month ago, plundered the town of Landschut and damaged the major bridge over the Leider River  there.   As it turns out, we now need that bridge!

Further to the east, our III and VII Corps are moving N against a major Red army.  Our task is to rapidly move NE and join this force.

The Red forces here consist of a corps under General von Winterfeldt.  This includes infantry divisions under Ruhmohr and Leyden, and a cavalry division under Lobkowitz.  Although he may somewhat outnumber us, his force is believed to be somewhat disorganised, and widely dispersed.   Ruhmohr's strong division is reported astride the main Mosburg Strasse, to the NE of Flitzing.  There is believed to be a regiment of cavalry on the parallel road to the S.  There are no doubt other forces further N and perhaps also in Landschut itself.

However Winterfeldt's corps is not your objective.  It is essential that you cross the Leider tomorrow morning and join our two corps operating east of the river.  To do that you need to seize the bridge by dusk (19.00 hours).  This will enable your engineers to repair it overnight, and allow your main body to begin crossing at dawn tomorrow.  If you can avoid a major fight, you will be in good shape to participate in the crucial battles further east.


Before the game

I will send a more detailed briefing to those who let me know they are playing.  There will be time for a brief pre-game team chat, but do feel free to chat beforehand if you wish.


What you need

You need the original Gettysburg game to play, together with the Chancellorsville expansion.  The Reisswitz Mod is the only mod required

Here is a doodle.  I have put various suggested times, so you can all express your preference:
http://doodle.com/tskmu84y36zfutk8

Martin (J)


Last edited by Martin on Sun Jun 28, 2015 9:04 pm; edited 2 times in total

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Post  Mr. Digby Sun Jun 28, 2015 7:50 pm

I can play.
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Post  Martin Sun Jun 28, 2015 9:00 pm

That's great Diggers.  Can you express any time preferences on the doodle please?

And I see I've mucked-up the doodle link, so here is the proper one http://doodle.com/tskmu84y36zfutk8

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