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Saturday, June 1 Nappy Game 19:00GMT, 20:00BST

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Post  Uncle Billy Fri May 31, 2013 1:10 am

I'm up for a game this Saturday at the usual time. 21:00CET, 20:00BST, 19:00GMT, 15:00EST, 14:00CST, 13:00MST, 12:00PST. Let's meet on the KS teamspeak channel.
Uncle Billy
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Post  Mr. Digby Fri May 31, 2013 11:22 am

I'll be there.
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Post  Khryses Sat Jun 01, 2013 9:38 am

Mr. Digby wrote:I'll be there.

I should be on for this; sorry to hear the impassable river developed faults.
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Post  Mr. Digby Sat Jun 01, 2013 11:29 am

We plan to try them again, maybe one of the Pipe Creek maps? I suppose it could just be map specific. I don't want to scrap the impassable rivers idea just yet, more testing needed. It could be made to work if players are diligent and patient with it and prepared to take command of units to get them out of silly situations.

I guess our wonderful map-man Kevin could just make the rivers extremely, extremely slow to cross and/or add a higher fatigue factor when in them.
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Post  Ike Sat Jun 01, 2013 2:47 pm

Or both; perhaps Norbsoft could look into an AI pathfinding change to avoid crossing rivers except at bridges - just as they must avoid some terrain now, although don't ask me what terrain; I'm supposing that is so - with a setting in the .ini file so set it to on or off. Perhaps causing a unit to rout away? That would certainly motivate me to keep control of my units! Too harsh, perhaps, eh?
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Post  Uncle Billy Sat Jun 01, 2013 7:00 pm

If we play with impassable rivers, all players will need this mod: http://www.norbsoftware.com/Downloads/Mods/RestrictedMovementMaps.zip
Place it as the very last mod in your list.
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Post  Mr. Digby Sat Jun 01, 2013 10:48 pm

We played on the Pipe Creek 2 map in a 3 vs 2 battle over some river crossings with the river set as impassable except at bridges and fords and in contrast to our test game on Thursday on the ECF today I thought the river worked very well, certainly a lot better that our last test. I found that the key was to order AI brigades across the river but to tell them to use roads to get there and with that bit of guidance the AI did very well.

We reached an agreement that it appears that once a unit has run away, when it rallies and comes back it seems able to cross the river but we didn't think this such a deal because a rallied unit is always weak and having it use an "illegal" route forwards isn't going to gain the player much.

I found that posting myself near the river and guiding units across as needed worked quite well. Its best not to give brigades changes of formation or facing too close to the river as well.

Other than that aspect the game was tremendous and was a intense blood bath, at least on the flank where I was fighting Mark and Kevin. I had 3 Austrian brigades all of 6x750 man btns and all were rated 5 or 6 for morale so I just hurled them in, in typical Austrian style and it was total slaughter. Lots of fun and one of the bloodiest battles I've ever played, I think there were as many melees as firefights.


Last edited by Mr. Digby on Sun Jun 02, 2013 11:50 am; edited 1 time in total
Mr. Digby
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Post  Ike Sun Jun 02, 2013 4:02 am

That sounds great, Mr. Digby! Good news.
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