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

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

Post  WJPalmer 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.
WJPalmer
WJPalmer

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

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

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

Post  Uncle Billy 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
Uncle Billy
Uncle Billy

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

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