Napoleonic Wargame Club
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Waterloo Campaign variant, Expansion Package
http://www.wargame.ch/board/nwc/viewtopic.php?f=24&t=15740
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Author:  Antonio Zinno [ Tue Feb 21, 2017 2:16 am ]
Post subject:  Waterloo Campaign variant, Expansion Package

I am looking for a very difficult battle; perhaps this scenario can be an interesting situation.
Any allied player that want to try to change history? :frenchvive: :frenchvive:

I can do 3-4 turns/week until real life do not crush me B-)

We can discuss on optional rules.
pls contact me by email antoarc15 at yahoo . it

Author:  Antonio Zinno [ Wed Feb 22, 2017 12:17 am ]
Post subject:  Re: Waterloo Campaign variant, Expansion Package

i mean the scenario n. 61 called " hypo_v12" ,
it's title is : Waterloo Campaign variant, Expansion Package Edition and is a 388 turn battle full campaign scenario and it's HUGE :frenchsalute: :frenchsalute:

Author:  Tomasz Tesznar [ Wed Feb 22, 2017 3:46 pm ]
Post subject:  Re: Waterloo Campaign variant, Expansion Package

Well, I'm not discouraged by its size. But why not the historical version?
If you insist, we can tackle this variant. We only need to agree on the in-game options and/or any house rules (preferably the Embedded Melee...).
Any suggestions?
Salute!

Author:  Antonio Zinno [ Thu Feb 23, 2017 12:42 am ]
Post subject:  Re: Waterloo Campaign variant, Expansion Package

Hi Tom

i have played many times the hystorical one, and want to try something different just to change the French strategy ;

usually i play only with optional rules and little house rules just like no use of supplies to hide LOS, skirmish have to stay at 5 hexes of his parent brigade, no use of squares in blocked hexes, no use of squares to stop inf movement ( just like Bill suggested) but only to counter cavalry.
I'm sorry but i hate the MOEV rules, or atleast the part about embedded melee.....

If you are interested we can continue this by email

Author:  Tomasz Tesznar [ Thu Feb 23, 2017 1:55 am ]
Post subject:  Re: Waterloo Campaign variant, Expansion Package

Ok, I see...
I always want to make the gameplay simple, and some set of suggested house rules I've seen turn it into a complicated puzzle, and unnecessarily so, as Tiller and his pack have taken care of many aspects of battlefield realism. Not of all, though. That's why I always propose my own, slightly modified version of EM, with fire, movement/charge/overrunning coming first and then the melee phase after which you are only allowed to move your troops into the hexes that were occupied by your units that took part in victorious melees, move leaders, or change facing of your regiments. There's no firing after the melee phase. Quite simple, isn't it? Obviously, in a scenario of such proportions, all this can happen in succession in each 'thetare of operations' since otherwise there's a risk you'll forget about some melees you planned. And EM is the only device I know that saves the realism and simultaneity of battlefield action, making a JTS or HPS turn-based game at least slightly similar to an RTS.
Of the in-game options, I usually use all except MDF, No op fire against skrm, Multiple inf/cav melees, and No melee eliminations and No retreat overruns.
How about that?
Salute!

Author:  Antonio Zinno [ Thu Feb 23, 2017 6:32 am ]
Post subject:  Re: Waterloo Campaign variant, Expansion Package

Is better if we continue this by email

msg sent to you

Author:  Antonio Zinno [ Sat Aug 26, 2017 4:21 am ]
Post subject:  Re: Waterloo Campaign variant, Expansion Package

After a break for my new work i have now sometime to start a battle.

Anyone want to try this version of the 100 days battle?

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