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PostPosted: Sat Nov 30, 2019 7:01 pm 
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Here is the news you were looking for gents :)

http://www.johntillersoftware.com/Napol ... onWar.html

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PostPosted: Sat Nov 30, 2019 8:28 pm 
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oooooh!!!
And Gary,
congrats for you getting another game out too!

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PostPosted: Sat Nov 30, 2019 8:30 pm 
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Jim Pfleck wrote:
oooooh!!!
And Gary,
congrats for you getting another game out too!


Honestly, congrats on that go to Mike. He did the real work. I just helped get it finished and out the door.

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PostPosted: Sun Dec 01, 2019 1:10 pm 
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Great release!
But it makes me almost a little sad, I guess thats the end of the Napi series or do we still miss something?

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PostPosted: Sun Dec 01, 2019 6:25 pm 
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Just seeing the engine changes that were introduced, just AWESOME!!!
I assume you pushed these changes Feldmarschall McClellan? Thanks for doing so and thanks to those who implemented them!
If anyone would have toled me that we so many engine changes in the last titles I would have declared him insane.


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Melee across a hexside or into a hex that would cause Disorder results in the same Melee penalty as if the unit was Disordered.

So basically the attackers strength is lowered to 1/3. That should make such hexes or such hexsides fine defensive positions.
Just to be sure, the hex respectively hexside modifier is still used in melee?

Quote:
Units defending in Melee fire at 100% fire.

I assume this is for automated defensive fire that would otherwise fire only at 50%?

Quote:
No Detached Melee optional rule introduced.

This "inflexibility" will be nice for bringing more meaning to the command ranges and will let us see less "commando" actions.

Quote:
Movement Threat Disorder optional rule introduced.

This is really nice, finally a solid defensive lines will prove something to be afraid off and not just walk up and melee it into oblivion.

Quote:
Default optional rules set to "phased" play. Can be changed as desired.

Finally phased gameplay is, like I always said, the norm!


If all these changes make it into the other games of the series it will improve gameplay a lot.

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PostPosted: Sun Dec 01, 2019 10:18 pm 
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I can't really take credit for the changes. I've had very little contact with the WPW project. (I have been under the Atlantic for the last year.) That said, Rich White was in on the SYW discussions, and he did like some of the changes I pushed for there, so any of them that popped up in this game may have their seed there.

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PostPosted: Mon Dec 02, 2019 12:10 am 
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[quote="Gary McClellan"]I can't really take credit for the changes. I've had very little contact with the WPW project. (I have been under the Atlantic for the last year.) That said, Rich White was in on the SYW discussions, and he did like some of the changes I pushed for there, so any of them that popped up in this game [u]may[/u] have their seed there.[/quote]

:frenchshock: :frenchsalute:

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PostPosted: Thu Dec 05, 2019 8:32 am 
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These are some nice updates. I especially like the full 100% defensive fire but Rich Hamilton did say, in answer to my question on this rule, that its still predicated on the unit passing the typical percentage to fire die roll for this to actually happen. So its not a certainty from what he said in his email. I wish it was ....

Rich and John proposed to me long ago of using the same melee phase as what we have in the ACW series. That would mean that skirmishers could block the path of units - you could not melee them out of the way .... so I balked on the idea at the time.

I think that what they came up with is superior to the first proposal and its really going to make folks think twice before advancing their infantry on defensive positions. I can see D'Erlon's wall of infantry in line disordering as it reaches Bylandt's position at Waterloo as the British could place a couple of cavalry regiments throwing a Threat Zone on the advancing troops and thus making that kind of thing risky. So now we have an enhancement of the cavalry that hitherto was not in the game before. Providing of course that the players agree to use it ....

The Detached rule is LONG overdue.

For the Disorder/Terrain rule: I want to try this one out. Columns do NOT disorder due to crossing a stream so really its moot for those that use them to attack.

And a big bravo to Andrew and Rich on finally getting this one done.

Last game in the series? ;) Well I did pitch a Campaign 1815 game and one on the Turkish Wars would be nice.

Ok Ok ... the series is done! Eventually a map editor may be released so that folks can Mod themselves away long into the dark nights!

Was great to be a part of all of this series. Glad to see it evolve into the better game that it is. :)

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PostPosted: Fri Dec 06, 2019 2:48 pm 
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Christian Hecht wrote:
If all these changes make it into the other games of the series it will improve gameplay a lot.


We plan to update all the other Nap games in 2020 so that all titles will be on the same base engine.

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PostPosted: Fri Dec 06, 2019 11:41 pm 
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Thanks for the updated information.

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PostPosted: Sat Dec 07, 2019 5:17 am 
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Yes, thanks for the great news.

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PostPosted: Mon Dec 09, 2019 4:37 am 
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Yes, it will certainly enhance the enjoyability of these games! Great news.


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PostPosted: Tue Dec 10, 2019 7:55 pm 
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Hey Rich. Andy Moss really plays fast in playtest games. I highly recommend you get him to test 20 scenarios from each of the games before the updates are released!! ROFL

(Andy and I played many a blitz playtest game during his tenure as a playtester on our team)

:frenchvive1:

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