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PostPosted: Tue Mar 14, 2006 2:21 am 
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Joined: Sun Jun 17, 2001 3:21 pm
Posts: 233
Experimental Waterloo scenarios - modified versions of Charlie Cutshall's 007.Large_historical scenario - with day turns now 30 minutes instead of the standard 15 minutes can be downloaded from:

http://www.strategyzoneonline.com/forum ... le&id=1082

Movement rates are adjusted accordingly, so it'll take less turns to reach the enemy.

Also a 10 minute turn battle.pdt is included so that players can switch from the 30 minute timescale to 10 minute turns to conduct major engagements at a more leisurely pace if they prefer.

Fire factors - which are abstract in the gaming system and clearly represent multiple volleys within the standard 15 minute "turn" rather than a single volley - are increased by approx. 50% for the 30 minute turn and decreased by about 1/3 for the 10 minute turn.

In addition, a variant OOB and alternative scenario are included to allow light infantry to "skirmish forward" - ie. representing abstract skirmisher movement forward to fire and then back again within the 30 minute turn. Thus rifle and musket "ranges" are increased for light infantry. Since the game engine doesn't permit any further movement after a unit has fired, any skirmisher-related movement after firing must be represented abstractly. (It's recommended that players should only use skirmisher detachments to fire offensively at more than 2 hex range, or 3 hex range for rifles. Formed units should try to only fire offensively at normal ranges - the ammo depletion level has been increased to discourage long range fire, except by skirmishers which can recombine with the parent unit to resupply.)

These scenarios are experimental, so any feedback would be appreciated.


Capt Rich White
4th Cavalry Brigade
Cavalry Corps
Anglo-Allied Army


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