Colonial Campaigns Club (CCC)
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Sieges in the Game Engine
https://www.wargame.ch/board/cc/viewtopic.php?f=6&t=9197
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Author:  thechief1984 [ Mon Aug 29, 2011 3:24 pm ]
Post subject:  Sieges in the Game Engine

Does anybody else think Trenches should be added to all Eaw series games? With so many Sieges involved in these games but yet there really no way historically invest a fort.

What does everybody think of giving the option to all engineer type units the ability to Build Trenches?

Author:  Al Amos [ Mon Aug 29, 2011 4:35 pm ]
Post subject:  Re: Sieges in the Game Engine

5 minute turns and most digging was done at night. Not very exciting.

Author:  Ralf Konnertz [ Tue Aug 30, 2011 6:44 am ]
Post subject:  Re: Sieges in the Game Engine

The entire engine is not really suitable to display sieges of the 18th Century. Usually sieges were conluded by starving out the garrison, a relief army being either successfull or defeated, or a breach into the defensive works was created, what (according to the rules of warfare in those days) required the defender to surrender otherwise he would have been masacred.

Frontal assaults , like those in the scenarios, without any of the above having come true, were extremly rare - can have been more frequently when dealing with the rather primitive forts in the New World than with European fortresses of the same periode, I don't know.

Author:  thechief1984 [ Tue Aug 30, 2011 12:51 pm ]
Post subject:  Re: Sieges in the Game Engine

Even if it was added in the editor we would still be able make scenarios in which in Army invests a fort and systematically advances there batteries closer and closer until either you destroy the cannons of the fort (as you cannot breach the walls) or you can attack in a coup de main

Author:  Al Amos [ Tue Aug 30, 2011 6:56 pm ]
Post subject:  Re: Sieges in the Game Engine

There are ways to make maps to represent trenches now, and to advance siege lines etc. I would handle a siege in the campaign engine since they ran so predictably. You can make scenarios of trench raids, advancing the sap, assaulting a breached wall, etc. Many of these items would require several maps of the same area with minor adjustments.

So a siege is doable, just a bit tedious to construct. Just like in real life, they where tedious to conduct.

Author:  Stejones82 [ Wed Aug 31, 2011 6:07 pm ]
Post subject:  Re: Sieges in the Game Engine

akin to watching paint dry

Author:  thechief1984 [ Thu Sep 08, 2011 12:26 am ]
Post subject:  Re: Sieges in the Game Engine

I dont think its boring tedious maybe but not boring!!!! sieges where a big part of 18th century warfare...

Hey Al How would you make trenches on the maps?

Author:  Al Amos [ Mon Sep 12, 2011 11:24 am ]
Post subject:  Re: Sieges in the Game Engine

Look at 054 On Line Series f , and my Ft Boujour scenarios. I used breastworks to represent the trenches and saps.

Author:  thechief1984 [ Tue Sep 13, 2011 5:10 pm ]
Post subject:  Re: Sieges in the Game Engine

Hey Al have you ever thought of Lowering the ground on the maps to represent Trenches?

Author:  Al Amos [ Tue Sep 13, 2011 7:26 pm ]
Post subject:  Re: Sieges in the Game Engine

Yes, I didn't suggest that since only those with map editors could do that.

I have thought of making a campaign siege where the map changes for each branch showing new trench works, breaches, etc, etc. No additional work from a traditional campaign, just haven't gotten around to it.

Author:  thechief1984 [ Mon Sep 26, 2011 12:44 am ]
Post subject:  Re: Sieges in the Game Engine

Well if you ever wanna make a campaign siege I could help out with oob's etc ...

Author:  Stejones82 [ Thu Oct 20, 2011 1:00 pm ]
Post subject:  Re: Sieges in the Game Engine

So ..... just got done reading another Sharpe book. I suppose there would be no way to simulate ladders for an escalade in this engine; but the scale is tailor-made for it.

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