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PostPosted: Tue Mar 10, 2009 3:14 am 
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Joined: Wed Jan 31, 2007 3:02 am
Posts: 217
Location: Netherlands
If we have got some howitzer with our artillery units. We can shoot also when a unit is in the same height and in front of the artillery
unit you can than also shoot with the artillery.
It would be great.[:D]

1e Luitenant
Maarten Roggeveen
Battaillon Jagers No27
1e brigade, 2de divisie
1e Corps
Anglo-Allied Army
[img]C:\Documents%20and%20Settings\maarten\Mijn%20documenten\Mijn%20afbeeldingen\dutchcoaarms.bmp[/img]


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PostPosted: Wed Mar 11, 2009 7:43 am 
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Joined: Wed May 23, 2001 10:18 am
Posts: 6156
The ability to fire indirect is something that will be in the series eventually.

You will have to form howitzer batteries via the OB file in order to enjoy the option to fire indirectly. I wish we could have a multi-caliber makeup for artillery batteries but this is not something we will be offering. (rats) It would solve the problem in the ACW series of having all of the small sections.

Anyway, indirect fire weapons will work the same as they do in the EAW series. You will hold down a special key (ALT I think) when you go to fire the battery.

So look for this in a future game.

When? Oh I would say within the next year. Or is that month? Or did I mean four months? [:p]

Sooner than later ... I hope! [:D][;)]

Colonel Bill Peters
Armee du Rhin - V Corps, Cavalerie du V Corps, 20ème légère Brigade de Cavalerie, 13ème Hussar Regiment
HPS Napoleonic Scenario Designer (Eckmuhl, Wagram, Jena-Auerstaedt and ... more to come)


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PostPosted: Sun Mar 15, 2009 4:46 am 
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Joined: Fri May 25, 2001 5:00 pm
Posts: 218
Location: TN, USA
Indirect howitzer fire has certainly been an aspect that is missing in the Napoleonic games. Also, and I know this is reaching toward the end of the scale, I would like to see a chance of howitzer fire causing outbreak of fire in village/building hexes causing units in those hexes to be automatically moved (evacuated) from the hex. The hex then could not be entered for a period of X hours by any unit. Also, with each successive turn, a percent chance of the fire spreading to adjacent village/building hexes for the next (X) turns as it continued to burn. But what about precipitation...? Perhaps a bridge too far, but in the end a better simulation would be the result in my opinion.

I believe this would inject more realism into the games based on historical accounts. Seems like the Empire III miniature rules incorporated this but it's been many years since I opened the rule book.






Jeff Mathes
Colonel
3. Ligne Regiment
1. Brigade 16. Division
V Corps
L'Armée du Rhin


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PostPosted: Sun Mar 15, 2009 6:57 am 
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Joined: Wed May 23, 2001 10:18 am
Posts: 6156
I suggested fires sometime back. This falls into the category of "chrome" and is always a backwater type topic.

I can see folks turning a village into an inferno on purpose to deny a player a VP location.

So while I am in agreement with you I dont feel lead to "die on this hill" either.

I would like to see Sapper type (S) for infantry. They would be able to loophole buildings adding 10 percent to the defense rating. They also would be able to reduce the Gate hexside modifier. Etc.

Sapper type and Pioneer (P) type would be different (though yes, pioneers and sappers are similar). One was skilled in building brides while the other was attached to regiments, etc.

Anyway, I am not a huge fan of fires as I see some gamey play from our guys as a result. And some unintentional fires being started as well. Then we have to go back to John and ask him to tone it down, he may not agree and we are left with a new rule we dont like ... etc ad nosium.

Not saying we cant do with a change or two but this one was talked over and put on the back burner in my test group some time back.

Colonel Bill Peters
Armee du Rhin - V Corps, Cavalerie du V Corps, 20ème légère Brigade de Cavalerie, 13ème Hussar Regiment
HPS Napoleonic Scenario Designer (Eckmuhl, Wagram, Jena-Auerstaedt and ... more to come)


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PostPosted: Sun Mar 15, 2009 10:38 am 
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Joined: Sun Jun 17, 2001 3:21 pm
Posts: 233
Take a look at the company scale Waterloo scenarios I created for the expansion pack, with gun sections (rather than batteries) and howitzers capable of <b>indirect fire</b>. This works exactly the same as in the EAW engine.

This feature has been present in the Nap game engine for a while now - it can be set in the pdt.

Also, <b>indirect fire </b>is present in <i>Renaissance</i>, for archers as well as some artillery types. This is particularly useful for siege scenarios.


Lt.Col. Rich White
4th Cavalry Brigade
Cavalry Corps
Anglo-Allied Army


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PostPosted: Mon Mar 16, 2009 3:36 am 
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Joined: Wed May 23, 2001 10:18 am
Posts: 6156
Yes, that is true Rich. They are in the series. I just have never used it as the OBs I worked with didn't list howitzer batteries (for Jena).

I need to put out a set of PDT files for the other two games (EC/WC) that will allow this option. There were howitzer units at Wagram for instance.

Colonel Bill Peters
Armee du Rhin - V Corps, Cavalerie du V Corps, 20ème légère Brigade de Cavalerie, 13ème Hussar Regiment
HPS Napoleonic Scenario Designer (Eckmuhl, Wagram, Jena-Auerstaedt and ... more to come)


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