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 Post subject: Destroying Bridges
PostPosted: Sat Jun 20, 2009 10:10 am 
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Joined: Fri Jun 08, 2001 1:45 pm
Posts: 211
Location: USA
One of my favorite games is the large Waterloo scenario (388 turns I think) I have played it several times and overall really enjoyed it. But I think for it to be playable for the French they have to cross the Sombre River very quickly. The problem is that it is very easy for the Prussians to destroy the bridges. The French just cannot reach the bridge for at least two turns and it takes 3 for any unit other than pioneers or cavalry to reach. In my current game my opponent moved a battalion across the bridge outside Charleroi and went to square. I destroyed the unit on the 3rd turn but by then that bridge was destroyed as well as the one in Charleroi. He also destroyed the bridges in the Chatelet area. So at Charleroi I moved my II Corps up and threw caution to the wind and hit his defenders. At this point I have managed to put the Prussians retreating on the road north but I only have the very tired II Corps across to pursue. The I Corps is moving up now to join them. At Chatelet the IV Corps is stalled with only 2 pioneeers to rebuild the bridge. He has abandoned his defense of this area but he was holding me up with one battery that could hit my pioneers. I am facing a very able opponent who beat has beaten me twice in the secnario. By destroying these bridges he gains the time to concentrate both armies leaving me faced with 1 to 2 odds in any final battle. The point of all this falls to the historical. It is my understanding that Chareroi was very lightly defended and the French easily crossed there. If this is the case should not the Prussians start out further back from the city. Or perhaps those bridges should not be able to be destroyed.

Marechal Jonathan Thayer
Commandante Moyenne Garde
Duc de Saalfeld et Prince de Friedland
1/10/III
Armee du Nord




jonathanthayer@bellsouth.net


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PostPosted: Sat Jun 20, 2009 10:22 am 
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Joined: Tue May 29, 2001 9:12 am
Posts: 1393
Location: United Kingdom
Jon

I agree. One problem with the scenario is that it hasn't been modified since the patch with minimum bridge damage. Before that you could attack even if only 1 point of bridge remained. After that it became a nightmare. Thus I feel that since that patch the bridge values should be significantly increased.

Of course the French I corps does start on the other side of the river but against a skilled opponent and with the no fixed unit scenario, they can be pretty well stalled.

On the other hand, if the French get over too quickly it simply becomes a French romp. With troops able to move at speed they can be at Quatre Bras a day too early. Leaving the allied reinforcements, arriving at historical times, way out of play. I lasted 38 turns against Mr Knox.

I prefer the fixed unit scenario. With the right optional rules selected the French can be delayed but that's all. I'm having a great game against Ian Travers. Very nicely balanced.

Generaal
2de Brigade
2de Nederlandsche Div
I Corps
Anglo Allied Army


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PostPosted: Sat Jun 20, 2009 10:37 am 
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Joined: Mon Jan 30, 2006 4:11 pm
Posts: 1765
Location: New Zealand
Gidday Gents.
Andy is right the fixed one is more historical but its one sided I think. Once the French debouch from the bridgehead they can explode up the QB Brussells road and pretty much prevent Welly and Blucher concentrating anything substantial.

I am playing the no fixed on at the moment and I did get delayed a lot but the road speed in Waterloo is a big factor. Once I did get across with Cavalry able to move 14 hexes and inf 10 I am now rapidly advancing. You just have to be patient and use the opportunity to consign Ziethen's corp to the scrap heap and then develop your plan from there.

The huge advantage the French have is their massive and powerful cavalry force. By deploying a strong screen you can prevent the allied player determining where your main thrust will come. The key is to ensure you 'cleanse' the rear areas of any Prussian observers.

A great scenario which I am thoroughly enjoying. We are also playing it with the 'no save' option which is a little tiresome as you cannot save but is cool

Salute!






General de Brigade Knox
Baron de l'Empire

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2e Regiment Gardes d'Honneur (the regaled pheasants)
La Jeune Garde

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CO. 1er Brigade, III Division Cavalerie Legere, III Corps Armee du Nord
http://www.aspire.co.nz/colinknoxnwc.htm


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PostPosted: Sat Jun 20, 2009 2:22 pm 
Okay easy fix.

Open the scenario in the editor. Rename it, and make the following changes in the 'new' scenario.

Go along the Sambre and place ZERO strenght bridges. This will allow the French to 'fix' the bridges during the scenario.

This is the way I use to represent the ability to build pontoon bridges, in the game. In the game engine you can't build 'new' bridges, but you can 'fix' old ones.

Some will say this is weird because the enemy will know where the pontoon bridges will be built. That's okay, because historically pontoon bridges could only be built in certain areas. The ground leading to and from the proposed crossing site needed to be level and clear. A good road net needed to be near the crossing on both sides, and the crossing site itself needed gentle, firm banks, and a firm river bed. So only a few good sites existed anyways, and with a little reconnaisance they could be found by anyone.

I would look for places where the hexes near the river are the same elevation, if possible. Also, make sure there is a good clear area on both sides of the river, something like 3-5 hexes wide up to a nearby road, or trail. The road or trail shouldn't be over 5-6 hexes away.

I think if you scour the river you will find a dozen or so places that could work. Adding these features will force the Prussians to defend, or at least watch the sites, and will give the French player a few more places to cross, or feint towards.

al


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