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PostPosted: Tue Jul 07, 2009 3:14 pm 
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Gentlemen,

cause of I never do it in Bavaria and Russia, I do not know which way I can construct a bridge in Eckmuhl Campaign and NRC. Who knows?
Is it the same way as in Wagram Campaign?

Thank for ahead.[:)]

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PostPosted: Tue Jul 07, 2009 4:57 pm 
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You can't build bridges from scratch, only repair them.

Maréchal Hamilton,
Duc de Barbancon
21st Division
VII Corps, ADR

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PostPosted: Thu Jul 09, 2009 7:13 am 
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<blockquote id="quote"><font size="3" face="book antiqua" id="quote">quote:<hr height="1" noshade id="quote"><i>Originally posted by Rich Hamilton</i>
<br />You can't build bridges from scratch, only repair them.
<hr height="1" noshade id="quote"></blockquote id="quote"></font id="quote">


...Even if my troops have Pontoneers?! [V]

Excuse me, guys, but this is some tripe. [:(!]

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PostPosted: Thu Jul 09, 2009 8:36 am 
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Yes Vladimir I agree.

It should be possible to build pontoon bridges at specific locations on the map. Those locations should have specific pre-requirements (eg both sides being the same level and clear terrain to approach and exit from).

Possibly also have to have a poineer element stationed within two hexes on both sides as it is a temporary construction ususally needing repair and upkeep. Also the building of a new pontton bridge should take a lot longer than repairing an existing bridge.

Maybe something they could look at for future?

Col Mike Ellwood
Konig Regt
1 Bde, 22 Div
VII Saxon Corps, ADR


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PostPosted: Thu Jul 09, 2009 10:20 am 
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I agree with Mike and Vladimir..

we should be able to build our own bridges... adds an extra eelemnt of the unknown in games.

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<center>Monsieur le Marechal Baron John Corbin
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Grande Duc de Piave et Comte de Beauvais
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PostPosted: Thu Jul 09, 2009 1:28 pm 
Easy fix guys. Mike is right spots to put pontoon bridges are easy to spot. So.....

Open the scenario editor. Open the scenario you want to make bridges, and....

SAVE IT under a different name. Maybe, Original Scenario Name_bridges, or something like that.

Then go around the map and place an unbuilt bridge anywhere you think a pontoon bridge could be.

This will allow you to 'repair' the broken bridge when you want to during the game.

That's the only way to 'build pontoon bridges' during the game.

al


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PostPosted: Thu Jul 09, 2009 3:35 pm 
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I appreciate your espousal, gentlemen.
But, if my memory does not betray me, when I had played Wagram Campaign, the French Engineers and Sailors built up a pair of bridges side by side with some refitted.
Who did it there and how, monsieurs les officiers[?]

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PostPosted: Fri Jul 10, 2009 6:36 am 
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Al
Excellent the scn can be too predictable by far. Any tweak to get reinforcements to appear from say three possible hexes[?]

Marechal Bruce Hall
Grande Duc d'Arcole
et Comte d'Artois
Chasseurs à Cheval de la Vieille Garde,
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L'armée du Rhin
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PostPosted: Fri Jul 10, 2009 8:13 am 
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Create a campaign with several choices possible for each side. When you start it the disposition will be unknown for the other side. It can be converted to bte format using "Save As..." command.

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PostPosted: Fri Jul 10, 2009 12:31 pm 
Bruce,

That's easy, or it used to be.

I have seen scenarios with reinforcements set up to appear at two or three different times. They only show up once though. So you can have troops scheduled to show up on time, or eary, or late, and set the percentages accordingly.

Example: Let's say in such-n-such battle some troops showed up at 1 o'clock in the afternoon. You could set up your reinforcement schedule to allow them to show up at 12:30pm, or 1:00pm, or 1:30pm. You may decide to allow a 10% chance for an early arrival, 50% chance to be on time, and 75% to be late. The game will start checking at 12:30pm, and then check for two groups at 1:00pm, and three groups at 1:30pm. Again, though only one group will appear.

I don't see why you could do the same with different locations.

Perhaps, the engine has been changed to do this differently, now. I'm not sure.

al


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PostPosted: Fri Jul 10, 2009 1:19 pm 
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Al ,

Thanks for that on bridges a great way to fix. However the time factor is still an issue as a new pontoon bridge inevitably takes longer to build than repairing an old one.

Definitely something for both Eckmuhl and Jena not sure about NRC as its to one sided for me and I've not played it really.

Col Mike Ellwood
Konig Regt
1 Bde, 22 Div
VII Saxon Corps, ADR


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PostPosted: Sat Jul 11, 2009 2:33 pm 
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I guess you would have to show me where Napoleon had the capability to build a new bridge in the early part of the 1806 campaign. Sheesh, by the time the twin battles were over there were still cavalry coming up let alone the engineering train.

Bottom line if the bridge at Jena had been damaged he could have used his corps assets to fix it but if it had been destroyed completely he would have had to use another bridge.

He just didnt have the pontoons available during his rapid advance to Jena. They were to the rear of the army.

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: Sat Jul 11, 2009 3:34 pm 
I used that idea and created a map with the extra destroyed bridges at likely points. I also increased the size of the pontonier to decrease the time needed. Since it takes so long to move and get to a bridge I made it easier to repair. The FOW does not hide intact bridges so you will know where they are being repaired/built repairing them faster gives you more time to prevent a quick block response from the opponent.

I am playing the long scenario and my opponent (French) has not repaired any of the new bridges. He is staying on the East side. I have repaired a couple to aid the crossing of the Army to the East. Still a lot of fun and a different what if.

The availability of bridges do provide many additional operational opportunities for both sides. You need to plan the Engineer movements carefully.

General de Brigade Pierre D.
Armee du Rhin
VII Corps, 22eme Division, 1ere Brigade


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PostPosted: Sat Jul 11, 2009 9:37 pm 
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Hi,

Yes Bill your right and of course the time delays are a MAJOR issue for such. However as Pierre points out it still makes for a good game with additional considerations .

Yes the purely historical time and space issues are difficult to get around but then the campaigns didn't end at turn 366 on a finite field of operations either. Until there is a communications command and control aspect to these games the point is moot.

As a purely "historical" game simulation the oppourtunity to do the bridging does lend itself to more options and thus more intrigue!

Col Mike Ellwood
Konig Regt
1 Bde, 22 Div
VII Saxon Corps, ADR


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PostPosted: Sun Jul 12, 2009 6:40 am 
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Mike - I will leave it to you guys to add in the bridges. I probably wouldn't put them in the places you like.

And it gets you guys using the editor too.

Rich H. has basically told me that except for correction to errors in the scenarios (missing unit, unbalanced situation) that I should just post any new work somewhere else than in an update. And since my situation is in flux right now and I am busy on other work (and my one year maintenance agreement with John is up on the game) frankly I dont think I will spend time on something like this.

I have been looking over the Auersteadt situations and will be posting a better set of the scenarios for that one. The Prussians will not have it anywhere near as easy as they have had it in the past. More fixed Prussian units during the game to reflect the disjointed command structure that was the Prussian military system of that timeframe.

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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