Napoleonic Wargame Club (NWC)
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Reinforcement protection zones
https://www.wargame.ch/board/nwc/viewtopic.php?f=5&t=7790
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Author:  Lord Jim [ Wed Jan 25, 2006 8:10 am ]
Post subject:  Reinforcement protection zones

This was mentioned in another thread concerning HPS Waterloo and the arrival of the Prussians.
Are there protection zones for reinforcement hex's in HPS games [?]
I have seen this in their Panzer Campaigns games, it is listed under the view menu/shaded hex's/protection zones, simple!
Now the Napoleonic games do not have an option to shade hex's under the view menu, so does this rule exist and if so how can you know the size of the zone [?]
Believe me i have looked all through the manual, help files and used the search feature, can anybody help!! [:(]
LJ

Author:  Andy Moss [ Wed Jan 25, 2006 8:51 am ]
Post subject: 

Well I suspect it's 5 hexes but am not sure. I find all HPS games have very generous map sizes so blocking reinforcements has never been an issue.

I've not played the historical Waterloo scenario but I'd be surprised if the French try pinning the Prussians like in old Bg games, the map is bigger. Any detachment against Blucher weakens the attack against Wellington.

Generalissimo
Opolchenie Korpus
Russian Army

Author:  Bill Peters [ Thu Jan 26, 2006 6:57 am ]
Post subject: 

Default is 5 hexes. Send your comments to Rich Hamilton. Perhaps John Tiller will add that in for the next game?

I rarely alter it. Only in some cases.

One time I put together a fun scenario. I had Napoleon arrive and the protection zone was 200 hexes. When he showed up the entire Allied army took off and ran!

Course when Charles showed up the French did likewise! Sort of like going to a costume party and both folks get scared when they see each other!

There are some things that would be fun to do with the game.

Mass routs could be programmed in this way. If you like the Embedded Melee system and one of the players messes up and violates the rule (melees again after he has already done his melees - like I do every so often by accident) then the other guy could bring on his ROUT UNIT - a special unit in the OB that cant do a thing but spread panic.

Thus the guy's army runs away. Just let it happen once and I'll bet THAT doesnt happen again!

Bill Peters
HPS Napoleonic Scenario Designer (Eckmuhl, Wagram)

[url="http://www.fireandmelee.net"]Fire and Melee Wargame site[/url]

Author:  Lord Jim [ Thu Jan 26, 2006 8:28 am ]
Post subject: 

Thank you for that info Bill, why on earth is that not in the manual [?]
LJ

Author:  Bill Peters [ Thu Jan 26, 2006 9:28 am ]
Post subject: 

The Help file you needed to view was nwedit.hlp for the Scenario Editor.

Here is the text:

The Protection value is an artificial value introduced into the game to protect the reinforcement from enemy units that are crowding the arrival hex. If the Protection value is non-zero, then at the moment the reinforcement arrives, any enemy units within the number of hexes in the Protection value from the arrival hex are automatically routed. Typically Protection values are used to protect reinforcements arriving on normal roads, while this value is set to 0 for leaders and reinforcements arriving at locations such as across bridges.

It is not in the User.hlp or Npb.hlp files.

Sorry but that is the way that John structured it.

And no - there is no option to view the protected hexes in the game or editor.

Bill Peters
HPS Napoleonic Scenario Designer (Eckmuhl, Wagram)

[url="http://www.fireandmelee.net"]Fire and Melee Wargame site[/url]

Author:  Lord Jim [ Thu Jan 26, 2006 9:49 am ]
Post subject: 

Bill,
I do appreciate that info, i knew somebody would know!! [:D]
LJ

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