Battle of Nations-16th October 1813 (French Counterattack South of Leipzig).

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1 year 1 week ago - 11 months 3 weeks ago #8484 by Eugen82
Hello All,

I made scenario for Epic C&C. It was played by me and my mate few times (1vs1). We think it works pretty well.
Now it just needs to be tested with more number of players. Please read the rules.

Scenario descripction:

Action at Liebertwolkwitz-Wachau 16th October 1813.

Coalition Army
• Commanders: Alexander I and Schwarzenberg
• 5 Command Cards
• 4 Tactician Cards (optional)
• 3 Iron Will Counters (Prussians only).

French Army
• Commander: Napoleon
• 6 Command Cards
• 6 Tactician Cards (optional)
• Start first

Victory
18 Victory Banners

Special Rules:
• Pre-Battle Mother Russia Roll is in effect. Saber rolls have no effect.
• The  6 hexes of Libertwolkwitz, Wachau, Auenhein Farm  are a Temporary Majority Victory Banner Objective worth 3 Victory Banner for the side that occupies it at turn start.
• The  4 hexes of Gross Posna, Gulden Gossa are a Temporary Majority Victory Banner Objective worth 3 Victory Banner for the side that occupies it at turn start.
• Coalition starts with 6 Victory Banners.

Reinforcements Arrivals:
1. French move/fight next Coalition move/fight = 1 Turn.
2.The reinforcements arrive at the end of the turn . 
3. Units are placed on a vacant hex of the appropriate colour. If appropriate colour hex is occupied unit can be placed on the nearest empty hex.


+Coalition+
Turn 2 (blue hexes) - Russians 2: GR with 1 leader + 1 CU.
Turn 2 (white hexes) - Austrians : 1 LN, 1  LT, 1 HC.
Turn 5 (blue hexes) - Russians: 1 GHC, 1 GLC, 1 GHA.
Turn 7 (blue hexes) - Austrians: 1 GR, 1 CU.
Turn 9 (black hexes) - Prussians: 1 GG, Russians: 2 RU GG + 1 leader, 1 GFA.

+French+
Turn 6 (red hexes) - French: 1 GHC +1 leader, 1 GLC.


 
Last edit: 11 months 3 weeks ago by Eugen82.

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1 year 1 week ago #8485 by Mark-McG
For the sake of clarity, the reinforcements arrive
1.  At the start the turn listed (or the end?)
2. Are placed on a vacant hex of the appropriate colour. In the unlikely event all such hexes are occupied, can they be placed?
3. Can be ordered on the turn they are placed?

and knowing the likelihood that players forget to place them on the turn listed, can be placed on the turn, or at the start of that player's subsequent turn

Glory is fleeting, but obscurity is forever.
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1 year 1 week ago - 1 year 1 week ago #8488 by Eugen82
Hi Mark,
1. French move/fight next Coalition move/fight = 1 Turn.
2.The reinforcements arrive at the end of the turn .
3. Units are placed on a vacant hex of the appropriate colour. If appropriate colour hex is occupied unit can be placed on the nearest empty hex.
4. "and knowing the likelihood that players forget to place them on the turn listed, can be placed on the turn, or at the start of that player's subsequent turn" - If I understand you correctly, my answer is yes they can. 
Last edit: 1 year 1 week ago by Eugen82.

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11 months 1 week ago #8671 by Mark-McG
Attemped to play this scenario tonight, but ran into problems with the terrain, paarticularly around Wachau.
Using the Epic v2.2 module (as per the save message, and slight mismatch of VASSAL versions, and synced to the same game we got different terrain views

   

on investigation, it seemed like 2 terrain tiles on the same hex, a forest and a clear terrain overlay. Similarly the Church had both a Church and a village terrain tile on it..

So I have two immediate suggestions;
1. fix the terrain layout such that there is a single terrain tile per hex
2. having Lauriston right adjacent to the Austrians in the church is an immediate death zone. Whomever drew the most cards there wins.
 

Glory is fleeting, but obscurity is forever.
[img][/img]

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11 months 1 week ago - 11 months 1 week ago #8672 by Eugen82
Hi Mark,
I've stopped updating this scenario on this page as there was not much interest and feedback.
I had better reception from TTS community and done some more improvements. 
Changed positioning of Louriston Division and few Allied units.   
As for terrain and map you need to use Fansscenariosepic.vmdx from Vassal. 
This scenario is hard for French  to win  as the original battle was for Napoleon .
Most of the scores were very close for example in 2 maches Cap vs Me- 1 victory for French 1 for Coalition. 
I'll post new updated scenario file soon( just need to build it in Vanilla version).

Thanks for support
Eugen
 
Last edit: 11 months 1 week ago by Eugen82.

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11 months 1 week ago #8673 by Mark-McG
ok..  I'm not sure what your expectations are, but finding 2 players that can have time to playtest an Epic scenario in 4 weeks is not unresponsive in my view.

I'm still bemused that rather than removing terrain tiles, you added new "clear" terrain tiles over the top.

Anyway, our attempt to playtest finished on French turn 2 when we realised we had different terrain views. 

When you come to a final version, I'm still interested.

Glory is fleeting, but obscurity is forever.
[img][/img]

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11 months 1 week ago - 11 months 1 week ago #8674 by Eugen82
Hi All,
Scenario update.
Map build on Vanilla version of Vassal-CCN.
Few changes in unit positioning and color of reinforcement hexes changed.  
Please enjoy :)


Scenario descripction:

Action at Liebertwolkwitz-Wachau 16th October 1813.

Coalition Army
• Commanders: Alexander I and Schwarzenberg
• 5 Command Cards
• 4 Tactician Cards (optional)
• 3 Iron Will Counters (Prussians only).

French Army
• Commander: Napoleon
• 6 Command Cards
• 6 Tactician Cards (optional)
• Start first

Victory
18 Victory Banners

Special Rules:
• Pre-Battle Mother Russia Roll is in effect. Saber rolls have no effect. 

* Russian garrisons are (not) units for the purposes of the Mother Russia roll.
• The 6 hexes of Libertwolkwitz, Wachau, Auenhein Farm are a Temporary Majority Victory Banner Objective worth 3 Victory Banner for the side that occupies it at turn start.
• The 4 hexes of Gross Posna, Gulden Gossa are a Temporary Majority Victory Banner Objective worth 3 Victory Banner for the side that occupies it at turn start.
• Coalition starts with 6 Victory Banners.



Reinforcements Arrivals:
1. French move/fight next Coalition move/fight = 1 Turn.
2.The reinforcements arrive at the end of the turn .
3. Units are placed on a vacant hex of the appropriate colour. If appropriate colour hex is occupied unit can be placed on the nearest empty hex.

+Coalition+
Turn 2 (red hexes) - Russians 2: GR with 1 leader + 1 CU.
Turn 3 (white hexes) - Austrians : 1 LN, 1 LT, 1 HC Prussians: 1 LN, 1 CU + leader.
Turn 5 (red hexes) - Russians: 1 GHC, 1 GLC, 1 GHA.
Turn 7 (red hexes) - Austrians: 1 GR, 1 CU.
Turn 9 (black hexes) - Prussians: 1 GG, Russians: 2 RU GG + 1 leader, 1 GFA.

+French+
Turn 6 (blue hexes) - French: 1 GHC +1 leader, 2 GLC.

 
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Last edit: 11 months 1 week ago by Eugen82.

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11 months 1 week ago #8675 by Mark-McG
a rules question arises here..  is a Russian garrison considered a Russian unit for the purposes of placing Cossacks from the Mother Russia roll?

my sense is that it does, but it is not standard

Glory is fleeting, but obscurity is forever.
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11 months 1 week ago #8676 by Eugen82
Hi Mark, 
I would say that it is not a proper unit.
I'm reasoning it from this part of the rule book but I might it wrong.New Game Mechanics (Expansion 5) • A Garrison block does not receive any National modifiers.
I would leave it for players interpretation. 
What do you think?
 

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11 months 1 week ago - 11 months 1 week ago #8677 by Mark-McG
A Garrison block is treated like an Infantry unit for all game purposes with the following exceptions:
• A Garrison block may not move.
• A Garrison block will battle with 1 die. Command and Tactician cards, however, can modify its battle dice.
• A Garrison block does not receive any National modifiers.
• A Garrison block is eliminated if forced to retreat.
• A Garrison block, when eliminated, does not count as a Victory Banner.
• A friendly unit may enter a Garrison hex. When the unit enters, the Garrison marker and Infantry block are removed.
The entering unit does not gain a block when the Garrison is removed.

• A Garrison block does not receive any National modifiers.
this isn't really ever defined, but looking at the rules, the combat and movement modifiers are detailed on the National Unit Reference Cards.

I'm ambivalent about this, but given the utility of using Garrison markers in setups, it is something to decide.

Glory is fleeting, but obscurity is forever.
[img][/img]
Last edit: 11 months 1 week ago by Mark-McG.

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