Aussie SOW multiplayer group

A dedicated section to start arranging MP games and groups for our new engine, Waterloo!
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voltigeur
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Aussie SOW multiplayer group

Post by voltigeur »

For those interested in local games in Australian time zones, please see http://aussow.freeforums.org . We have a small group that plays SOW in the evenings and will be playing Waterloo a lot, as we are all Napoleonics fans.

cheers
Last edited by voltigeur on Fri Jun 19, 2015 4:47 pm, edited 1 time in total.
miller3492
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Re: Aussie SOW multiplayer group

Post by miller3492 »

you have steam of teamspeak. im in the US but on in later hours due to my job
voltigeur
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Sunday 21 June 8.30pm ACST

Post by voltigeur »

first test game for new players. Might end up just being a voice comms settings/config troubleshooting evening. No matter!

cheers
voltigeur
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Re: Aussie SOW multiplayer group

Post by voltigeur »

voltigeur
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AAR - the forest

Post by voltigeur »

We played a 2 hr hunt them down game on the Hill map with a new single corps OOB Remus made.

The new OOB was a manageable size for 2 players each side.

As French, Remus and I made a beeline for the fort in the centre of the map, deciding not to split our forces due to size nor reveal early the strength of the cavalry.

As we reached the bottom of the valley leading up to the fort, there was the Major's troops (naturally..) lining the top of the hill with artillery support waiting for our advance.

After mulling over things Remus made the executive decision to push decisively for the Allied left flank using the forest just north of the fort as a point of protection once the inevitable counter attack arrived.

Our Guard and line infantry engaged the German and Nassau troops of Agathosdaimon's, or in his words, 'tank rushed'.. :-) There was confused fighting in the forest with squares, cavalry charges and other mayhem going on, and steadily the Allied left pulled back.

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Remus's conservative use of the French cavalry was paying off as the Major was unable to push his right flank down onto our flank due to the presence of our cavalry there, forcing him into squares.

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In the end it was a 'close run thing', with the French claiming victory with 90 points.

Good game chaps!
con20or
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Re: AAR - the forest

Post by con20or »

Very good AAR!

Mitra would have to confirm, but I think there are definitely limits for forming squares in forested areas - so you got lucky!
Saddletank
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Re: AAR - the forest

Post by Saddletank »

It would be good if the game would prevent squares in woodland entirely but also prevent cavalry charging in that terrain as well.
HITS & Couriers - a different and realistic way to play SoW MP.
mitra76
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Re: Aussie SOW multiplayer group

Post by mitra76 »

Cavalry cannot charge if the ground at the moment of charge check has a height value over the 25 or a defensive bonus over the 21.
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Saddletank
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Re: Aussie SOW multiplayer group

Post by Saddletank »

Thanks.

What is height value? The steepness of the slope?

And what kind of terrain typically has defensive values at 21? Any woods, or just denser woods? What about streams or walls?
Last edited by Saddletank on Sat Jul 04, 2015 8:23 pm, edited 1 time in total.
HITS & Couriers - a different and realistic way to play SoW MP.
mitra76
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Re: Aussie SOW multiplayer group

Post by mitra76 »

Height is the value of visible part of a ground respect a level 0. Trees have a high height value respect a bush.

they are values present in each map csv (column 6 and 7) for every ground type, so their values are a map making decisions.
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