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Aussie SOW multiplayer group

Posted: Sun Jun 14, 2015 3:30 am
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

Re: Aussie SOW multiplayer group

Posted: Sun Jun 14, 2015 10:33 am
by miller3492
you have steam of teamspeak. im in the US but on in later hours due to my job

Sunday 21 June 8.30pm ACST

Posted: Fri Jun 19, 2015 4:45 pm
by voltigeur
first test game for new players. Might end up just being a voice comms settings/config troubleshooting evening. No matter!

cheers

Re: Aussie SOW multiplayer group

Posted: Wed Jun 24, 2015 4:01 am
by voltigeur

AAR - the forest

Posted: Fri Jul 03, 2015 5:14 am
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!

Re: AAR - the forest

Posted: Sat Jul 04, 2015 3:00 am
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!

Re: AAR - the forest

Posted: Sat Jul 04, 2015 11:51 am
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.

Re: Aussie SOW multiplayer group

Posted: Sat Jul 04, 2015 7:50 pm
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.

Re: Aussie SOW multiplayer group

Posted: Sat Jul 04, 2015 8:22 pm
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?

Re: Aussie SOW multiplayer group

Posted: Sat Jul 04, 2015 8:39 pm
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.