Custom scenario design with grog.

A new scenario/battle editor is in development and should be following hot on the heels of Waterloo - any questions can go here.
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RebBugler
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Re: Custom scenario design with grog.

Post by RebBugler »

Actually that isn't the problem either. The problem is the gap between papalotte and the extreme right of the French gun line. The cavalry can approach from the northeast without ever taking a shot of canister. The cavalry disappear behind a house and reappear on the guns flank. By the time the guns can either turn to face them, or try to limber up, it's to late. The cavalry has them.
Well, maybe. Just remember, with 'True LOS' the cavalry 'sees' the enemy sooner, and as a result of not being guarded by infantry or cavalry, the guns will limber and retreat sooner. Still, the real fix for true historic play, as this scenario is set up historically, would be to have it scaled not only for true battle distances, but also for true battlefield distances. I've mentioned this before, but it bears repeating.

Bottom line, the game is scaled for sprite ratio necessities. This scaling makes true historic simulations problematic and a challenge to simulate realistically. So, the workaround or goals of historically based scenarios are generally to just make them entertaining and competitive. This scenario fell well short of the competitive part.
Last edited by RebBugler on Tue Aug 06, 2019 6:48 am, edited 1 time in total.
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