Initial Impression

Commander - Napoleon at War is a turn based strategy game that brings gaming back to its roots - it's fun!

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Bern
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Initial Impression

Post by Bern »

I've only had four or five hours with the game but I just felt I had to say congratulations to all concerned in the production. With one reservation it is beautifully presented. The rules are concise and clear so that game time allows concentration on strategy and play rather than constant references to the manual. The balance seems to be just right and even in the relatively early stages it's clear that there are issues in play which will require some quite considerable thought. For me playing the Coalition, one of the first is the situation regarding Wellington. Clearly this leader is essential to the Coalition cause; however his high cost will provide GB with the need to think carefully about the disposition of resources.

My one reservation about presentation is regarding the counters in the game. I'm an oldie who likes to see the old 'cardboard' counters on my game map - much like the Victory series of games. For me it adds much to the enjoyment. I'm hoping for a swift intervention by a modder.

Having said that, it in no way detracts from a game which I believe could become a classic.

Bern
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Re: Initial Impression

Post by alaric318 »

Bern wrote:I've only had four or five hours with the game but I just felt I had to say congratulations to all concerned in the production. With one reservation it is beautifully presented. The rules are concise and clear so that game time allows concentration on strategy and play rather than constant references to the manual. The balance seems to be just right and even in the relatively early stages it's clear that there are issues in play which will require some quite considerable thought. For me playing the Coalition, one of the first is the situation regarding Wellington. Clearly this leader is essential to the Coalition cause; however his high cost will provide GB with the need to think carefully about the disposition of resources.

My one reservation about presentation is regarding the counters in the game. I'm an oldie who likes to see the old 'cardboard' counters on my game map - much like the Victory series of games. For me it adds much to the enjoyment. I'm hoping for a swift intervention by a modder.

Having said that, it in no way detracts from a game which I believe could become a classic.

Bern
greetings, take in mind that aside main production there will be convoys, default set at each 3 turns to UK, so, given that naval superiority by UK gives control, at least early, overseas will make somehow safe enough these convoys to reach UK, about commanders with high attack and ground stats i strongly encourage to attach them to heavy cavalry or in his missing to light cavalry, heavy cavalry with leaders attached are very powerfull units, aside the efficiency bonus of the general with 4 range, all relevant data is in /CNAW/Data on the "general.text" file, for me, at least, it is vital to review this file to know how all the game engine work,

best regards,

alarick.
Bern
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Post by Bern »

Hello there

You are absolutely right. It does seem to be essential to review the data before making some decisions. One area is the question of whether to invest in the production of Light or Line Infantry. This is really well balanced with advantages and disadvantages whichever way you go. I'm tending to go with Light, though these units do need support once on the map. I like the whole concept of support.

Bern
alaric318
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Post by alaric318 »

Bern wrote:Hello there

You are absolutely right. It does seem to be essential to review the data before making some decisions. One area is the question of whether to invest in the production of Light or Line Infantry. This is really well balanced with advantages and disadvantages whichever way you go. I'm tending to go with Light, though these units do need support once on the map. I like the whole concept of support.

Bern
regards, the light infantry is good in movement costs and enhanced up the line infantry, light in my humble opinion is support troops, good in "coups de hand" to take resources or flanking to take out enemy artillery, line infrantry, given his anticavalry bonus is better for the frontline and to bleed light infantry or light cavalry, heavy cavalry, as historically is the better troops, have the movement as light infantry and more power than any other unit, i prefer in recruit line infantry, i think that in infantry bonus tech the line infantry have better advantages, but in example, light infantry can be very good specially in rough or forest, hard terrain, main-ly spain and russia campaigns, for me, the issue that makes me to choose line is the manpower costs, almost same for light inf and line inf, but you take better inf with line, added in, when the recruitments rates bleed the manpower pool, quality is higher in line inf, for me, is priority number one to develop the tech on infantry that gives extra quality, so, you can balance the manpower drain in quality, the light inf is well portrayed, what i like is to have portrayed a game fixing both strategic and tactical enviorenments and that works perfectly, with light inf you can make pressure in st. petesburg and with some horse art that can go on with the movement of light inf. and then put in problems the russian that faces to lose st. petesburg or deliver troops to st. petesburg and weaken the defense of moscow, as said, in spain if you use light inf, some cav and horse art, you can take both capitals, madrid and cadiz with some more free time than regular tough-er but slow-er troops, time is a key to victory,

i love this game, man :)

with best regards,

alarick.
Bern
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Post by Bern »

So do I and we've barely scratched the surface of it. I like your thoughts on infantry - they show exactly the amount of thought which needs to be given in production.

Bern
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Post by Bodybag »

Alaric wrote: regards, the light infantry is good in movement costs and enhanced up the line infantry, light in my humble opinion is support troops, good in "coups de hand" to take resources or flanking to take out enemy artillery, line infrantry, given his anticavalry bonus is better for the frontline and to bleed light infantry or light cavalry, heavy cavalry, as historically is the better troops, have the movement as light infantry and more power than any other unit, i prefer in recruit line infantry, i think that in infantry bonus tech the line infantry have better advantages, but in example, light infantry can be very good specially in rough or forest, hard terrain, main-ly spain and russia campaigns, for me, the issue that makes me to choose line is the manpower costs, almost same for light inf and line inf, but you take better inf with line, added in, when the recruitments rates bleed the manpower pool, quality is higher in line inf, for me, is priority number one to develop the tech on infantry that gives extra quality, so, you can balance the manpower drain in quality, the light inf is well portrayed, what i like is to have portrayed a game fixing both strategic and tactical enviorenments and that works perfectly, with light inf you can make pressure in st. petesburg and with some horse art that can go on with the movement of light inf. and then put in problems the russian that faces to lose st. petesburg or deliver troops to st. petesburg and weaken the defense of moscow, as said, in spain if you use light inf, some cav and horse art, you can take both capitals, madrid and cadiz with some more free time than regular tough-er but slow-er troops, time is a key to victory,

i love this game, man :)

with best regards,

alarick.
If you used some capital letters & punctuation, it would be easier to read for others.

Cheers,
Espejo
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Post by Espejo »

Regarding the AI. Has it been neutered before the releae? Its totally passive , passive to the point at not moving or taking any actions at all.

...Seriously I thought SC1 had an bad AI but at least it "tried " to fight.

Changing difficulty doesn´t do anything. I am really surprised if it is a bug I have or peopelare playing a different game.
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Post by firepowerjohan »

There are 8 scenarios with 2 AI sides to play and several countries so naturally there will be some glitch with a parameter for an AI set too low or high. In this case I bet that it is the French side for the 1805 scenario being too passive in 1806-1807 (in 1808 they do invade Russia though) so it will definately be a high priority thing to look at. This will be certainly be fixed I can assure you of that :!:
Johan Persson - Firepower Entertainment
Lead Developer of CEAW, CNAW and World Empires Live (http://www.worldempireslive.com)
Espejo
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Post by Espejo »

Yes I play the 1805 side scenario but it seems that the other nations are as passive.

I really appreciate that you show such an active suppot right now.

Right now it looks like the AI should be much more active overall.
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Post by firepowerjohan »

Sombra wrote:Yes I play the 1805 side scenario but it seems that the other nations are as passive.

I really appreciate that you show such an active suppot right now.

Right now it looks like the AI should be much more active overall.
As I said there are 8 scenarios and 2 sides for the AI. Sometimes the AI missunderstand trying to defend rather than attack so it may look silly. Sometimes it is best for AI to defend so in some scenarios it will ty to hold a locations as much as possible.

But the tools are there behind to adjust the AI so that it conduct offensive operations I just need to track down the timing and find out in what circumstances or "what countries in what years and what scenarios" the AI goes passive. We will get there :)

It is unfortunate that the popular 1805 scenario has problems especially since that is the largest and default one but overall I would not say all scenarios are broken or that the whole AI is broken. One might think how these basic things were not tracked down by beta testing or testing by developers but the truth is that more than occasional some changes in gameplay or AI causes new problems that no one imagined. Recently the French AI after Austria went straight for Moscow but that was looking a bit odd so it was changes so that it would build up forces first. Combined with some other AI changes this obviously provided a new odd situation.

Believe me when I say it Commander Europe at War had more unforeseen bieffects when released so this release is already looking better from start.
Last edited by firepowerjohan on Thu Oct 02, 2008 3:59 pm, edited 3 times in total.
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Post by jon_j_rambo »

So what's this Napolean character all about? Can't say I know his rank, let alone his shoe size. I'll need a history book to get onboard here. Did Nappy fight Buntas? I know he had a rough winter in Russia, was exiled, then went round #2 or something. Only movie I've ever seen with Nappy, Bill & Ted's Excellent Adventure.

SomeEuro --- What's up dude? You buy this puppy? Like it? Is it going to be part of Panzerliga?

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Post by lordzimoa »

For those who would like to get in the mood, here is a good website to start reading about Napoleonic Warfare.

http://web2.airmail.net/napoleon/

Cheers,

Tim aka LZ
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Post by Greuthungi »

I downloaded the game yesterday and played until 0300, which is a fairly good indication that I love it. :D Easy to get into, especially with the AI being friendly to the beginning player, but I predict that playing versus a friend will be something totally different. It has a bit of a Panzer General feel to it, which is a good thing in my mind. As a Prussian afficionado, I would have liked to see the uniforms change throughout the years, with the oldfashioned 18th century style uniform to start out with in 1805, and new uniforms once the units are upgraded. Nothing that a mod will not do probably. All in all, a great game that I will recommend to my friends, whether they are Napoleonic buffs or greenskins.
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Post by firepowerjohan »

Greuthungi wrote:I downloaded the game yesterday and played until 0300, which is a fairly good indication that I love it. :D Easy to get into, especially with the AI being friendly to the beginning player, but I predict that playing versus a friend will be something totally different. It has a bit of a Panzer General feel to it, which is a good thing in my mind. As a Prussian afficionado, I would have liked to see the uniforms change throughout the years, with the oldfashioned 18th century style uniform to start out with in 1805, and new uniforms once the units are upgraded. Nothing that a mod will not do probably. All in all, a great game that I will recommend to my friends, whether they are Napoleonic buffs or greenskins.
You should not play that many hours my friend and in the middle of the night :D
If you like Panzer General style, I strongly recommend you to try especially 1812 scenario but also 1806, 1809 or 1813 since they have more tactical feel than the bigger ones. You do not need to stay up until 3 a.m to finish them since they are around 10 turns, you can simply play them durin lunch unless you prefer to eat instead ;)

Our goal now is rather to balance the game and fix any glitches so that this become a classic rather than to add to many fancy features.
Johan Persson - Firepower Entertainment
Lead Developer of CEAW, CNAW and World Empires Live (http://www.worldempireslive.com)
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Post by Espejo »

Hi Rambo, well a few of the players of the panzerliga players already bought Napoleon and Commanders at war.

Unfortunately we think (mainly Terif) thats CEAW is not balanced enough for league play right now.

We have high hopes for Napoleon

You know how hard it is to find good Hex strategy for competive play.

I think if Napoleon gets a little bit of work hopefully more of our league players join the club.
firepowerjohan
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Post by firepowerjohan »

Sombra wrote:Hi Rambo, well a few of the players of the panzerliga players already bought Napoleon and Commanders at war.

Unfortunately we think (mainly Terif) thats CEAW is not balanced enough for league play right now.

We have high hopes for Napoleon

You know how hard it is to find good Hex strategy for competive play.

I think if Napoleon gets a little bit of work hopefully more of our league players join the club.
(A side note on Commander Europe at War, not this game)

Have you tried the tcpip or pbem in CEAW from the latest 1.06 patch?
Really, it is the first time I heard that from 1.06 patch and onwards that the game is not balanced enough for tpcip. What aspect in particular do you mean? Game is supposed to be close to 50-50 chances for both sides for the 1939 grand campaign. Me, Kurt Eichert and Martin Andersson have been playing doussins of tcpip games during the last months.

Martin is the best, he has won every single game vs me and won all games except one or two against Kurt so he is the Garri Kasparov of CEAW so to say like Terif is for the SC series. His opinion has been the base for some improvements and balancing. 8)

Earlier before the 1st and second patch there were some issues with one side being stronger than the other but irrelevant if that is fixed in 1.06 IMO. The 1.07 beta also provide cheaper strat bombers and subs so that there is a more variety of strategies that can succeed.

I would love to get feedback on the multiplayer, so if you have some specific info let me know :)

Also, yes you are correct on Napoleon at War since it offers some shorter scenarios that makes it easy for competing. Not everyone want to play 10-20 hour games all the time, some ppl prefer games that can be finished in one session :)
Johan Persson - Firepower Entertainment
Lead Developer of CEAW, CNAW and World Empires Live (http://www.worldempireslive.com)
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Post by jon_j_rambo »

How's the competitve games going? My life is way to busy to play.
I am the Tony Soprano of wargames.
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