Downloading Community P&S Scenarios from the library

Byzantine Productions Pike and Shot is a deep strategy game set during the bloody conflict of the Thirty Years War.

Moderators: rbodleyscott, Slitherine Core, Gothic Labs

rbodleyscott
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Re: Downloading Community P&S Scenarios from the library

Post by rbodleyscott »

Added:

by companion

ECW
2ECW - modified rules (SP only)
2ECW - modified rules and armies (SP only)
2ECW Campaign - revised (SP only)
Richard Bodley Scott

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rbodleyscott
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Re: Downloading Community P&S Scenarios from the library

Post by rbodleyscott »

Updated:

by companion

ECW
2ECW - modified rules (SP only) Updated to v1.1
Richard Bodley Scott

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rbodleyscott
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Re: Downloading Community P&S Scenarios from the library

Post by rbodleyscott »

Added:

by companion

ECW

ECW - Modified Rules MP 1.0.CPF
ECW - Modified Rules and Armies MP 1.0.CPF
Richard Bodley Scott

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rbodleyscott
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Re: Downloading Community P&S Scenarios from the library

Post by rbodleyscott »

Added:

by Cronos09

FOG2 Gameplay Mod adding FOG2 features. (Pike and Shot Campaigns only)

English Civil War - with Generals (MP battles and skirmishes)

The main description:

a) GENERALS FEATURES:
At the start of the battle, your army is divided into commands. In skirmishes and campaigns, all non-light commands have their own general. In historical scenarios, the allocation of generals will be part of the scenario design.
You can only switch units from one command to another during the deployment phase (if there is one). Note that a unit with a general cannot switch commands without moving the general to another unit of the original command first.
When you select a unit, the commanding general and the other units in his command are highlighted.
When you select a general’s unit, tiles within his command range are highlighted.
1. COMMAND RANGE
Units that are out of command range of a general in line of command have reduced command control. They lose the free 45 degree turn that is allowed to troops that are in command range. The exception is that they can move at least one square even if this does involve a turn of 45 degrees.
Command range is determined at the start of the player’s turn. Troops that are in command range at that time will be deemed to be in command range until the player’s next turn, unless the general from whom they were taking command control is disabled. Troops that are out of command range at the start of the turn will remain out of command range until the player’s next turn, even if the general moves into range before that.
Units that are in command range this turn have white facing indicators, units that are out of command range have dark facing indicators (the latter ones also have “Reduced CC” displayed in their information panel at the bottom of the screen).
Command range varies with the command ability of the general and the type of the scenario. You can see the command range for each of your generals by selecting his unit (CR in the info panel). “Troop Commanders” have a command range of 3 (Small, Medium battles) and 4 (Large, Very Large battles, and Historical battles), “Field Commanders”- 6 (Small, Medium battles) and 8 squares (Large, Very Large and Historical battles) and “Great Commanders” - 9 (Small, Medium battles) and 12 squares (Large, Very Large and Historical battles).
Generals have no command range when in close combat, pursuing or routing, so if any of these apply at the start of the player’s turn, their units will have reduced command control unless there is another general in line of command within command range.
2. ADD GENERAL
In random map battles, during the deployment phase after force selection is completed, if an army of more than 800 points has less than 4 generals, or a smaller army has less than 3, you can add additional generals to make up the number. A general can be added to any unit that does not currently have a general, except artillery or baggage units. That general’s unit then creates a new command, which other units can be moved to if desired.
3. GENERALS IN CLOSE COMBAT
A general whose unit is in close combat is deemed to be fighting in that combat. He adds +50 Points of Advantage (POAs) to his unit’s combat capability. He adds a +1 modifier on Cohesion Tests for friendly units within (command range / 4) squares while he is in close combat (but not otherwise). However, he is at risk of being killed or wounded in the combat. This is much more likely to occur if his unit loses the combat. If a general is killed or wounded, all friendly units within 1 square if the general was a sub-general, or 2 squares if the general was a C-in-C must take a Cohesion Test.
4. MOVING GENERALS
A sub-general can move once in a turn to another unit of his command that is within his Command range (even if the general’s unit has already moved this turn). A C-in-C can also move to a unit of one of his sub-generals’ commands. Generals cannot move from a unit that is in close combat or pursuing, and cannot move to join an artillery unit.
5. RALLYING UNITS
Disrupted, Fragmented or Routed units with a general tests (Cohesion test) every time. (Units without a general have a much lower chance of testing). Generals can therefore be used to greatly increase the chance of unsteady troops rallying.

b) FoG2 FEATURES:
1) 'Push back' and 'Dynamic/Immediate Score' options;
2) the mod includes fixes for the flaws of the original P&S based on FoG2 scripts:
a) charging enemy units that are beyond 45 degrees of straight ahead at the start of the move after a turn,
b) blocking of 2 units with ZoCs of each other when they are separated by two other units in close combat,
c) cavalry doesn't get +100 PoA vs the Mobs in open;
d) 'Mobs' cannot charge non-light cavalry;
3) 'Remove evader casualties' option;
4) 'Turn and Shoot' option.
5) FoG2 pursuit scripts: infantry who are neither Warriors nor Raw will not pursue. Keil never pursuits;
6) Option which does not take base AP for Fragmented unit below 6 AP unless base AP is less than 6.
Heavy Weapon is also not cancelled vs non-steady foot who have pikes (also in Keil), spearmen or bayonet capability during the melee phase - 50%

The mod will have full historical names of generals, 2 lists for random battles - separately for commanders-in-chief and separately for sub-generals.

The mod will also include some original P&S historical battles which I changed in order to make them more balanced and replayable:
1) Edgehill, 1642 - the Royalist mostly pike P&S units get their strength of 100% and pikes 75% and musket 25% (when they remain Keils), the Royalist mostly shot P&S units get their strength of 100% with a probability of 45%, the Royalist Army Points +50;
2) Cheriton, 1644 - the Parliamentarian light infantry in the wood are out of player's control at the first turn with a probability of 75%, the Patliamentarian cavalry are out of the player's control for the first five turns (or till Royalist approaching), the Parliamentarians cannot take the defensive position behind their cavalry;
3) Marston Moor, 1644 - 2 various variants in one: Royalist defensive (historical one, probability of 55%) amd offensive ('what would have happened if', probability of 45%), some changes in the Parlianemtarian initial deployment;
4) Lostwithiel, 1644;
5) Naseby, 1645 - some changes in the Royalist initial deployment for their quick attack, the Royalist Army Points +150, General Philip Skippon will be as a rule wounded at the first firing contact, what will be the cause of disarray of the Parliamentarian infantry;

I also add 1st Newbury battle, based on Warlord156's nice 1st Newbury map with the units from Army List 1643-1644. In this scenario, Parliamentarian troops will be prohibited from retreating from Round Hill for the first 5 turns.

All the features are listed in Read_me.txt file.
Richard Bodley Scott

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rbodleyscott
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Re: Downloading Community P&S Scenarios from the library

Post by rbodleyscott »

Added

by Lysimachos

Age of Reason
Age of Reason campaigns (SP only)
Richard Bodley Scott

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rbodleyscott
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Joined: Sun Dec 04, 2005 6:25 pm

Re: Downloading Community P&S Scenarios from the library

Post by rbodleyscott »

Updated

by Lysimachos

Age of Reason
Age of Reason Campaigns (SP only) v2
Age of Reason Skirmishes (SP) v2
(Age of Reason Skirmishes (MP) v2)

New version, with all the European, North African and North American armies of the period that V1 lacked, for a total of 39 armies and 78 lists, plus a revisitation of some units, enhanced artillery fire and combat capability of disrupted and fragmented units.
Richard Bodley Scott

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