Ground scale is based on 1 square = one quarter of maximum musket range.Navaronegun wrote:What scale are you utilizing for terrain and time?
Some scenarios are played to turn limits, some are not.
Moderators: rbodleyscott, Slitherine Core, Gothic Labs
Ground scale is based on 1 square = one quarter of maximum musket range.Navaronegun wrote:What scale are you utilizing for terrain and time?
Approximately, yes.Navaronegun wrote:Sorry, so a square is approximately 50m?
The system is a top-down design, rather than a bottom-up design.Navaronegun wrote:And how many minutes per turn per side?
I should have mentioned that there are a lot of different crop tiles which cover the various seasons, but they don't have different terrain effects by default. However, you can apply an (invisible) dead ground overlay to designate crops tall enough to conceal infantry, like the corn that concealed the Swiss advance at Novara.Schweinewitz wrote:So terrain graphics for the various seasons are on my wishlist now.
In most (but not all) scenarios the objective is to defeat the enemy army. In most scenarios an army will always break if it has lost (routed or destroyed) 60% of its initial strength, but can break at any point after losing 40% of its initial strength if the enemy has lost less than half as many %. For this calculation, larger units are worth more than small units.Schweinewitz wrote:More important is the gameplay, IMO. So: How are the victory conditions in the game? Must the fighting morale of the enemy be broken (when a larger part of his units are rooted) or victory hexes taken? (Or both?)
There are 2 aspects to morale:In the screens one can see that there are different levels of quality in the units, is there also unit morale or even an army morale?
It is there among the as yet unlisted factionsTheGrayMouser wrote:We need Bethlen Gabor's amy!!!In the Thirty Years war campaign, factions include Bohemians, Holy Roman Empire/Catholic League, German Protestants, Danish, Swedish, Spanish, French.
The army lists for stand-alone games include one or more lists for each of these at different stages of the war.
Other peripheral factions may also be added, but I cannot confirm this at this stage.
rbodleyscott wrote:Approximately, yes.Navaronegun wrote:Sorry, so a square is approximately 50m?
The system is a top-down design, rather than a bottom-up design.Navaronegun wrote:And how many minutes per turn per side?
The default turn limit for the stand-alone games is 16 turns each, and most battles result in one side being defeated within that limit.
So each pair of turns effectively represents 1/16th of the duration of a battle.
the last part caught my eye on several levels:rbodleyscott wrote: ... However, you can apply an (invisible) dead ground overlay to designate crops tall enough to conceal infantry, like the corn that concealed the Swiss advance at Novara.
I think we don't speak of corn in the US-American sense of the word here but of European "corn": wheat, rye etc. The older types of grains could grow to a remarkable height, higher than our modern "standardised" stuff - during the 7YW battle of Kolin (June 1757) for example grain fields could very well be used to hide skirmishers and they provided excellent cover for whole larger units too. You might be right about the pikes though.fogman wrote: 2. corn, being a new world crop, would be unlikely to have been introduced yet in 1513, not to mention that in italy, corn is harvested in early september, not early june.
In due course, yes.Micha wrote:Hi,
will there be a demo or a video ?
I had similar thoughts myself. However, dawn was only just breaking. Oman cites the detailed account of Giovio, book xi, p.223. Oman says "We are told that they marched by bypaths through fields of standing corn, which so hid them that when the enemy's artillery was hastily put into action, most of the balls went over their heads".Schweinewitz wrote:I think we don't speak of corn in the US-American sense of the word here but of European "corn": wheat, rye etc. The older types of grains could grow to a remarkable height, higher than our modern "standardised" stuff - during the 7YW battle of Kolin (June 1757) for example grain fields could very well be used to hide skirmishers and they provided excellent cover for whole larger units too. You might be right about the pikes though.fogman wrote: 2. corn, being a new world crop, would be unlikely to have been introduced yet in 1513, not to mention that in italy, corn is harvested in early september, not early june.
Not within LOS as that is a long way, but units must test if a unit breaks in an adjacent square.Navaronegun wrote:Is a unit's cohesion level impacted by events which occur to other units within the LOS of a unit?
the most modern study, and only monograph on the subject, i know of is 'Novare: derniere victoire des fantassins suisses' by Olivier Bangerter (Economica 2011), a Swiss researcher who made extensive use of cantonal archives, including letters home from the combatants.rbodleyscott wrote:
I had similar thoughts myself. However, dawn was only just breaking. Oman cites the detailed account of Giovio, book xi, p.223. Oman says "We are told that they marched by bypaths through fields of standing corn, which so hid them that when the enemy's artillery was hastily put into action, most of the balls went over their heads".
Of course perhaps Giovio was wrong, but I have given him the benefit of the doubt as he was a contemporary, being born in 1483, although he did not write till 30 years after the battle. Perhaps they trailed the pikes. The dust would not have been visible in the early dawn.
Anyway, for whatever reason, the French artillery had difficulty hitting them, which is the effect simulated.