Re: General Mod
Posted: Mon Oct 07, 2024 12:05 pm
I am preparing the ECW GENERALS EDITION module for the MP mode. If Mr. Richard agrees it will be put for in-game downloading.
The main description:
a) GENERALS FEATURES (the difference from SJ and FoG2 is written in bold):
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. RALLING 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 main description:
a) GENERALS FEATURES (the difference from SJ and FoG2 is written in bold):
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. RALLING 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%