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 Post subject: Updated OOBs
PostPosted: Thu Oct 14, 2010 9:49 am 
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Location: Combat Information Center, Sir!
Found an error in the last 4.3 OOb set: missing howitzers. Basically, in the revising of the artillery, I forgot to re-make the separate howitzer formations; only the Mountain Howitzer formations were available, and they have a modified structure that wasn't the same as the regular field artillery sections. Have updated the OOBs and posted them here. Just drop these into the Mod file.


Attachments:
Update Oct14.zip [16.81 KiB]
Downloaded 21 times

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 Post subject: Re: Updated OOBs
PostPosted: Thu Oct 14, 2010 10:29 pm 
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Thanks Flash :biggrin:

Do you have anything you would like to playtest with these OOBs?

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 Post subject: Re: Updated OOBs
PostPosted: Fri Oct 15, 2010 5:03 am 
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Location: Combat Information Center, Sir!
JEB Davis wrote:
Thanks Flash :biggrin:

Do you have anything you would like to playtest with these OOBs?


Yes. :teeth:
I just finished re-doing my Devil's Den scenario, and I'd like to see how it works with the new system. If you recall, it was made when we were using the larger units, with the regiment = platoon. Well, with the new system, where the regiment = company, the entire battle can't be done in one scenario; it hits the 400 unit limit about 2/3rds of the way into each side's force purchase.

So I am splitting it into 2 scenarios: Devil's Den and Little Round Top. DD is ready, LRT is still in the planning stage.

I'll post the DD scenario tonite.

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 Post subject: Re: Updated OOBs
PostPosted: Fri Oct 15, 2010 7:07 pm 
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Working an extra job at the Travel Information Center tonight, I'll be here till midnight so I'll be doing some editing :)

Kevin, was the bayonet issue ever fixed?


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 Post subject: Re: Updated OOBs
PostPosted: Fri Oct 15, 2010 8:03 pm 
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Matt8683 wrote:
Working an extra job at the Travel Information Center tonight, I'll be here till midnight so I'll be doing some editing :)

Kevin, was the bayonet issue ever fixed?


Not really. The game doesn't allow very many melee attacks to occur, and the ones that do aren't very decisive. And, the Bayonet weapon would never generate more than 1 or 2 casualties for each "shot", which made it no better than a pistol.

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 Post subject: Re: Updated OOBs
PostPosted: Fri Oct 15, 2010 9:35 pm 
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The reason I ask is because they won't melee if they're out of ammo. After everybody runs out of ammo, they literally sit there and look at each other.


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 Post subject: Re: Updated OOBs
PostPosted: Fri Oct 15, 2010 10:10 pm 
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Well, the only possible solution is to put the weapon back in and give it a large ammo load...but it still leaves a 1-hex ranged weapon that does little to no damage, and is supposedly carried by every man in the unit. And, if the rest of the weapons are out of ammo, the unit will still conduct a "bayonet attack" at 1-hex, probably take OpFire, break and withdraw before any melee can take place. Or we simply rely on the players being smart enough to turn off the Bayonet weapon so as to not conduct an attack...

IMHO, it's too troublesome to try and get working. Better to accept the limited melee possibilities.

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 Post subject: Re: Updated OOBs
PostPosted: Fri Oct 15, 2010 10:36 pm 
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Works for me. Since we're gearing the mod to human-vs-human, players should have the good sense to pull their people off the line for resupply or retreat. By the way, I posted the remaining Indian icons.


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 Post subject: Re: Updated OOBs
PostPosted: Sat Oct 16, 2010 7:44 pm 
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FlashfyreSP wrote:
Devil's Den scenario

Is this Single vs AI... or PBEM ?

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 Post subject: Re: Updated OOBs
PostPosted: Sat Oct 16, 2010 9:57 pm 
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Best as PBEM, since the AI doesn't know how to use some of the units...but it might be playable as a solo game, if you allow for the AI's playing style. I would play it as the Confederates, with the AI the Union, since the AI does better when it is on the defense.

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 Post subject: Re: Updated OOBs
PostPosted: Sun Oct 17, 2010 9:20 am 
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Am considering another revision to the artillery, but I'd like your opinions about how things are now before I do anything. It's not a major one; I am thinking of combining the Limber and Caisson into one unit, with both ammo resupply and carrying abilities.
Basically, it will be an Ammo Carrier with a Carrying Capacity sufficient to haul the cannon unit. The reason I am looking at this is to reduce the "clutter" around the artillery placements...as well as to reduce the C&C complexity. I intend to keep the Limber/Caisson unit directly attached to the cannons, not to separate them, but this will reduce the section to 4 units instead of 6.

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 Post subject: Re: Updated OOBs
PostPosted: Fri Oct 29, 2010 9:22 am 
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Ok, I've redone the OOBs with the change of formation size (company and regiment) that I brought up in the Scale & Deployment thread. Before I stick them into the Mod, I'd like to hear what you guys think of them...


Attachments:
OOB Remake Oct28.zip [17.18 KiB]
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 Post subject: Re: Updated OOBs
PostPosted: Sun Sep 08, 2013 8:14 pm 
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I spent some time the other day playing in the editor for the Indian Nations

I created a medicine man who could call on "Magic" to effect battles
I created a few other units for them to play with including buffalo hunting parties
and buffalo (and a Great White Buffalo) which could be used as scouts or as targets
depending on how they are used. IF I had gotten my Buffalo as I asked for these
units could be added in an update.

I'm at a coffee shop and can't post them now but I will upload them so they
can be examined.

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 Post subject: Re: Updated OOBs
PostPosted: Tue Sep 10, 2013 12:42 pm 
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Other day may be a bit incorrect but here the files I mentioned in the post above.

Graphics for the Buffalo and an Eagle would be required to make these right.

Added Buffalo herds in various sizes that diminish in size depending on the dates used
They act as Indian Recon units

Added Hunting parties which act as recon and hunt white mans cattle and buffalo herds

Altered Raiding Party to be infiltrators

Added Sprite Lodge (Fortification / Building) to act as base for Medicine Man unit which acts much
like an FO and can call in Rain Dancers which act as Medium Mortars that do suppression damage rather
then physical damage. Also available through the Sprite Lodge would be Great Eagle and Great Sprite
units The Great Eagle would act as Recon Aircraft allowing the Indians a look at the Battlefield to counter
the fact they are severely out gunned by the White Man They then might have a better chance to sneak
up on them. The Great Sprite has a short range weapon much like the one the Medicine man has which
is a shorter range sharpshooter making them sort of an Indian Sniper to make raiding the Indian camps a
bit more difficult.

More units can be added in the same theme as the Great Eagle and Great Sprite since the Indian belief
system was centered around Nature

Notes and an updated Class list is included in this zip (class list is only an update of the one in the CW mod
now and shows the additions I used to make the above units) Nothing new just appending the existing document


Attachments:
File comment: Indian oob files
Updated CW Mod oobs.zip [6.83 KiB]
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 Post subject: Re: Updated OOBs
PostPosted: Wed Sep 18, 2013 8:52 pm 
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I was hoping someone else would jump in.
We got our first horse and I'm working hard
to finish a bunch of pasture fencing. Then
there are car repairs waiting in line, etc...

Just haven't had time for the game in a while.

By the way... HAPPY BIRTHDAY Mike!

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