1.1 - Sign-ups can be as little as a single player or as large as a Division, when the event starts troops will be organised into the following denominations: .....Companies, individual players ..........Battalions, infantry groups consisting of 3-6 companies* ..........Squadrons, Cavalry groups consisting of 2-4 companies* ..........Batteries, Artillery groups consisting of 2-4 pieces* ...............Divisions, Mixed groups consisting of 3-6 Battalions/Squadrons/Batteries ....................Corps, Mixed groups consisting of 2-3 Divisions (*referred to in short as Battle groups) 1.2 - Infantry Battalion sign-ups can bring Skirmishers with a ratio of 2:1 (Line:Skirms), so for example a full strength battalion of 6 companies can have 2 skirmisher companies and 4 Line. 1.3 - If you are signing up multiple cavalry squadrons please keep the ratio between Lights and Heavies 1:1, same goes for Infantry in relation to Footguard battalions. 1.4 - Companies will be lead by Captains, Battle groups by Majors/Colonels, Divisons by Generals and Corps by Field Marshals. 1.5 - For group sign-ups we do not require rosters with named players; The number assigned to each group must be exact however so that when that group participates in a battle the regiment or group of people responsible knows how many players to bring along. These players do not have to be the same everytime. We simply request that if a regiment is signing up en masse that they sign-up with a total number they feel they are likely to be able to field at any one time. | (https://farm1.staticflickr.com/945/41825795822_19a7b41b81_o.png) |
Campaign Rules On the campaign map (fse) each week will represent a turn of play for both teams. 2. Weekly Schedule 2.1 - Monday - Tuesday: Corps commanders communicate the moves of their divisions/battle groups to a Head-admin, deadline of 8:00pm GMT of the Tuesday. *** MID WEEK ANNOUNCMENT - The campaign map is then updated visually with all the troops movements of both factions and any engagements that need resloving that week are announced! *** 2.2 - Wednesday - Sunday: Those troops that have engagements to resolve contact (responsibility of the attacker) eachother via steam to arrange the match date/time. If a time can not be agreed upon then Sunday @ 8:00pm is set as default so that play can continue to the next turn for the following week. *** END OF WEEK ANNOUNCMENT - A list of all casualties is published and any retreat moves/respawns announced *** 3. Movement 3.1 - The smallest denominations of troop that can manouver independently are battle groups (battalions/squadrons/batteries). 3.2 - All troop types can move two territories per turn, however if the first territory of their move causes an engagement then they must stop in that territory. 3.3 - If two opposing, adjacent armies intend to move into each others territories, then the force with the greater numbers moves and the other does not; ie. the army with the lower numbers gets to defend and does not move. 3.4 - Troops that have not moved (or forced not to move) during a turn are considered to have had time to 'fortify' their territory and can make changes to the map they choose to defend if attacked (there are also some default fortified maps to use if the defenders wish). Garrisons cannot move so if a defending army has a garrison to bolster their numbers they may consider themselves 'fortified'. 3.5 - Some territories also have their own dedicated garrison (marked by crossed muskets - forts also have them) that cannot move; if the territory is attacked then any of the players on the defending faction can choose to stand-in for these units during a battle. They do not take casualties and are available to use by whichever faction controls the territory when attacked (4.4 for garrison details). 4. Engagements: 4.1 - If at the end of movement enemy troops are in the same territory they are considered engaged and these actions must be resolved in that turn (that week!). 4.2 - Troops in territories adjacent to those engaged can choose to reinforce them, spawning in 5-10mins into the round. Troops may reinforce from a territory adjacent to where they finished their second move or where they finished their first move during that turn. 4.3 - If one team does not wish to fight they may retreat to an adjacent freindly territory, forfeiting the contested territory to the other team without taking any losses. 4.4 - If an attacked territory is only defended by a 'garisson' (not players) then any troops on the defender faction may choose to stand-in for garrison troops and organise an engagement like normal. Default Garrison size is 10 players, consisting of the following: - 2x Infantry Battalion (3 players each) - 1x Cavalry Squadron (2 players) - 1x Artillery Battery (2 players) 4.5 - Each territory has one terrain types that the defender can choose to fight on, each of these terrain types then has 3 custom maps which the defender can choose from. The attacker however has the advantage of being able to choose at what time they attack, choosing between morning, day or night map types. 4.6 - The final part to consider with map selection is if the defender can 'fortify' the position (if they haven't moved that turn or if a garrison is present); if this is the case then the map chosen for the engagement can be edited by a mapper on the defending faction, the defenses that can be included are as follows: - Stakes (12x) - Cross stakes (8x) - Earth mounds (8x) - Large Trench Lines (4x) * it is the defending teams responsibility to prepare a fortified map in time for the match! Unless they wish to use a pre-existing map on the server. 4.7 - For engagements in territories where there are forts the defender has the option to play on specific fort maps. These maps have 4x meshed ladders to scale the walls and one gateway. If however the attacking force consists of at least one full battery of artillery then a variation of the map can be played that has a meshed breach aswell. | Battle Rules Matches are fought in Commander Battle in NW and are a result of the troop engagments encountered on the campaign map. 5. Skirmish (1 server) 5.1 - A 'skirmish' takes place when the engaged units in a territory number less than 50. If this number is exceeded then the engagement can be expanded into a 'battle', using multiple servers. 5.2 - Upon resetting both teams have 2 minutes (3 for sieges) to untangle themselves from the spawn and deploy their troops parallel to their own map edge. Once this minute has elapsed troops can engage. If the defenders have defences of any kind they may deploy around these. 5.3 - The primary rule is that all battle groups (Battalions, Squadrons & Batteries) must stay together at all times. Companies that stray excessively from their battle group will be warned via admin chat and slain if they do not promptly return, simulating a panic or rout as the troops are cut-off from their battle group. 5.4 - Most basic rules are enforced by the server itself, preventing rambos and spread-out orders for Line infantry. 5.5 - Officers are permitted to leave their units within reason, but only to scout since the server will not permit them to deal any damage when far away from their bots. 5.6 - If one side wishes to retreat during the round they must tell a referee; the referee will then promptly post a retreat notification in Admin chat, advising all players that the round will finish in 1 minute. Once the minute is up the ref will take a screenshot from which casualties of both sides will be determined. 5.7 - After the action one of the present Referees is to post a screenshot of the score board on the campaign thread, preferably before the round resets. 5.8 - In the event of a prolonged period (10-15mins) of neither attackers or defenders engaging their opponent the admin may advise that the attackers need to start engaging or be forced to retreat. The only exception to this rule is if the match involves multiple servers, in which case the attackers can choose to stall for time if other servers are suitably engaged. 6. Battle (2-3 servers) 6.1 - When the number of engaged players in a territory exceeds 50, the most senior officers on each team can decide whether they wish to fight a pitched battle with either one or two additional servers. 6.2 - With both 2 and 3 servers involved the most senior officers on each team will (prior to the battle) inform a head-admin in which servers they will deploy their troops, without any knowlege of the oppositions plans. 6.3 - In a 2 server battle both engagements must be resloved to determine the result; any companies with survivors from the first server to finish may join the remaining server to be spawned in by a battle admin as reinforcments. Casualties are then determined after the final engangment has finished with a victor. 6.4 - In a 3 server battle again all servers must be resolved to determine the outcome of the battle. 6.5 - Surviving victors of the flank engagments (providing they had 5 or more bots alive) are spawned in to the centre server as reinforcements, to help turn the battle in their teams favour. 6.7 - Like the single server engagements, a screenshot of each servers' finishing scores should be posted on the campaign thread so casualties can be determined. 6.8 - For sieges the rules of victory and deployment are slightly different; the defenders receive the benefit that they get to deploy their own troops WITH prior knowledge of how the attackers are deploying. The attackers also however receive the advantage that they only need to win in any one of the servers to claim victory of the siege; as soon as the attackers win in one server the entire siege stops and screenshots are taken - any surviving defenders automatically surrender. 7. Casualties: 7.1 - Casualties in engagements are determined by entire 'battle groups' (battalions/squadrons/batteries) so individual companies can not be considered casualties; If half of a battle groups' companies have lost all their men then that group is considered a casualty and will respawn a turn later (they will take a week out of play) at a freindly fort of their choice. 7.2 - For example a 6 company strong Infantry battalion could potentially lose 90% of its bots but the group is only considered a casualty when 3 of their companies have been entirely wiped out. If this does not occur during an engagement then that group will be back up to full strength with all of its companies for the next engagement. 7.3 - There is a certain amount of flexibility with the above rule at the Ref's discretion; either in the interest of fairness alongside extenuating circumstances or if the survival of a group was reliant on rule-breaks. For example if a battle groups remaining players had few or no bots left and they split off in different direction to survive; this would be a deviation from rule 5.3 specifying that battle groups must stay together at all times. The only way a dwindling battle group can attempt to survive is to retreat together! 8. Victory Conditions: 8.1 - Victory when the Campaign comes to a close will be based on Territory ownership, some territories being worth more points than others: - Basic Territory (1 points) - Garrison Territory (2 points) - Fort Territory (3 points) - Home Territory (5 points) 8.2 - The Campaign can come to a close upon an agreed point by the participants, but we estimate it lasting around 2-3 months (roughly 8-12 turns). |
[b]Name:[/b] [i]intended in-game name[/i]
[b]Steam ID:[/b]
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[b]Faction:[/b] [i]UK,Spain,Portugal,France[/i]
[b]CO Name:[/b]
[b]CO Steam ID:[/b]
[b]Regiment:[/b]
[b]Class:[/b]
[b]Number of Companies:[/b]
[b]Faction:[/b]
[b]CO Name:[/b]
[b]CO Steam ID:[/b]
[b]Faction:[/b]
[b]#1 Regiment:[/b]
[b]Class:[/b]
[b]Number of Companies:[/b]
[b]#2 Regiment:[/b]
[b]Class:[/b]
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I Corps (28) Field Marshal Wolffe (http://steamcommunity.com/profiles/76561198166480987/) | II Corps (34) Field Marshal Lightning (http://steamcommunity.com/profiles/76561198072690784/) | III Corps (60) Field Marshal Valorios (http://steamcommunity.com/profiles/76561198046388394/) | ||||||||
1st Division (10) 'Norfolk' General Skitty (http://steamcommunity.com/profiles/76561198104250166/) Battle Groups 54th[1st_Batt]Col - (6) 54th[1st_Sqn]Maj - (2) RA[1st_Arty]Maj - (2) [close] | 2nd Division (12) 'Scots' Field Marshal Wolffe (http://steamcommunity.com/profiles/76561198166480987/) Battle Groups 92nd[1st_Batt]Mar_Wolffe - (4) 92nd[2nd_Batt]Maj - (4) 2ndGreys[1st_Sqn]Maj - (2) RA[2nd_Arty]Maj - (2) [close] | 3rd Division (6) 'Cornwall' Colonel Diamond (https://steamcommunity.com/id/Diamond63/) Battle Groups 32nd[1st_btn]Col Diamond - (6) [close] | 1st Division (15) 'Kings German' General Quinn (http://www.steamcommunity.com/id/quinn26) Battle Groups KGL[1st_batt]Col - (3) KGL[2nd_batt]Maj - (4) KGL[1st_Sqn]Gen_Quinn - (2) KGL[2nd_Sqn]Gen_Quinn - (2) KGL[1st_Arty]Maj - (4) [close] | 2nd Division (19) 'Kings German' Field Marshal Lightning (http://steamcommunity.com/profiles/76561198072690784/) Battle Groups KGL[3rd_batt]Col - (6) KGL[4th_batt]Maj - (5) KGL[3rd_Sqn]Mar_Lightning - (2) KGL[4th_Sqn]Maj - (3) KGL[2nd_Arty]Maj - (3) [close] | 3rd Division (0) General (http://*****) Battle Groups [close] | 1st Division (28) 'Galician' Field Marshal Valorios (http://steamcommunity.com/profiles/76561198046388394/) Battle Groups Guardia_Real[1st_Batt]Col_Engel - (6) Guardia_Real[2nd_Batt]Maj - (3) Voluntarios[1st_Batt]Col - (6) Voluntarios[2nd_Batt]Maj - (3) Dragones[1st_Sqn]Col - (3) Coracero[1st_Sqn]Col - (3) Artilleria[1st_Arty]Maj - (4) [close] | 2nd Division (14) 'Galician' General Wulfstan (http://steamcommunity.com/profiles/76561198126633520/) Battle Groups Guardia_Corps[1st_Batt]Col - (4) Galicia[1st_Batt]Col - (4) Santiago[1st_Sqn]Col - (3) Artilleria[2nd_Arty]Maj - (3) [close] | 3rd Division (18) 'del Norte' General Kepa (https://steamcommunity.com/id/kepasebal/) Battle Groups 1er[1st_Batt]Col - (4) 1er[2nd_Batt]Maj - (4) 15_Cazadores[1st_Batt]Col - (4) Cantabria[1st_Sqn]Col - (2) Cantabria[2nd_Sqn]Maj - (2) Artilleria[3rd_Arty]Maj - (2) *** Line Battalions have no Light companies *** [close] |
I Corps (46) Field Marshal Aleko (http://steamcommunity.com/profiles/76561198058322619/) | II Corps (44) Field Marshal Spoons (http://steamcommunity.com/profiles/76561198004058830/) | III Corps (32) Field Marshal AggofanCZ (https://steamcommunity.com/id/AggofanCZ/) | ||||||||
1st Division (18) "Les pécheurs" General BobRabbit (http://steamcommunity.com/profiles/76561198070115406/) Battle Groups 1er[1st_Batt]Col - (5) 2e[1st_Batt]Col - (5) 11e[1st_Batt]Col - (4) 4e[1st_Arty]Maj - (4) [close] | 2nd Division (16) "Les Grecs" Field Marshal Aleko (http://steamcommunity.com/profiles/76561198058322619/) Battle Groups Grec[1st_Batt]Col - (6) Cavalerie_Resv[1st_Sqn]Col - (4) Cavalerie_Resv[2nd_Sqn]Maj - (4) Grec[1st_Arty]Maj - (2) [close] | 3rd Division (12) 'The Discreets' Field Marshal Aleko (http://steamcommunity.com/profiles/76561198058322619/) Battle Groups 6e[1st_Batt]Col - (6) 7e[1st_Batt]Col - (6) [close] | 1st Division (22) 'Les Immortels' General Tylerus (http://steamcommunity.com/profiles/76561198080428776/) Battle Groups 33e[1st_batt]Col_Kincaid - (6) 33e[2nd_batt]Maj_Kaiser - (6) 1er_[2nd_sqn]Gen_Tylerus - (3) 3e_[2nd_sqn]Maj_Vladimir - (3) 33e[1st_arty]Maj_Chef - (4) [close] | 2nd Division (22) 'Le Motif' Field Marshal Spoons (http://steamcommunity.com/profiles/76561198004058830/) Battle Groups 33e[3rd_batt]Maj_Burnes 33e[4th_batt]Maj_OdaCao 1er_[1st_sqn]Mar_Spoons 3e_[1st_sqn]Col_KingGeorge 33e[2nd_arty]Maj_Irishman [close] | 3rd Division (0) General (http://*****) Battle Groups [close] | 1st Division (16) Field Marshal AggofanCZ (https://steamcommunity.com/id/AggofanCZ/) battle Groups 5e[1st_batt]Mar_AggofanCZ - (4) 56e[1st_batt]Col - (4) 59e[1st_batt]Col - (4) 4e[1st_sqn]Maj - (4) [close] | 2nd Division (16) 'Le Roys' General Colonish (http://steamcommunity.com/profiles/76561198217692267/) Battle Groups RFB[1st_batt]Gen_Colonish - (5) RFB[2nd_batt]Maj_Sting - (6) RFB[1st_sqn]ColSummoner - (3) RFB[1st_Arty]Maj_Nickname - (2) [close] | 3rd Division (0) General (http://*****) Battle Groups [close] |
CO Name: SkittyAccepted & Added - that'll be a small division at present (1x battalion, 1x squadron & 1x battery). Thanks and Welcome!!
CO Steam ID: Skittykiller
Regiment: 54th ''West Norfolk'' Regiment of foot
Class: Line, Cav, Batterie
Number of Companies: 6 Line, 2 Cav, 2 Batterie
Faction: UK
a lot of work has gone into this by Kincaid so massive pat on the back - but for reg's thinking of signing up who are unsure about this just failing like most events of its kind - fear not! it has 33rd backing and if anyone can pull an event like this off the 33rd can ;D<3
Good luck aaand...Added - Just need to discuss what you want to do regarding units if you guys want to stay together in the same group.
CO Name:Shade
CO Steam ID:Shade22
Regiment:11e Tirailleurs du Po
Class:1 Arty 2 Lights
Number of Companies:3
Faction:France
Yees, looking forward to this Campain <3Accepted & Added - That will be a single large division at present with 7 battle groups since (1 over the max) since not all are full strength company wise. Thanks and Welcome!!
I decided to put our application into a spoiler ;D
CO Name: General Valorios
CO Steam ID: http://steamcommunity.com/profiles/76561198046388394/ (http://steamcommunity.com/profiles/76561198046388394/)
Faction: Spain
Unit Name: Galician divisionSpoiler2nd CO Name: Colonel Engel <- Nightdragger. Better talk to me, the General is a bit busy this month.
2nd CO Steam ID: https://steamcommunity.com/profiles/76561198078617892/ (https://steamcommunity.com/profiles/76561198078617892/)
Unit Name: Galician infantry regiment
Regiment: Primero Batallón de la Guardia Real
Class: Guard Infantry
Number of Companies: 6]
Regiment: Segundo Batallón de la Guardia Real
Class: Guard Infantry
Number of Companies: 3
Regiment: Primero Batallón de Voluntarios
Class: Line Infantry
Number of Companies: 6
Regiment: Segundo Batallón de Voluntarios
Class: Line Infantry
Number of Companies: 3
Regiment: Primero Batallón de Dragones
Class: Dragoons
Number of Companies: 2
Regiment: Primero Batallón de Coracero
Class: Cuirassier / heavy Cavallery
Number of Companies: 4
Regiment: Segundo Batallón de Artillería
Class: Artillery
Number of Companies: 4[close]
Cool idea, good luck. :)Thanks :) credit to Dukey, Owen & Aleko in part for the original concept, attempted a few times over the last few years!
Name: 5tePB_FwLt_LightningAccepted & Added - Welcome!!
Steam ID: STEAM_1:0:56212528
Class: Artillery
Faction: UK
CO Name: Field Marshal AlekoTheGreek (or general, your choice)Accepted & Added - Two divisions worth and potentially your own small Corps! Just need to balance the Cav 1:1 (light & heavy). Thanks and Welcome!!
CO Steam ID:AlekoTheGreek (http://steamcommunity.com/profiles/76561198058322619/)
Faction: FranceSpoiler1st Division
Regiment: 1er régiment d'infanterie
Class: Line/Light
Number of Companies: 5
Regiment: 2e régiment d'infanterie
Class: Line/Light
Number of Companies: 5
Regiment:3e régiment d'infanterie
Class: Line/Light
Number of Companies: 5
Regiment:4e régiment d'artillerie
Class: Artillery
Number of Companies: 4
2nd Division
Regiment: Réserve de cavalerie I
Class: Heavy Horse
Number of Companies: 4
Regiment: Réserve de cavalerie II
Class: Heavy Horse
Number of Companies: 4
Regiment:Bataillon Grec
Class: Line/Light
Number of Companies: 6
Regiment:Bataillon d'artillerie Grec
Class: Artillery
Number of Companies: 2[close]
Can cavalry regiments consist just one type of cav?
Name: EeSpikeAdded & Accepted, Welcome!
Steam ID: http://steamcommunity.com/id/eespike
Class: Line or Light
Faction: France
Name: FreestylerVi/IceAngelAdded & Accepted, Welcome!
Steam ID: https://steamcommunity.com/profiles/76561198161843554/
Class: light
Faction: UK
it is said here when the event starts?
and the battalion command musst add me ?
I'm to confused by this
I'm to confused by this
Just sign in, you can be confused afterwards ;D
I'm to confused by this
Just sign in, you can be confused afterwards ;D
I'm to confused by this
Just sign in, you can be confused afterwards ;D
I've read this entire thread twice and I am still lost at what the fuck I am supposed to do here xD
CO Name:Wolffe/John Gordon
CO Steam ID:you already have me bb <3
Faction:UK (Scotland to be exact but lets not talk about that today)
#1 Regiment:92nd Gordon Highlanders
Class:Foot (1 lights/rifle, 1 gren, rest line)
Number of Companies: 8
#2 Regiment:2nd Dragoons (Scots Greys)
Class:Cav
Number of Companies:2
#3 Regiment: Gordon's ol' boom
Class:Arty
Number of Companies:2
Highland Brigade FTW!
CO Name:Wolffe/John Gordon
CO Steam ID:you already have me bb <3
Faction:UK (Scotland to be exact but lets not talk about that today)
#1 Regiment:92nd Gordon Highlanders
Class:Foot (1 lights/rifle, 1 gren, rest line)
Number of Companies: 8
#2 Regiment:2nd Dragoons (Scots Greys)
Class:Cav
Number of Companies:2
#3 Regiment: Gordon's ol' boom
Class:Arty
Number of Companies:2
Highland Brigade FTW!
But... but... but Scots Grey were not used during the Peninsular campaign... ???
CO Name: AggofanCZ
CO Steam ID: https://steamcommunity.com/id/AggofanCZ/
Faction: France
#1 Regiment: 1e
Class: Cavalry or Artillery(I will edit this later)
Number of Companies: 4
#2 Regiment: 2e
Class: Infantry
Number of Companies: 5 in total(4 line, 1 lights)
#3 Regiment: 3e
Class: Infantry
Number of Companies: 5 in total(4 line, 1 lights)
#4 Regiment: 56e
Class: Infantry
Number of Companies: 5 in total(4 line, 1 lights)
I will most probably edit numbers of companies, etc. with time, but mostly, this is how it will look like.
Might need to change the Reg numbers abit as Aleko has taken some of them - can potentially just have 3x 56e battalions for your infantry if you like, eg: 56e[1st_Batt]Gen_AggofanCZ etc...
Still looking for more divisions for either Team![/size]
Sign-ups
Allied Troops (50)
I Corps (22)
Field Marshal (http://*****) II Corps (0)
Field Marshal (http://*****) III Corps (28)
Field Marshal Valorios (http://steamcommunity.com/profiles/76561198046388394/)1st Division (10)
'Norfolk'
General Skitty (http://steamcommunity.com/profiles/76561198104250166/)Battle Groups54th[1st_Batt]Col - (6)
54th[1st_Sqn]Maj - (2)
RA[1st_Arty]Maj - (2)[close]2nd Division (12)
'Scots'
General Wolffe (http://steamcommunity.com/profiles/76561198166480987/)Battle Groups92nd[1st_Batt]Gen_Wolffe - (4)
92nd[2nd_Batt]Maj - (4)
2ndGreys[1st_Sqn]Maj - (2)
RA[2nd_Arty]Maj - (2)[close]3rd Division (0)
General (http://*****)Battle Groups[close]1st Division (0)
General (http://*****)Battle Groups[close]2nd Division (0)
Field Marshal (http://*****)Battle Groups[close]3rd Division (0)
General (http://*****)Battle Groups[close]1st Division (28)
'Galician'
Field Marshal Valorios (http://steamcommunity.com/profiles/76561198046388394/)Battle GroupsGuardia_Real[1st_Batt]Col_Engel - (6)
Guardia_Real[2nd_Batt]Maj - (3)
Voluntarios[1st_Batt]Col - (6)
Voluntarios[2nd_Batt]Maj - (3)
Dragones[1st_Sqn]Col - (3)
Coracero[1st_Sqn]Col - (3)
Artilleria[1st_Arty]Maj - (4)[close]2nd Division (0)
General (http://*****)Battle Groups[close]3rd Division (0)
General (http://*****)Battle Groups[close]
French Troops (58)
I Corps (39)
Field Marshal Aleko (http://steamcommunity.com/profiles/76561198058322619/) II Corps (19)
Field Marshal (http://*****) III Corps (0)
Field Marshal (http://*****)1st Division (19)
Field Marshal Aleko (http://steamcommunity.com/profiles/76561198058322619/)Battle Groups1er[1st_Batt]Col - (5)
2e[1st_Batt]Col - (5)
3e[1st_Batt]Col - (5)
4e[1st_Arty]Maj - (4)[close]2nd Division (16)
General (http://*****)Battle GroupsGrec[1st_Batt]Col - (6)
Cavalerie_Resv[1st_Sqn]Col - (4)
Cavalerie_Resv[2nd_Sqn]Maj - (4)
Grec[1st_Arty]Maj - (2)[close]3rd Division (4)
Colonel Shade (http://steamcommunity.com/profiles/76561198210732783/)Battle Groups11e[1st_Batt]Col - (4)[close]1st Division (19)
General AggofanCZ (https://steamcommunity.com/id/AggofanCZ/)Battle Groups56e[1st_Batt]Gen_AggofanCZ - (5)
56e[2nd_Batt]Maj - (5)
56e[3rd_Batt]Maj - (5)
???[Cav or Arty?]Maj - (4)[close]2nd Division (0)
Field Marshal (http://*****)Battle Groups[close]3rd Division (0)
General (http://*****)Battle Groups[close]1st Division (0)
General (http://*****)Battle Groups[close]2nd Division (0)
Field Marshal (http://*****)Battle Groups[close]3rd Division (0)
General (http://*****)Battle Groups[close]
Un-assigned (45)
33rd Sign-up - (42)
5tePB Lightning - UK - Art (1)
Eespike - Fr - Line or Light (1)
Freestyler - UK - Light (1)
CO Name: AggofanCZ
CO Steam ID: https://steamcommunity.com/id/AggofanCZ/
Faction: France
#1 Regiment: 1e
Class: Cavalry or Artillery(I will edit this later)
Number of Companies: 4
#2 Regiment: 2e
Class: Infantry
Number of Companies: 5 in total(4 line, 1 lights)
#3 Regiment: 3e
Class: Infantry
Number of Companies: 5 in total(4 line, 1 lights)
#4 Regiment: 56e
Class: Infantry
Number of Companies: 5 in total(4 line, 1 lights)
I will most probably edit numbers of companies, etc. with time, but mostly, this is how it will look like.
Accepted & Welcome :)
Might need to change the Reg numbers abit as Aleko has taken some of them - can potentially just have 3x 56e battalions for your infantry if you like, eg: 56e[1st_Batt]Gen_AggofanCZ etc...
Still looking for more divisions for either Team!
Bump - Still looking for more divisions for both the Allies & France!
CO Name: Wulfstan
CO Steam ID: http://steamcommunity.com/profiles/76561198126633520/
Faction: Allies
Division name: Galician division
#1 Regiment: Guardias de Corps
Class: Infantry
Number of Companies: 4 (2 guards, 2 lines)
#2 Regiment: Regimiento de Galicia
Class: Infantry
Number of Companies: 3-4 (2-3 lines, 1 light)
#3 Regiment: Regimiento de Santiago
Class: Heavy cavalry
Number of Companies: 3
#4 Regiment: Compañia de artilleros de Galicia
Class: Arty
Number of Companies: 2 cannons
CO Name: Kepa
CO Steam ID: https://steamcommunity.com/id/kepasebal/
Faction: Allied
Division name: 1ra División del Norte
#1 Regiment: 1er Batallón del Campo Noruego
Class: Line
Number of Companies: 4
#2 Regiment: 1er Batallón del Campo Noruego
Class: Line
Number of Companies: 4
#3 Regiment: 15º De cazadores de Alcántara
Class: Light
Number of Companies: 5
#4 Regiment: Húsares de Cantabria
Class: Cav (Light & heavy)
Number of Companies: 4
#5 Regiment: Artillería de Santander
Class: Arty
Number of Companies: 2
bump
Name: FreestylerVi/IceAngel
Steam ID: https://steamcommunity.com/profiles/76561198161843554/
Class: light
Faction: UK
it is said here when the event starts?
and the battalion command musst add me ?
Name: FreestylerVi/IceAngel
Steam ID: https://steamcommunity.com/profiles/76561198161843554/
Class: light
Faction: UK
it is said here when the event starts?
and the battalion command musst add me ?
I withdraw this application
and do as discussed in the 5tePB as s Kompanie
Name: 5tePB_FwLt_Lightning
Steam ID: STEAM_1:0:56212528
Class: Artillery
Faction: UK
SpoilerName: 5tePB_FwLt_Lightning
Steam ID: STEAM_1:0:56212528
Class: Artillery
Faction: UK[close]
Changing it as we are attending as a whole regiment
CO Name: Lightning
CO Steam ID: You have me
Faction: United Kingdom
#1Regiment: 5te Preussische Brigade
Class: Infantry
Number of Companies: 9
#2 Regiment: 5te Preussische Brigade
Class: Light Infantry/Rifles
Number of Companies: 3
#3 Regiment: 5te Preussische Brigade
Class: Cavalry
Number of Companies: 4
#4 Regiment: 5te Preussische Brigade
Class: Artillery
Number of Companies: 3
CO Name: Quinn
CO Steam ID: www.steamcommunity.com/id/quinn26
Faction: United Kingdom
I believe we can get some more confirmed attendance, I will update this post when I get that info, just want to get our application in as early as possible to help the organisers.
Division name: King's German Legion
#1 Regiment: KGL 1st Cavalry Squadron
Class: Cavalry
Number of Companies: 2 (Hussar + Heavy Dragoon)
#2 Regiment: KGL 1st Infantry Battalion
Class: Infantry
Number of Companies: 5 (3 Line, 1 Guard, 1 Light)
#3 Regiment: KGL 1st Artillery Battery
Class: Artillery
Number of Companies: 2 (Cannon)
CO Name: Quinn
CO Steam ID: www.steamcommunity.com/id/quinn26
Faction: United Kingdom
I believe we can get some more confirmed attendance, I will update this post when I get that info, just want to get our application in as early as possible to help the organisers.
Division name: King's German Legion
#1 Regiment: KGL 1st Cavalry Squadron
Class: Cavalry
Number of Companies: 3 (2 Hussar + 1 Heavy Dragoon)
#2 Regiment: KGL 1st Infantry Battalion
Class: Infantry
Number of Companies: 5 (2 Line, 2 Guard, 1 Light, 1 Rifle)
#3 Regiment: KGL 1st Artillery Battery
Class: Artillery
Number of Companies: 3 (Cannon)
SpoilerCO Name: Quinn
CO Steam ID: www.steamcommunity.com/id/quinn26
Faction: United Kingdom
I believe we can get some more confirmed attendance, I will update this post when I get that info, just want to get our application in as early as possible to help the organisers.
Division name: King's German Legion
#1 Regiment: KGL 1st Cavalry Squadron
Class: Cavalry
Number of Companies: 2 (Heavy Dragoons)
#2 Regiment: KGL 2nd Cavalry Squadron
Class: Cavalry
Number of Companies: 2 (Hussars)
#3 Regiment: KGL 1st Infantry Battalion
Class: Footguards
Number of Companies: 3 (2 Guards & 1 can go Light as per sign/up rules)
#4 Regiment: KGL 2nd Infantry Battalion
Class: Line Infantry
Number of Companies: 3 (2 Line & 1 can go Light as per sign/up rules)
#5 Regiment: KGL 1st Artillery Battery
Class: Artillery
Number of Companies: 3 (Cannon)[close]
With the groups we are trying to keep footguards/lines & light/heavy cav in separate groups to avoid confusion, may I suggest the following edit below?SpoilerCO Name: Quinn
CO Steam ID: www.steamcommunity.com/id/quinn26
Faction: United Kingdom
I believe we can get some more confirmed attendance, I will update this post when I get that info, just want to get our application in as early as possible to help the organisers.
Division name: King's German Legion
#1 Regiment: KGL 1st Cavalry Squadron
Class: Cavalry
Number of Companies: 2 (Heavy Dragoons)
#2 Regiment: KGL 2nd Cavalry Squadron
Class: Cavalry
Number of Companies: 2 (Hussars)
#3 Regiment: KGL 1st Infantry Battalion
Class: Footguards
Number of Companies: 3 (2 Guards & 1 can go Light as per sign/up rules)
#4 Regiment: KGL 2nd Infantry Battalion
Class: Line Infantry
Number of Companies: 3 (2 Line & 1 can go Light as per sign/up rules)
#5 Regiment: KGL 1st Artillery Battery
Class: Artillery
Number of Companies: 3 (Cannon)[close]
With the groups we are trying to keep footguards/lines & light/heavy cav in separate groups to avoid confusion, may I suggest the following edit below?SpoilerCO Name: Quinn
CO Steam ID: www.steamcommunity.com/id/quinn26
Faction: United Kingdom
I believe we can get some more confirmed attendance, I will update this post when I get that info, just want to get our application in as early as possible to help the organisers.
Division name: King's German Legion
#1 Regiment: KGL 1st Cavalry Squadron
Class: Cavalry
Number of Companies: 2 (Heavy Dragoons)
#2 Regiment: KGL 2nd Cavalry Squadron
Class: Cavalry
Number of Companies: 2 (Hussars)
#3 Regiment: KGL 1st Infantry Battalion
Class: Footguards
Number of Companies: 3 (2 Guards & 1 can go Light as per sign/up rules)
#4 Regiment: KGL 2nd Infantry Battalion
Class: Line Infantry
Number of Companies: 3 (2 Line & 1 can go Light as per sign/up rules)
#5 Regiment: KGL 1st Artillery Battery
Class: Artillery
Number of Companies: 3 (Cannon)[close]SpoilerDivision name: 1st "King's German" Division
Total companies: ~15
#1 Regiment: KGL 1st Cavalry Squadron
Class: Cavalry
Number of Companies: 2 (Heavy Dragoons)
#2 Regiment: KGL 2nd Cavalry Squadron
Class: Cavalry
Number of Companies: 2 (Hussars)
#3 Regiment: KGL 1st Infantry Battalion
Class: Foot Guards
Number of Companies: 3 (2 Guards & 1 Rifles)
#4 Regiment: KGL 2nd Infantry Battalion
Class: Line Infantry
Number of Companies: 4 (3 Lines & 1 Lights)
#5 Regiment: KGL 1st Artillery Battery
Class: Artillery
Number of Companies: 4 (Cannon)
Reshuffled and added two more companies[close]
Looking forward :D8)
Excitement mode: ON
Looking forward :D8)
Excitement mode: ON
I think that rule 6.4.
6.4 - In a 3 server battle the victor of the centre (1 server as centre, 2 as flanks) always wins the battle outright, therefore their is a limit of how many troops can be deployed to the centre - 30 per team.
Should be a bit modified. There could be some advantages when one side wins the center, for example, they will know placement of enemy soldiers on flanks and could choose to which flank join, or split and join both. But outright win of whole battle, if only center wins is a bit OP a think.
CO Name: 32nd_Chsn_Diamond63
CO Steam ID: https://steamcommunity.com/id/Diamond63/
Regiment: 32nd Regiment of Foot
Class: Infantry (Line and Light/Skirms)
Number of Companies: 5-6
Faction: United Kingdom
8.2 - The Campaign can come to a close upon an agreed point by the participants, but we estimate it lasting around 3 months (roughly 12 turns).
Just a few skins to make the Spanish a bit more hyped ;)
-Spanish skirmishers
-Spanish hussars
-Spanish Bourbon line infantrySpoiler(https://steamuserimages-a.akamaihd.net/ugc/920304781528860035/72D00866FC40DE8808914C6249831DD30F5AB735/)
(https://steamuserimages-a.akamaihd.net/ugc/920304781528859667/88E41856FD3B8A0B62EFF2C97DFF7548D36886D1/)
(https://steamuserimages-a.akamaihd.net/ugc/920304781528859197/BEF2641AB39837074DC167D9E57E53CE45DD5C0D/)[close]
Hello, first of all i have to say i really like the idea and the way that it is implemented is amazing and appreciate the work you have put into it Kincaid.
Im playing as a french artillery with the 1st Corps and i noticed some issues on the defender's side on the Badajoz map. Specifically the cannons that overlooked the flanks on both sides from the wall's stars have their ammo box bugged meaning you'd have to pick ammo from another cannon and bring it there to load it. Secondly all the already placed cannons have a limited vertical range. The shots are not going through the wall of course and that means that you cant shoot anything above ~45 degrees. That made impossible to shoot people at the start of the breaches or advancing near the wall. The only option was to lob shots before they get close to the entry points. Overall though the map design is pretty awesome but with that situation playing as arty was really difficult.
Kostis
Hello, first of all i have to say i really like the idea and the way that it is implemented is amazing and appreciate the work you have put into it Kincaid.
Im playing as a french artillery with the 1st Corps and i noticed some issues on the defender's side on the Badajoz map. Specifically the cannons that overlooked the flanks on both sides from the wall's stars have their ammo box bugged meaning you'd have to pick ammo from another cannon and bring it there to load it. Secondly all the already placed cannons have a limited vertical range. The shots are not going through the wall of course and that means that you cant shoot anything above ~45 degrees. That made impossible to shoot people at the start of the breaches or advancing near the wall. The only option was to lob shots before they get close to the entry points. Overall though the map design is pretty awesome but with that situation playing as arty was really difficult.
Kostis
Thanks for the feedback mate, it is one of the issues with the fort guns that they have limited elevation and arc - we could potentially opt for swivels in the future for these battles if people would prefer? After all this whole first campaign is in a way a form of 'test' so we can refine future versions.
Please do keep the feedback coming and thank you for mixing in the positive as well which I really appreciate! :)
SpoilerHello, first of all i have to say i really like the idea and the way that it is implemented is amazing and appreciate the work you have put into it Kincaid.
Im playing as a french artillery with the 1st Corps and i noticed some issues on the defender's side on the Badajoz map. Specifically the cannons that overlooked the flanks on both sides from the wall's stars have their ammo box bugged meaning you'd have to pick ammo from another cannon and bring it there to load it. Secondly all the already placed cannons have a limited vertical range. The shots are not going through the wall of course and that means that you cant shoot anything above ~45 degrees. That made impossible to shoot people at the start of the breaches or advancing near the wall. The only option was to lob shots before they get close to the entry points. Overall though the map design is pretty awesome but with that situation playing as arty was really difficult.
Kostis
Thanks for the feedback mate, it is one of the issues with the fort guns that they have limited elevation and arc - we could potentially opt for swivels in the future for these battles if people would prefer? After all this whole first campaign is in a way a form of 'test' so we can refine future versions.
Please do keep the feedback coming and thank you for mixing in the positive as well which I really appreciate! :)[close]
Hmm dont forget about the fact that attackers wont have artillery at all. I think we need to look for the disadvantages beeing not to heavy tbh
Just a few skins to make the Spanish a bit more hyped ;)
-Spanish skirmishers
-Spanish hussars
-Spanish Bourbon line infantrySpoiler(https://steamuserimages-a.akamaihd.net/ugc/920304781528860035/72D00866FC40DE8808914C6249831DD30F5AB735/)
(https://steamuserimages-a.akamaihd.net/ugc/920304781528859667/88E41856FD3B8A0B62EFF2C97DFF7548D36886D1/)
(https://steamuserimages-a.akamaihd.net/ugc/920304781528859197/BEF2641AB39837074DC167D9E57E53CE45DD5C0D/)[close]
Rule amendment up for discussion...
7.1 - Casualties in engagements are determined by entire 'battle groups' (battalions/squadrons/batteries) so individual companies can not be considered casualties; If half of a battle groups' companies have lost all their men then that group is considered a casualty and will respawn a turn later (they will take a week out of play) at a friendly fort of their choice.
As there were a significant amount of casualties were sustained by both sides on turn 2 these will all be spawning by turn 4 (so next week), please could all attendees who have an opinion on the matter please respond as to whether they approve of the following additional rule:
7.2 - Respawning troops may restart on the campaign map with existing troops from their division (assuming any are present), providing the territory those troops are in is connected to a friendly fort by friendly territories (not cut-off). If this is not possible then respawns must pick a fort to restart in as normal.
I hope this will allow play to continue more smoothly and also add an element of authenticity; divisions that have suffered casualties will need to maintain 'lines of supply & communication' if they wish to replenish as quickly as possible. Thoughts??
SpoilerRule amendment up for discussion...
7.1 - Casualties in engagements are determined by entire 'battle groups' (battalions/squadrons/batteries) so individual companies can not be considered casualties; If half of a battle groups' companies have lost all their men then that group is considered a casualty and will respawn a turn later (they will take a week out of play) at a friendly fort of their choice.
As there were a significant amount of casualties were sustained by both sides on turn 2 these will all be spawning by turn 4 (so next week), please could all attendees who have an opinion on the matter please respond as to whether they approve of the following additional rule:
7.2 - Respawning troops may restart on the campaign map with existing troops from their division (assuming any are present), providing the territory those troops are in is connected to a friendly fort by friendly territories (not cut-off). If this is not possible then respawns must pick a fort to restart in as normal.
I hope this will allow play to continue more smoothly and also add an element of authenticity; divisions that have suffered casualties will need to maintain 'lines of supply & communication' if they wish to replenish as quickly as possible. Thoughts??[close]
Fine by me, (considering half of the idea was mine :P )
Rule 7.1 is kinda bad. It forces the people to camp more, instead of encouraging trying out different tactics. For example, imagine that you have full battle group and then you start clashing with the enemy. At some point you might have to sacrifice some companies in order to win the engagement by ordering them to charge while other companies hold flanks. Now, if those companies who charged, die, let's say 4 out of 6, your entire battle group would be considered dead, despite you taking care of enemy troops with 2 of your companies still alive and ready to kick ass.
I do have a lot of experience with this on EU_Commander. My suggestion is that you let the players to decide whether they want to lose some of the troops or all of them, meaning that the battle group should be considered dead only if it loses all the men. So the respawns could be done by the company, not the battle group. This way it is more dynamic and would allow people to think more about their moves. While at the same time, there wouldn't be that many campers.
CO Name: LV_Stasiulek
CO Steam ID: https://steamcommunity.com/id/Flew897
Regiment: Légion de la Vistule
Class: Infantry (Polish if possible ;))
Number of Companies: 1
Faction: French Empire
Sure. Will do that. :) Can you please accept my steam invitation?CO Name: LV_Stasiulek
CO Steam ID: https://steamcommunity.com/id/Flew897
Regiment: Légion de la Vistule
Class: Infantry (Polish if possible ;))
Number of Companies: 1
Faction: French Empire
Hi there - the campaign is currently in progress but if you only wish to take part yourself as your app suggests you could ask any one of the French division commanders as to whether you could tag along and attend their matches? all their contact details are on the 2nd post of this thread :)
Don't really like 7.2, I get why its good for the winning side of the campaign but it makes it almost impossible for the side already losing, to be continually pushed from the place they just lost despite having worked hard to kill as many of that group as they can.
I would guess this idea comes from the fact that the losing side of the campaign has less territories and so inevitably re-spawn troops closer to their front line. Though in my mind that is why Badajozhozwoz is such a key strategical position on the map for either side, as that position gives one team a greater ability to push the lines over the other.
I mean as France already has a score advantage and spawn point advantage in terms of options it doesn't make sense to further hinder the uk team at THIS POINT of the campaign. Unless the uk team all want this rule!
Equally, if the rule was a 'must' it wouldn't work for obvious reasons (inability to re-act to new threats behind lines etc) however as the rule says 'may' also I think it gives each team far too many re-spawn options as they could spawn with their group OR in any fort they control. I think it leaves far to many unknown options for us to consider each week with regard to trying to hold lines during troop movements.
If an attacking force has a pyrhric victory then that should hurt them on the map too as with the current system, it does (as long as the losing side wipes out enough units :D)
Name: Gonzo
Intended in-game name: Pedro Miguel
Steam ID: Thought a link might be easier ;) https://steamcommunity.com/id/_GonZo1
Class: Line or lights.
Faction: Portugal please.
Just bumping to let anyone who is potentially interesting in joining know that we have an opening to fill in for the following units on UK:
UK, I Corps, 1st Division
1x Infantry Battalion (6 players)
1x Cavalry Squadron (2 players)
1x Artillery Battery (2 players)
Just let me know if you wish to take part for the remainder of the current campaign with these units - at present in the troops table on the map thread they are all listed with 54th tags.
Possibly looking at revisiting this with some simplified rules, emphasis on more gameplay and potentially a set day to play the battles... thoughts?