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Topics - DaMonkey

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16
New, Improved, and with brand new bland thread format!


Austria

Kaiser Franz Hussar-Regiment Nr.1

     The most senior of the Austrian hussar regiments, the Kaiser Franz Hussars served with distinction throughout the Napoleonic Wars. They were awarded with the second most medals of all the hussar regiments in the Austrian army, shortly behind the Radetzky Hussars. I decided to make these hussars because I felt the blue attire was a nice change from the current palette the Austrians currently have.

Kaiser Franz Hussar Reference
[close]


In-Game
[close]

This pack replaces three textures, and troops.txt. If you feel like you want to revert, backup these files OR you can verify the integrity of your game cache to get default files on Steam.
Kaiser Franz Nr1 Public Release 1.0

17
Events / Ignore This, Using for Thread Building
« on: April 06, 2013, 10:16:12 pm »
Background Information

Believing that the conquest gamemode lends itself well to events, and thus disappointed in the neglect of the gamemode by the community for most of its existence, I have endeavored to put together a regular or semi-regular conquest event that will add some nice variety in most regiment's schedule. Due to the gamemode's uniqueness, this event will have many unique rules which may break regular linebattle rule conventions. Additionally, due to limited experience running conquest events with different parameters, the specific game settings are likely to fluctuate for the first several events in order to find proper balances.

Event Administration
HM DaMonkey; Head Admin
Steam

Xethos, K.B.; Assisting Admin
Steam

Thomas, K.B.; Assisting Admin
Steam

Server Information
Teamspeak: ts.22nd.eu
Server HMs_Conquest_Event
Password handed out 15 minutes prior in Teamspeak


Rules and Mechanics

Game Parameters & Information

Basic Information
For those unfamiliar with the Conquest mode, it is best described as akin to the classic Battlefield system, wherein each team has tickets which they lose each time a member of that team is killed. Various capture points exist on the map, which act as spawn points for the team which captures them. A team bleeds tickets even if they take no casualties if they have less than or the same number of 'flags' captured as the enemy team. A team wins when the opposing faction is reduced to 0 tickets.

Specific Parameters
  • Each team will have 500 tickets
  • Each map will consist of only one round
  • There will be 1-3 maps, depending on how quickly the rounds go; the goal is to stay just under an hour long
  • Due to fantastic code, conquest maps cannot be reset without breaking things. When the first round is started it is live.
  • Teams will be assigned while in Team Deathmatch


General Rules

  • Line regiments must contain at least three rankers, officers, color bearers, and musicians not included
  • When respawning, players may choose any flags to spawn on
  • In order to leave a spawn area, you must have at least three members in a formation, otherwise you may remain as garrison at the flag until a formation comes close enough to attach to them
  • When fighting or garrisoning within towns, settlements, buildings, fortifications, or other such landmarks all regiments may act in loose order; they must only attempt to remain in small groups
  • Outside of these landmarks, terrain such as dense forest permits line infantry to fight in open order, which is to say they may have up to 2-man spacing between members as well as crouch
  • Loaded muskets may be discharged at any point; however, if a regiment is engaged in melee individuals may not "lag behind" to reload; this is waived in cities, settlements, etc.
  • Surgeons may freely move around the map as they are needed, but they may not start combat with enemies when they are alone
  • Line infantry with at least 8 rankers may have an engineer to build or destroy fortifications/buildings. When using explosives to destroy things, please only use one crate at once
  • 15 minutes before each event, representatives of each regiment should be in the FSE teamspeak (ts.22nd.eu) in the appropriate channel
  • Whereas in regular line events each team has each each specialty slot taken up by 10-15 men of a regiment, this event will effectively have each specialty taken by two independent "half-spec" regiments


Specialist Rules

As state above, in order to better cover the map with more flexible specialists, a full event will have two of each specialist slot with a size closer to the "half spec" sizes in standard linebattles. Specialists cycle from event to event, and in a fashion intended to allow as many regiments to try it as possible. Thus, two of the same slot will only be given to the same regiment if no other regiment is contesting the slot.

Cavalry
  • Maximum 8, including officers/flags/musicians
  • May go any cavalry class, but each regiment must go the same class
  • Dismounted cavalry may fight in open order, with 2-man spacing and ability to crouch, anywhere
  • Cavalry regiments may detach 2-3 man 'patrols', allowing them to scout the enemy's strength throughout the map. Mounted patrols may only engage other mounted or skirmisher patrols (2-3 men); however, they may defend themselves if receiving an attack
  • Cavalry must have at least four men to actively engage enemy formations (excluding patrols)
  • If reduced to three riders, cavalry may act as a patrol
  • Single surviving riders may fall back to friendly formations
  • Patrols may intervene in already-occurring combat between other regiments
  • Respawned cavalry may leave the spawn area with as few as 2 riders, but are considered a patrol - thus aren't able to actively engage formations until they reattach to their command
                 
Skirmishers
  • Maximum 8, including officers/flags/musicians
  • May go any light infantry or rifleman class, but all members must be the same unit
  • Even if presented the option, musketoons are not allowed
  • May operate in skirmish order, with around 5-man spacing between its members; crouching allowed, etc
  • Skirmishers may detach 2-man patrols, acting as scouts for the larger conquest maps; skirmisher patrols may only actively engage other mounted or skirmisher patrols
  • Skirmishers need at least three men to initiate combat with other formations
  • If reduced to two men, skirmishers may act as a patrol
  • Sole surviving skirmishers may retreat to other formations or two a location where their regiment will be respawning
  • Skirmishers may leave spawn with as few as two men, being considered a patrol, to reinforce their regiment
                 
Artillery
  • Max 2 guns
  • Can be any combination of cannon/howitzer
  • Max 4 crew per cannon, plus 2 engineers
  • Artillery crews may use and limber any cannon that may belong to the enemy or be a map prop
  • If operating two cannons, an artillery regiment must deploy as a singular battery
  • Artillery crew are an exception to the leaving spawn rule, even a single artillery crewman may leave spawn to get back to his battery (this due to smaller crew size); they may not engage enemies while trying to get back to their gun
  • Artillery crew may go regular infantry if they have enough gun crew
  • Artillery must remain around the cannons, and may defend them in open order


Signups

Below are two different signup forms. The left, or general, form is for general admittance into the event. The right, or specialist, form is for signing up for specialist slots each week. Please wait until at least Saturday at  8:00 PM Eastern to sign up for the following Wednesday's event. Specialist forms submitted before this will be discarded. Specialists are handed out on a first-come, first-serve basis with occasional exceptions to allow regiments into the slot who don't often get to; we want everyone able to get in on the different kinds of action so please be tactful of this.

If you are signing up for multiple specialist slots, submit one form for each slot with the expected numbers you'll contribute to each slot


General Admission Form
Quote
Regiment Name:
Steam Name & Link:
Minimum - Maximum Attendance:
I agree that I am responsible for the behavior of my regiment:
I will ensure my regiment knows the event rules:
Weekly Specialist Signup
Quote
Regiment Name:
Expected Attendace:
Requested Specialty:
Date Signing Up For:

18
Clans / Kentucky State Guard (Ignore This)
« on: March 20, 2013, 03:30:17 pm »

A Battalion of Kentucky State Guardsmen formed for parade; Camp Boone 1860

Historical Information
Following John Brown’s raid on the Federal Arsenal at Harper’s Ferry, Virginia, Americans across the South began to address the dangers to society that were presented by the threat of attack.  In order to defend against similar incursions by rebellious groups such as Brown’s, the Commonwealth of Kentucky organized a State Guard on March 5, 1860 that was to be comprised of local militia units.  To head the new Kentucky State Guard, Governor Beriah Magoffin appointed Simon Bolivar Buckner, a graduate of West Point,  as Inspector General with the rank of Major-General.

Hundreds of local companies were raised throughout the commonwealth, which were formed into regional battalions and thus into regiments and brigades. The number of men under arms of the State Guard was around 6,000; with hundreds of thousands more considered fit for service, to be mustered should the Commonwealth actually be attacked.

While weaponry and uniforms issued were highly varies from unit to unit, generally speaking the regional battalions had generally standardized equipment and were drilled adequately. An observer noted of the Lexington Battalion that "We are certain that a finer body of men never shouldered a musket — a beautiful uniform, well drilled, and being composed of young and handsome gentlemen."

The Kentucky State Guard was tested on many occasions before the violation of Kentucky's neutrality. When Fort Sumter was fired upon, kicking off the war, secessionist Blanton Duncan had schemed to muster volunteers from Kentucky into a Confederate regiment at Louisville. It was assumed that Duncan intended to seize this important city and begin the Commonwealth's transition to Secession. Major General Simon B. Bucker, commander of the State Guard, dispatched the Louisville Battalion under the command of Major Thomas H. Hunt to ensure the protection of the city. Duncan's Confederates eventually disperesed to Nashville via rail, but the State Guard- made up of many Confederate Sympathizers- proved it loyalty to the Commonwealth.

Nearing the end of the Commonwealth's neutrality, both sides began encroaching on Kentucky. Thomas H. Hunt, now Lieutenant Colonel of his Battalion, set up Camp Shelby near Louisville intentionally exposed to the Union recruiting camp across the river, hoping a show of arms would help add bite to Kentucky's neutrality. Additionally, Buckner himself led troops south towards Columbus in-lieu of Confederate movements towards that area; Buckner would actually have to persuade Confederate General Gideon Pillow to cancel a planned invasion of Kentucky.

When Kentucky's neutrality was violated, and the Commonwealth joined the war as a Union State, most of the Kentucky State Guard would defect to the Confederate cause. Buckner would become a Confederate General, and Thomas H. Hunt and his battalion became the 9th Kentucky Infantry in the Confederate Army.

Guardsman in the uniform of Co. A, Louisville Battalion

Guardsman in the uniform of the Paducah Battalion
In-Game
The Kentucky State Guard as a community has been enjoying games together for half a decade, having been formed as a Mount and Musket regiment in late 2010-early 2011. We aim to bring a unique vision to North and South, being a close-knit and structured "Army" as well as representing a Neutral faction. Our tenants are community, discipline, and tact.

Command of the unit is central and absolute, as has been in our community for years. Subordinate to the command are Battalions, Squadrons, and Batteries commanded by tested and experienced officers; manned by some of the finest this community has to offer. We will above all strive for discipline.

19


 The XI. Armeekorps (11th Army Corps) is a collection of already tightly knit units. These units represent different aspects of the Prussian branches at the time, and has a goal of delivering an enjoying experience to all levels of membership, as well as presenting a formittable force to be reckoned with on the field of battle. The Army has a central command in place for linebattles, but is in total a laid back and tight knit community.

     The goal of the korps is to strike a balance between a centralized, disciplined army and independent, fun regiments. The regiments in the army have agreed to follow orders given by the commander during linebattles, and on some specific training dates. Whilst a part of the army, regiments are expected to represent the army as a whole in a positive and professional manner. Whilst overall authority on administrative matters lies on the commander of the army, the formation and administration of the regiments themselves are not to be interfered with by any persons not of that regiment.

     The XI. Armeekorps is always on the lookout for regiments that would fit in to the system. We do not explicitly require regiments entering the army to be Prussian, but do require them to be a regiment of a Germanic state (Austria, Bavaria, Baden, etc). Regiments who join  the army are given their own space in the army teamspeak, and are permitted to use the server for training purposes whenever they deem fit. Army-wide linebattles and trainings can be scheduled, and attendance is expected; however, these exact dates are yet to be honed.



This thread is undergoing massive plastic surgery, keep it in your prayers.

20
Community / [Discussion] North American Grand Campaign
« on: February 20, 2013, 07:58:35 pm »
 I have been thinking to myself for quite some time "where have all the grand campaigns gone?" and realized that most don't even take off the ground. In addition, I am not aware of any that are NA based. The following text by me is a draft up of ideas on how I think a cool grand campaign could work. I welcome any and all discussion on things that you think could make it work, and if interest ensues therein perhaps even start hosting one. I didn't put this in 'events' because I would like to have a discussion on the subject first, open to the community.



 The purpose of this event is to provide an actual Grand Campaign for the North American community. As most grand campaigns have two factions, this campaign will include the entirety of the European continent (the most of it, at least) as well as all five factions. The five factions will have their historical borders (of 1806), and the other nations that aren't in-game will have their borders 'neutral' and up for grabs. All five factions start at a neutral stance with on another.

 Regiments wishing to attend will sign up with their name, max. attendance, and their unit. A unit that applied with, say, the 33rd Regiment of Foot, will only be able to play the 33rd regiment of foot. Each regiment acts independantly. Each regiment leader will choose their regimental depot, which must be a town or fort of some sorts. This is where they will start in the campaign. If their depot is captured they are rendered ineffective, and will be forced to sit out for the remainder of the turn, which they will have to choose a new depot.

 When all regiments are signed up, each faction will elect its leader. This leader manages the nation's resources and diplomacy. The leader can enter battle with a regiment, but the faction leader is not an authoritarian military commander. The regiment leaders choose their moves and act independantly. This rule is pushed aside when a faction leader puts together an Army to lead an offensive of sorts. The faction leader will be able to call up an army, in which regiment leaders will be able to decide themselves to rally into it or not. Once they do, the regiment commanders must listen to the faction leader's orders. The regiment may continue as normal when the army is disbanded, or the army's purpose has served its course.

 Regiments are permitted ten moves per turn (a turn is one week real-time, and one month in terms of the campaign). Moving to a province takes up one move, capturing a province takes up four moves, a battle takes up seven, a river crossing (without bridge) takes up nine, and an amphibious battle (as attacker) takes up all moves. For a regiment to move, they will send a PM to an event administrator, who will update the map. If moving multiple provinces, the regiment leader must specify the rout, to determine the number of moves used up. When a regiment attacks another, the defender has the options of fighting, or falling back. If the regiment falls back, it takes up all of their moves, and they are pushed back five tiles.

 All these battles that are decided to be fought will be fought on the event battle day (Saturday). Each battle is five rounds. The winner of the battle occupies the province of the defending regiment, and has four move points taken from them (unless it was an amphibious invasion, in which case all moves are used). In terms of the loser:
5-0: Total Victory/Defeat. The losing regiment is considered routed and ineffective. Loses all move points and is forced to its regimental depot.
4-1: Decisive Victory/Defeat. The losing regiment is considered routed. Loses eight move points and is forced to its regimental depot.
3-2: Costly Victory/Defeat. The losing regiment loses seven points from the battle, and is forced back five tiles (costing an extra 2 move points). The winning regiment loses seven move points from the battle, and an extra point from losses.
2-2: Stalemate. No ground is taken or lost. Both sides lose seven move points from the battle, and an extra from losses.

 If a battle is planned to be engaged, and another regiment moves to that tile to support afterwards, here are the following rules:
Each day is considered one battle round. If the support regiment arrived the same day of the battle planned, the regiment may enter at round 2. If the support regiment arrived a day later, it may arrive at round 3. Two days later and they may arrive at round 4, and so on.

 Regiments are permitted to sign up as Line Infantry, Skirmishers, Cavalry, or Artillery. Each factions is only permitted two units of skirmishers (a full unit is considered 15 men, including officer and etc)- this is to prevent marauding units everywhere on the map.

 Artillery Regiments are only permitted to go artillery. Meaning everyone is either Artillery Officer, Train, or ranker. For every four rankers, one cannon is allowed, with a maximum of four cannons. Artillery regiments have six move points, non-bridged river crossings are not possible (they can partake in the attack, and bombard from their side of the river), and will always be routed to their depot upon any defeat (taking two extra move points on top of the four taken from battle).

 Cavalry regiments are permitted a maximum of 15 men, including officers and etc. A cavalry regiment is permitted twelve move points.

 Line infantry are at least eight men. A regiment above 30 men only has eight movement points (to replicate logistics). Regiments of fifteen or more must have a flag. Regiments are not allowed to go Foor Guard unless their regiment is actually a footguard regiment (i.e 2nd Coldstream, 2. Garde, etc). There should be no 'regular' line regiment which has a legetimate reason to go footguard, other than blunting their presence when there actually is a guard present.


This is Where Regiments attending would go. For now this is just for show, and may include regiments supporting or interested in the idea

United Kingdom
Faction Leader:
  • 3rd Test Regiment of Foot
France
Faction Leader: Napoleon Born-To-Party (lol)
  • 9th Regiment d'Test
Koenigreich Preussen
Faction Leader:
  • II. Bataillon, 2. Garde-Regiment zu Fuß
Austria
Faction Leader:
  • Grenadier Battalion Test
Russia
Faction Leader:
  • Test Gvardii Polk



QED




21
In Development / The Shot and Shell Series (Under Construction)
« on: February 03, 2013, 04:29:16 am »
Greetings community,
     It has come to the time to reveal development plans from the team, and I must say they are some pretty radical changes. First of all, the development team has taken on the manifestation of "Empty Quiver Gaming," a name previously in use by our game community. EQG, at its roots, was just a few real life friends who took an interest in games and the like. The Empty Quiver Gaming development team is a small team of individuals who use modding as a form of self education to work towards a deeper understanding of how games are produced. This is precisely why the team works on many different mod projects across different games, it is all in the pursuit of knowledge and the delivering of, even if momentary, streaks of enjoyment from the user base.

Empty Quiver Gaming Staff
- DaMonkey; EQG Head/Coding/Modeling/Texturing
- Titan041; Modeling/Texturing
- Melmil: Community Representative
- TheBoberton: Head Administrator

We are in need of Modelers, Texturers, and 2d artists. Salary is 30,000 handshakes per year.



Shot and Shell: Silesian Wars
Greeting community,
 My name is DaMonkey. For quite some time now, I have been developing the mod "Shot and Shell," a mod set during the Seven Years War primarily focused on the fighting for control of East Prussia, Bohemia, and especially Silesia. The mod will focus on the factions relevent to the fighting: namely Russia, Prussia, Austria, Britain, and France. Minor Germanic nations, such as Hanover, Saxony, Brunswick, and Hessen will have their unique units in their major Germanic counterparts: Austria and Prussia.

What to Expect
 Throughout my development of Shot and Shell, I have made it my goal to build the mod around chaos and correctly functioning linebattles. Accuracy of muskets will be as such to reduce the chance of a total whipeout of a line, as this will provide a much more "exchanging volleys" aspect to linebattles, and thus increase the use of actual lines. In addition, the mod is heavily focused on making melee balanced and fun, yet very brutal and chaotic. Many battles in this time period were solved via the point of the bayonet, and pure initial shock of a bayonet or cavalry charge, sending the enemy army into disarray.

 When it comes to in-game regiments, we will have base regiments to start with. Upon release, if people make historically accurate regiments and are active within the mod, we will be more than happy to make uniforms and put said regiment in the game. The uniforms in question are much less memory intensive, and thus we will be able to field an impressive array of uniforms and regiments.

 When we get to artillery, we plan on making cannons as the majority were at the time. This means smaller and less accurate guns. As with the musket accuracy, this will provide much more actual line fighting in events, and increase the overall expenditure of munitions.

Reserv(ed/ing) Regiments
     This thread is not the place to reserve regiment names. Shot and Shell has a sub-board for our Warband version on TaleWorlds with a Regiments area. While Shot and Shell for Warband will be discontinued upon the release of NW's Shot and Shell, all regiment reservations made there now will be transfered over. Therefore, make your regiment thread here.

Massive Thanks To...
 Shredzorz released his AoFI materials as OSP a while back, and I am using them as placeholders and bases for retextures.

 Azrooh often helps me with my hiccups in coding. It puts me back in my place when I ask him a question about coding.

22
Clans / [ARMA3] Canary Tactical ~ Casual Realism
« on: January 11, 2013, 07:44:10 pm »

Who Are We?
    Canary Tactical is a modest, long-standing Arma community with its foundation in Mount & Musket and Napoleonic Wars in 2011, before its foray into the Arma 2 scene in early 2012. We prize the heritage and culture we have crafted through the years, and are always eager to expand and bring in new blood.
Our objective, our playstyle, our community.
Our approach the the Arma franchise attempts to bring a balance between the casual enjoyment all games should give to its users with a minimal structure, framework, and atmosphere that fosters an air of seriousness we feel enhances the player's Arma experience. While in missions, players are expected to work together and under the direction of their leadership, roles and leadership are not static, allowing our members to grab whatever roles they are qualified from mission to mission on a first-come, first-serve basis. This allows our members to experience a more dynamic, fresh Arma experience.

Arma Session Details
Our Arma sessions vary widely in terms of scope and type. One session may be an Armored engagement, an Airborne invasion, or maybe even just a convoy gone wrong. We do not restrict ourselves to certain types of missions, nor do we restrict ourselves to any specific faction. Our missions are pretty spur-of-the-moment. Role selection is dynamic, allowing you to be in a different role from mission to mission. Additionally, we do not mimic exactly the organization and protocols of real-world military units just for the sake of it; over the years we have developed our own system which we feel works better for us on the virtual Arma battlefield.

Primary Session: Every Saturday
Session Time: 6:00 PM Central Time


Secondary Session: Tuesdays
Session Time: 7:30 PM CST (GMT-6)
Currently discontinued as a regular thing; can be used for secondary sessions or for trainings.

A beachhead is made in Operation Stingray II



A convoy sets up a defensive perimeter after sustaining wheel damage
Our Ranking Structure

We do not use a traditional ranking structure as is the norm in many Arma realism communities; however, we do still have a loose sort of ranking system, which aids in community administration. New applicants are welcomed in as Recruits, and are considered probationary members. Recruits should take junior roles, such as simple riflemen or other section members until they are more familiar with how we do things. After a 30 minute orientation, which will make sure the member knows how to operate all of our mods (namely ACRE and ACE), and four sessions attended, Recruits will automatically be made full members, or Troopers, unless they prove to be problematic, in which case they may be asked to extend their probationary period, or voluntarily leave. Outside of this, most members remain as Troopers unless they volunteer for community management positions. Members who volunteer for these postings, namely to help with personnel, server, mod and mission management are considered NCOs. Finally, there is a singular Commanding Officer, DaMonkey, who heads the community's basic operations.

Contact Information



Steam Group

Website


Commanding Officer


23
Regiments / Königlich Sächsische Armee
« on: November 12, 2012, 04:14:28 pm »

The Army


Historically


The Nation of Saxony throughout the Napoleonic Wars fought both with and against France. In the early stages, Saxony had went to war with Napoleon with their neighbor Prussia; however, further down the line the Saxons would side with France as part of the Confederation of the Rhine (or the Rheinbund). Following the dissolution of the Holy Roman Empire, Saxony rose to the title of a full Kingdon, the Königreich Sachsen. The Kingdom of Saxony was similar in size and population to the newly-formed Kingdom of Westphalia, but its military- which had been a standing organization for many years- was much more organized, experienced, and disciplined. Historian John Elting wrote of the Saxons that "Saxon Cavalry was among the the finest in Europe, and the Infantry was usually reliable." In addition the King of Saxony, Frederick Augustus, was described by Napoleon as "The most honest man to ever hold a royal sceptre." After the disastrous Russian Campaign and the Wars of Liberation (Leipzig, etc.), Saxony was treated harshly by the Allies, annexing much of its land.

in MM/NW


The Saxon Army of NW is much different than the traditional Armies of the community. As opposed to being an loose organization of regiments that come together, the Saxon Army is the latest iteration of the 16th Kampfgruppe which holds its founding all the way back to December of 2010. We have been a close community for almost five years now, and as such this Army is a representation of that, a centralized and close-knit community of gamers. Members are expected to maintain activity in the community, and add to it. We recruit members on the principle that they are joining a long-term community, and not a simple NW regiment. Recruits who do not want to add anything to the community, and would rather hop on once a week to reap the reward of a linebattle will be turned away.


Regiments


1. König Infanterie-Regiment
The 1st King's Infantry Regiment is the Army's senior-most infantry formation. The regiment fight in disciplined line formations to deliver deadly volleys and charges. The Regiment's facings are Red.

Commanding Officer
Major Branok

4. Landwehr-Regiment
The 4th Landwehr (Miltiia) Regiment is the Army's "reserve" regiment. It is filled with members considered "on reserve" (excused from activity due to certain real life reasons), members considered "retired", as well as all income Rekruts, regardless of which combat branch they will be going to after being a Rekrut.

Commanding Officer
Oberstleutnant Grit

1. Leichte-Infanterie Regiment
The 1st Light Infantry Regiment is the senior-most light infantry formation. Generally, this regiment fight in line formations, dealing deadly and accurate fire; however the regiment can also fight in skirmish formations if the need arises. The regiment wears green jackets.

Commanding Officer
Major Thomas

Jäger Kompanie Nr.3
The third Jaeger Company is a formation of elite riflemen. Generally, this unit will fight in skirmish order; however, they can also be called to fight as line infantry. The company also wears green jackets.

Commanding Officer
Kapitän McCuddles





Ranks


General Officers
General - Gen
Brigadegeneral - BG         
Field Officers
Oberst - Oberst
Oberstleutnant - ObLt
Major - Maj
                                                 
Company Officers
Kapitän - Kpt
Premierleutnant - PLt
Secondeleutnant - SLt
                                                 
Non-Commissioned Officers
Feldwebel - Fw
Unteroffizier - Uffz
Korporal - Kpl
                                                 
Enlisted
Gefreiter - Gfr
Soldat - Sdt*
Rekrut - Rkt
* - The soldat rank can vary. Soldat is used for Light and Line Infantrymen, Jäger (Jgr) is used for Riflemen, Reiter (Rtr) is used for Cavalrymen, and Kanonier (Knr) is used for Artillerymen.

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