alexander seil
Posts: 167
Joined: Sat Jul 21, 2007 11:22 pm

New features vs. ACW?

Fri Nov 23, 2007 11:45 pm

Just wondering, as I'm only trying out the demo - are there any major new features that aren't in ACW? I mean, it seems that nothing actually got more "complicated" - there is no war economy, drafts, capitol moves, foreign interventions, events, riverine campaigns, blockades, naval construction, etc. On the one hand, that's good because I could actually play the game, despite a very stressful schedule this semester. On the other, commanding the Prussians in central Germany doesn't feel to be all that different from playing the Confederates in the Gettysburg battle scenario. So, the impressive artistic representation of the game aside, what is really new here?

Le Tondu
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Sat Nov 24, 2007 1:16 am

What's new?

Its Napoleonic, of course.

And you can't beat that. :sourcil:
:)

tagwyn
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Sat Nov 24, 2007 5:17 am

All the time in the campaigns of the ANV 1851 - 1865. If Boney was so great - how did the lose to the Brits? EH? T

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Crimguy
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Sat Nov 24, 2007 6:24 am

tagwyn wrote:All the time in the campaigns of the ANV 1851 - 1865. If Boney was so great - how did the lose to the Brits? EH? T


<DUCKS> I can here it coming . . .

alexander seil
Posts: 167
Joined: Sat Jul 21, 2007 11:22 pm

Sat Nov 24, 2007 6:38 am

Le Tondu wrote:What's new?

Its Napoleonic, of course.

And you can't beat that. :sourcil:


As I said, the impressive graphical presentation of the game aside :fleb:

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Korrigan
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Sat Nov 24, 2007 9:17 am

What's new in Napoleon's Campaigns?

Napoleon's Campaigns is the true heir of Birth of America and the cousin of American Civil War. You'll get a new historical environment, with very detailed OOBs and campaigns. For many this is sufficient, but this is not all.

I - Rules of Engagments. ROE are 4 new buttons under the postures of your stack. You can now specify if you want an all-out attack with your stack (no retreat checks for several rounds, losses increased to both side, etc.), or a probe attack, or in defence if you want to fight to the death , retreat if threathened, retreat as soon a shot is fired, etc.

II - New "Napoleonics" themed concepts: Cavalry can now charge in battle (involving a morale check), if it does, will try to cut down weakened or disrupted elements. Opposing Infantries can try to form in square. The Guards units can now commit themselves, in masse, upon the order of some special leaders (Napoleon, Bessieres, Constantin, etc.) and if they do, all your side get a bonus and can litteraly rout the enemy in no time. Except that if they don't, beware the counter-effect you take.

III - 25 new abilities, like Boarding (Nelson), Genius (Wellington and Napoleon), this allow them to 'handle' 10 to 15 abilities, contrary to a max of 4 in AACW. Offensive or Defensive terrain specialist (alter how much troop you can deploy during battle) and more.

IV - Purely cosmetic, but cool anyway: An alternate display, called '3D sprites'.

V - New special terrains: Mountain Crest and passes, Alpine, major road (functions directionnally, a bit like the railway in ACW, ie you have to enter and follow them from one side of a region to another side). With associated new abilities (mountaineers for example, or even Colonial Leader).

VI - New concept of auto-Garrisoning. Now when you take an important location in NCP, depending of your replacement level, a small garrison will automatically appears, sparing you the burden of splitting one of your brigade for this purpose (less hassle too!). Garrisons eat on your replacements as you can guess, but the rule is optional, so you decide! Also they are themed to the region you have to garrison. Liberate Poland and you will get Polish garrisons eg.

VI - New concept of hardened attrition. Some people want to suffers, we heard them This rule, which is also optional, allow you to 'enjoy' a more realistic attrition rule, where even non moving units can lose soldiers. Also with such a rule, you will need to withdraw troops to depots to get replacements. That will be hard for the French when deep in Mother Russia I advise to use this rule in PBEM by the way.

VII - Historically themed options. A bit like the various options of AACW, but much more powerful and versatile. You can 'buy' replacements or even units, order new supply to be sent from home, postpone the end of the scenario even, get a bonus in forced march in a given area, augment your chance to have your leaders activated, etc. They vary between scenarios for a good part of them, and yes both side get feedbacks about the use of them. These options are in additions to custom made events for each scenario as you can guess.

VIII - TCP/IP utility, for whose who don't want to play by PBEM.

IX - Scorched Earth rule. Active in Russia and to a lower level in Spain. This is a rule benefiting a faction, against all enemy of her. The rule can triggers several things, like some supply burned when you take a region, or the structure destroyed (depot burned, village reduced in level). There is also a chance that the region become pillaged. It has a synergistic effect with the Hardened attrition rule, as it acts also as a magnifier to the losses from attrition.

X - New naval order to intercept adjacent fleet, for a better naval game. Improved Naval AI too.

XI - Zipped file with password and encryptation support, for better MP.

[Pocus edit: added entry XI, removed my own post duplicating this one]
"Never argue with a fool, onlookers may not be able to tell the difference." Mark Twain

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DaemoneIsos
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Location: Indianapolis

Sat Nov 24, 2007 4:15 pm

That was a really good answer.

Le Tondu
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Sat Nov 24, 2007 4:26 pm

tagwyn wrote:All the time in the campaigns of the ANV 1851 - 1865. If Boney was so great - how did the lose to the Brits? EH? T




I said, [color="Blue"][SIZE="5"]"Napoleonic"[/size][/color] --not "Napoleon".
:)

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