Histwar

Re: Histwar

Postby [N]Lancier » Tue Oct 26, 2010 9:13 pm

Goldy,VC and Tac i am ready for a pbem if you like. :up:
lancier77@gmail.com
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Re: Histwar

Postby [N]GoldSabre » Wed Oct 27, 2010 12:00 am

I'm not done with tutorial yet. Slow learner. :doh:
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The two most powerful warriors are patience and time.- Tolstoy
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Re: Histwar

Postby Somerset » Mon Nov 01, 2010 8:20 am

Histwar Email Group

This is email group i created for Histwar, especially for Multiplayer gaming.

Attention please; this is not like steam,xfire or tunggle, this is email group under yahoo wargaming category.

Some invites are sent to email adresses who i know they play multiplayer games.

Most are familiar with yahoo groups (you dont need yahoo mail,you can join with your own mail adress course )

You can join here: http://games.groups.yahoo.com/group/histwar/

(also people map, event creator(RSVP) etc. possible as applications)
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Re: Histwar

Postby Somerset » Mon Nov 01, 2010 9:12 am

Gents, in case you miss it on histwar forum:

General hints and tips for MP gaming with HW from Gunner24

Please note : I do not make any claims that I, or other NBC members can play MP games any better than any one else, these are things everyone might already know, but if not, they are useful to know when fighting MP games.

Doctrine
Make sure enemy artillery is the first priority target for your artillery, this is very important, if not you will lose your cannons and then enemy will be able to sit back and bombard you until their ammo runs out.

Deployment
This is critical, you have to make a difficult decision on what the other side may do, a lot depends on the map, bluff and double bluff, if your sure the enemy will attack on the western flank, they may attack in the east, because they know you know the attack will be in the west, so they switch it to the east instead !.

Use farms, villages, hills, woods and rivers to help protect your LOPs, keep “something” at the very rear to take care of any enemy Cavalry that may breakthrough your lines, it is always a bad mistake to allow the LOP to be taken by a single enemy unit.

Always garrison built up area’s with Light Infantry if they are on important routs to your rear, if the enemy attack comes up against these places it will at least slow it down until you can switch other troops to the danger point.

CiC
Always jeep the CiC moving around the battlefield, it helps with spotting the enemy and helps confuse the other side where your main assault might fall - hopefully until too late.

Keep the CiC near the main action when your attacking or defending, with delayed orders you need the CiC close by to get the orders acted on quickly.

Artillery
Try to keep artillery Corps to 3,4 or5 batteries, if they are larger than that they become very hard to position well.

Always position the artillery Cops on a “defend on line” order well before contact with the enemy, do not advance the artillery corps into artillery fire - that will be a bad news day !.

Avoid the deploy on line order unless attacking, do not use deploy on line if you want to defend ground.

Cavalry
Depending on the size of the battle/CEH try to have two Cavalry Corps, rather than one, two smaller ones are better than one large one.

Use Cavalry for scouting to find the weak point of the enemy line, if they have one, but be aware that if the other side have stronger, bigger Regiments than you they will be routed and maybe taken prisoner. If possible have a battery deployed to cover the scouting Cavalry, then if they are attacked by stronger Cavalry the battery will help yours escape while the enemy takes artillery fire - and routs.

If you have small (weak) Regiments, always try to outnumber the stronger, larger enemy Cavalry, so when they go 1v1 and yours routs, there is a fresh second one to defeat and perhaps take the enemy one prisoner - if all goes to plan.

Cavalry win the battle, but not often when used too early…hold those horses back for the right moment.

Guard Cavalry can rule the battlefield, but not if lost in the early stages, keep them in reserve as long as possible, or use them in support behind the main assault, if the Infantry break the enemy line the Guard Cavalry will cause havoc as the enemy rout, this is when the prisoners can be taken and the battle won.

Don’t have the Cavalry so far back in reserve that they take too long to arrive when they are needed….but not too close that they go off on un-ordered changes…….a fine balance is needed to get the right distance.

Attacking
Use Corps that are weaker in artillery to attack with, those that are strong in artillery are best kept for defending……..attacks with Corps that have no artillery are very difficult, one or two batteries are a lot better than now, they will support the Infantry as they attack.

Always try to attack if possible, the defenders have a large advantage if you attack them where they want you to, so attack somewhere else, find the weak spot and hit it hard, defenders can not be strong everywhere, the attackers can be strong in one sector, FOW allows the attacker to mass troops the defender can not see, until they are assaulted, then they have to re-deploy, and they might not have time to do that quick enough.

Always have a Corps in support on the flank of an attack to counter the enemy if they attack your flank when moving forward, an attack into a flank of a moving Corps that is deploying to attack can shatter it quickly.

After the first main attacking Corps has been in action for a while, and is taking damage, withdraw them to safety and use them as a fresh reserve in the rear - after they have rested……then continue the advance with a fresh Corps.

Always have at least one Corps close behind the main assaulting Corps in support.

Never attack into massed artillery, if you find yourself in this position withdraw and change the direction of attack to somewhere else.

Don’t attack with the Cavalry (very tempting !) until the main Infantry/artillery assault has caused some serious damage on the enemy, then launch the Cavalry forward.

Look for exposed Corps in a good position, like defending a hill, where there support is perhaps a little to far away, an attack on their flank can win before the other side are able to move their support forward.

LG is a “slow” game but it still allows a “fast” move to be made, as the order delay and movement might stop the enemy from reaching the danger point fast enough.

Defending
Always try to have a section of the front very well defended, even if attacking somewhere else, if the other side attack your well defended line that allows a good chance to counter attack the flank of their attack as it breaks down.

Place you artillery in the best possible position, even if this is behind your front line, then pull the front back and let the enemy advance onto your artillery corps line…..very good result for defender, very nasty for attacker.

Defend behind woods, or between woods, not in front of them. Defend built up area’s with a garrison, but keep the flanks a little further back, the enemy attack has to “break” around the buildings.

Infantry Corps are stronger with about 25% Cavalry, so they can help counter attack any routing attacking units, close Cavalry support is vital to catch the attacker as they break.

Reserves
Keep good reserves to protect the LOPs and/or help the breakthrough if attacking, but don’t hold the reserves back so long that the rest of the army gets broken and the reserve is then no use, better to use them, than have them the only troops left at the end of a losing battle.

http://www.histwar.org/forum/index.php/ ... l#msg72309
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Re: Histwar

Postby [N]Lancier » Mon Nov 01, 2010 5:42 pm

thnka you for the tips Naplord. :nod:
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Re: Histwar

Postby [N]Lancier » Thu Nov 11, 2010 10:40 pm

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Re: Histwar

Postby Somerset » Thu Dec 02, 2010 2:14 pm

Perrine wrote:To celebrate the December 2th, HistWar adds a Chat to the forum.



An intense development activity continues in order to always improve «HistWar : Les Grognards» :

* A new interface is being developed
* The gameplay evolves in order to increase the player immersion
* The developments regarding Artificial Intelligence are underway
* The Modders continue their work ... the last one, Madrussian mod, improves the landscape. Another team is working on a project to see here.



To recap, the PWGM team has built a complete package on the Peninsular War and dozens of scenarios are also proposing to replay many Napoleonic battles.

;)

Gents, Histwar chat room is open !!!

MP battles are easier to arrange now, hı?!
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Re: Histwar

Postby Somerset » Thu Dec 02, 2010 2:48 pm

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Re: Histwar

Postby [N]GoldSabre » Thu Dec 02, 2010 3:52 pm

Thanks for the tips above and the chat room news. I'm slogging through but I should be up to speed by New Year. Does NBC play MP with mods active? If so, which?
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Re: Histwar

Postby Somerset » Fri Dec 03, 2010 4:09 pm

no mod Gold mate just play with different maps over 40-45, ten more Gunner maps on way but only host having these is enough. http://www.histwar.org/mods/category.php?id=2
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