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Fictional, October 07, 1874, Evil army of 356 units opposed to Holy army of 356 units for a battle of complexity 3.54 at Regiment(III) level on a 5 Km/Hex map for 500 turns of Half Day each. by Adam Rinkleff submited on 09-07-2007 Rugged-Defense Playing Statistics
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Merdeaux (PO)Version: 2.1 1. Overview This is intended both as a tutorial and as a head-2-head competitive scenario; as such, both sides are exactly equal in strength, and play proceeds upon a symmetrical map. With such strategic simplicity, the AI is quite capable of playing either side. This scenario has a manageable map size, and a low density of units, which gradually increases as the game progresses. Meanwhile, the distinct cavalry, infantry, and artillery units well represent combined-arms operations. 2. Gameplay The northern Evil Empire has broken the great truce, and is advancing through the neutral territory of Merdeaux! In response, the allies are counter-advancing against the vile imperialist invaders... Victory is primarily achieved by capturing the opponent's central fortress, located at the rear of their position. For whatever reason, whether because of prestige or strategic significance you have been ordered to defend your own central fortress at all costs -- failure to do so may not lose the war, but it will result in your being relieved of command! Victory can also be achieved at the turn-limit, by having accumulated points via the destruction of enemy units. Naturally, those players who do not wish to play the entire scenario length, can instead agree to a shorter turn-limit on their own, and a victor will be subsequently determined by force-loss points. 3. Design notes The time period is of the late-19th century, and the scenario uses customized equipment and graphics. Each player is a Captain-General and will therefore receive an army of 150'000 troops, formed into two infantry corps. Each corps is composed of two divisions, with 24 regiments each, and a 5th division is in reserve. Upper echelon headquarters are equipped with infantry assault regiments, heavy artillery, and engineers. In addition, there are drafted infantry reserves, and elite shock troops. Players should remember that the best defense is not necessarily a good offense, and that victory is often best assured by maneuvering around enemy formations -- brains, not brawn, is the key to military science! Consider the battles of Sedan, Koniggratz, and Richmond as examples of this; meanwhile, battles such as Gettysburg, Cold Harbor, and Waterloo are evidence that frontal attacks are... well, stupid. The game of Go provides an excellent model of the tactics which should be adopted here. The fortress areas are all surrounded by escarpments; furthermore, the abandoned fortress of Merdeaux has two such layers. Expect extremely heavy casualties in attempting to take these locations from enemy troops, especially when they are supported by artillery. Remember the Alamo? Well, that was just an abandoned Spanish mission, and these are actual fortresses. Supply levels are deliberately low, and you will need to coordinate your troops with the corps-level supply centers. Admittedly, the computer has some trouble doing so; in addition, it has an unfortunate tendency to attack with its HQ units in the van, while leaving its artillery too far in the rear. Hopefully, AI patches will eventually fix this. In order to discourage stalemates and trench warfare, players will receive many of their reinforcements on opposing flanks, and there are also random bonus reinforcements which become stronger as the game progresses. The effect of this is that each player will almost inevitably find themselves defending on one side of the map, whilst attacking on the other -- as an analogy, this is rather similar to the Sicilian variations in chess. Furthermore, players have been given 'ownership belts' on opposing sides of the map, to encourage flank movement. In addition, belts of enemy territory have been placed directly in front of each starting position, in order to prevent either player from an early seizure of the center. There are some random events such as pestilence and storms. If you don't want random events to interfere with your plans, then I suggest you avoid wars! Hex-sizes are set at 10km; however, movement speeds and ranges have been increased. In this manner, play should proceed as if on a smaller map, with the number of active units per hex being higher than normal, to compensate for the fact that artillery units are now "active-defenders" (unlike in most TOAW campaigns). The reasoning for this is simply that artillery is heavy, and is thus forced to actively defend simply because it cannot easily retreat. Partisans, guerillas, spies, and traitors will roam behind the lines of both armies, disrupting supply networks, destroying railroads, providing illegal contraband to support enemy troops, and harassing the movement of your troops. You can try executing civilians, as it will make you feel a lot better about yourself, although it won't actually help.. The railroads work, but not very well. Someone keeps tearing up the tracks and throwing log barricades unto them. To determine overall casualties, take the number of Musketeer units lost, and multiply by ten -- that many of your troops are either dead, or crippled for life. What a waste. The scenario requires an edited equipment database and special graphics, which should all be located within the Graphics folder as explained by documentation provided by the programmers, and provided with the scenario. Most notably, the entrenchment graphics have been changed to make the battlefield appear more... dirty. This is a warzone, not a picnic! Playing with the advanced setting of: No Borders is reccomended. 4. Major Changes since Version 1.0
5. About the Author I have a master's degree in military history, and am currently working on my PhD in WWII studies. 6. Special thanks
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