nwg

A non Clan site for Napoleonic War Gamers to play games of the period in as realistic manner as possible. Please also see http://nwg.wikispaces.com for further information
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 Post subject: Wiki Campaign help - hints and tips !.
PostPosted: Thu Nov 20, 2008 4:52 pm 
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Joined: Thu Oct 04, 2007 11:55 am
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Location: uk
I'm sure to have forgotten something important, if any one thinks other things should be added here please PM me and I'll update this information.

To chat about this please start a new topic.

Wiki Map

Attack/defend/Fight :
If you are attacked on the wiki map, and you are heavily outnumbered, the temptation is to retreat, which means losing 2k in florin strength and giving 500 Victory Points (VP) to the other side. However, if you do this, it might be that the same formation gets attacked on the next turn, and then you are even weaker than you were before, so it often pays to stand and fight, even if you think you will lose.

Important grids/Maps :
If there is a grid which is vital (perhaps a City grid, or an important grid on the supply route) that is fought over with a VERY good defenders map, it can be a good idea to “garrison” that grid with a small formation as there are some maps which are extremely hard to attack. Even if the attacker outnumbers you 12k to 6k it’s possible to either win, or make the attackers lose more florins than the defender. If you leave this important grid the other side may then occupy it, and you might be forced to attack a great defenders grid later on.

Battles.

Battle loses.
All florins lost in a battle are calculated from the number of men remaining as a percentage to those that start the battle. The more men you end the battle with the LESS florins will be lost, regardless if the battle is won or lost. Because of this, when a unit has been badly weakened, it’s often best to pull it back into safety and then hit the “W” key and send it off the map. Take care here, as the retreat route when using the W option can be in a place you might not expect. This is better than have it be attacked, routed, and then destroyed, better to save 100 men than have them lost.

Artillery
Artillery is expensive but is not vital to have, battles in CB can be won without artillery support as you have so many troops on the battlefield, however, if fighting with 10k+ it is always best to get at least one or two artillery units….if fighting with less than 10k you might try to manage without any.

Militia
Some factions Militia are VERY cheap and they can be useful to add numbers when defending with a very weak force. In this case they can be used to hold up an advance, on a good defenders map, while other troops escape to the rear of the map ready to be taken off - so saving many florins from being lost. Or the other way around, use the best troops to hold up the advance, and get large numbers of Militia to safety, again this will save florins for use another day.

Light Infantry
Light troops in OPEN order are allowed to be more than 4 ranks deep and still shoot, this is a “special” rule for CB as the Lights in open order are very difficult to control and take up such a large amount of ground. Take great care when moving these anywhere near buildings or water. It is best to use the open order when you have room to deploy without obstructions in the way.

Admit Defeat (AD)
You are NOT allowed to use the AD option in the first 30 minutes, you must fight for 30 minutes, after that you may AD at any time. If the attacker is slow to move you might be able to launch a small counter attack with half your force, while the other half escapes. It's quite common for the defender to have smaller loses at the end of the battle. An example, if both sides lose 50%, then 50% of 12k is 6k lost, the defenders who lose 50% of 8k will only have lost 4k.

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