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"Napoleon's Triumph - Solitaire Variant (Mini-game)" posted by ~Ray
Posted on 2008-10-13 05:15:00 |
Variant: Solitaire mini-game ScenarioScenario: Allied Attack on French Right wing (Sokolnitz and Telnitz)The purpose of this scenario is three-fold. Most importantly it is an attempt to create a solitaire capability. Also it has the advantage of using only half of the board (saves table space) a limited number of pieces and short set-up and playing time. (It takes less than 20 minutes to play through the scenario which allows multiple playings if time is limited.) And finally. I have been able to use it in my high school history class to acquaint players with the mechanics of play before moving on to the multiple player version of the game. When I use it in class it is not solitaire. Rather I can put a couple of students in command of each side. Because I have two copies of the game (providing me with plenty of unit pieces) I am able to copy the relevant part of the gameboard (creating several gameboards) and have four or more "games" going at the same time. An added feature to this scenario is that as a history teacher. I am able to ensure a fairly "historical" encounter for the students. The scenario because of its limited nature has a great tendency to "play out" along historical lines. It ends after the fourth turn because it was around 9:00 a m. (turn 3) that Napoleon began his attack against the Pratzen Plateau which of course changed the whole nature of the battle. The action in the Sokolintz/Telnitz area (the subject of this scenario) had just been part of Napoleon's plan to entice the Allies to attack this weak right flank so as to denude the Allied center on the Pratzen thus making it ripe for Napoleon's major assault. Therefore in game terms for this short scenario the French need to prevent for as long as possible an Allied breakthrough across the Goldbach at Sokolnitz and Telnitz.
Length of Scenario: 4 turns (December 2 starting at 7:00 a m and going thru 10:00 a m.)Victory Points: -Scenario starts with the regular AT START MORALE LEVELS (Allies 27 and French 23)-For controlling (at the end of the 10:00 A. M turn) each of the following the indicated number of morale points will be subtracted from the enemy level:Sokolnitz (2 pts)Telnitz(2 pts)Blue Star (4 pts) No more than ONE blue star counts here. In other words if Allies take any blue star they get to take the French morale down 4 points. If the Allies do NOT take a blue star neither sides morale is adjusted.*Davout Reinforcement Special Scoring- Starting with the 8:00 A. M turn and for each turn thereafter that the Davout units do not come in the French get to reduce the Allies morale level1 point. (Note: The French do
get the usual 4 point increase when reinforcements come in as they do in the regular NT game.)
At Start Forces: Allies: -Use the following Corps with their regular start locations as printed on the map:Dokhturov. Keinmayer. Langeron and Prebyshevksy.-Use 4x3 strength Infantry. 11x2 strength Infantry. 2x2 strength Cavalry. 1x1strength cavalry and 1 artillery unit but shuffle them randomly and assign them sight unseen to the various Corps as follows: Dokhturov 6 units Keinmayer 4 units Langeron 5 units Prebyshevksy 4 unitsFrench: -French set up as follows: Use the Legrand Corps marker and assign him four units (1x3 strength Infantry. 2x2 strength Infantry and 1x2 strength cavalry). These units are placed face down and shuffled. Then (still face down) they are placed one each blocking each of the following approaches: Sokolnitz Castle (das Schloss). Sokolnitz. Telnitz and the approach of the locale between Sokolnitz and Telnitz.
These units should be in the eastern approaches of each of these locales facing the Allied army
To allow for a little bit of "fog of war" and thus provide some attempt for solitaire ability these units remain face down until attackedby the Allies. All other units will be "known" by the player. Davout's Corps is in reserve (off the map) as the reinforcement corps. It is assigned the following units: 1x 3 strength Infantry. 2x 2 strength Infantry and 1x 2 strength cavalry. Map Restrictions:-Only one section (the southern half) of the game map is used.-No units can cross the Goldbach north of the pheasantry of the Sokolnitz castle (das Schloss)Force Move Restrictions:-All normal restrictions apply. In other words all four Allied corps plus any 3 detached units could move each turn. Both French corps plus any four detached units could move each turn.*Edited (5-19-2008): I have never gotten the scoring on this variant to a satisfactory point. After much tweaking. I finally decided to change the blue star 4 point morale adjustment as shown above. The Blue Star 4 point morale loss is now only applied against the French if they should lose a blue star. The Allied morale is not affected by their failure to take a blue star.
This is just a suggestion. If you wish to play it the original way take 4 points away from the Allies also if they fail to take a blue star.
I also toyed with idea of extending the scenario by one turn which would allow the Allies time to exploit a breakthrough. But that seems to make an allied victory an automatic happening. So I abandoned that thought. If you want to try extending it one more turn you should subtract 2 morale points from the Allies (This could represent their losses that they would be suffering from Napoleon's attack on the Pratzen duirng this time.) If anyone has any more ideas to better balance the scenario I would like to hear them.
Excellent work. Rod. The scenario's brevity and compactness belie how interesting the decisions can be. Good intro to the tactics of fighting in that part of the board. The fact Legrand's cavalry has a 75% chance of being deployed in an obstructed approach puts some pressure of the French "player" who either retires "blind" from the obstructed approaches or risks getting a quick lesson on what a poor choice cavalry are for defending towns.
They are very interested and quickly get into it. Several even make copies of the map and create homemade pieces from cardboard to take home and "practice." The vast majority are then very excited to play the complete game in the multi-player format.
The fact Legrand's cavalry has a 75% chance of being deployed in an obstructed approach puts some pressure of the French "player" who either retires "blind" from the obstructed approaches or risks getting a quick lesson on what a poor choice cavalry are for defending towns.
How true this is Garry! At first I thought I would simply make a rule that the cavalry unit would automatically deploy in the non-village locale. Then I thought better of it and decided to keep it totally random. Seems much more tense that way and as you suggest some interesting decisions then have to be made.
Rod. I'm confused. You say to assign 4 units to Legrand than you immediately split them into 4 approaches so Legrand only stays with 1 unit? So the French only start with 4 units on the board with 1 corps in reserve?
Yes. Everything you say here is correct. I use the detached unit rule as described in the regular French set-up. So Legrand is placed with one of the units and has to be no further than two locales away from any of his detached units.
Yes. Everything you say here is correct. I use the detached unit rule as described in the regular French set-up. So Legrand is placed with one of the units and has to be no further than two locales away from any of his detached units.
Thanks. I just played through it and it was a lot of fun and a GREAT way to learn some of the subtleties of the combat system for newbies. Oh and in terms of when to turn a French unit face-up to see what it is is it at the moment they have an attack declared at their approach or do they have to actually decide to not retreat first? It seems the former otherwise the cavalry basically commits suicide if they happen to be defending one of the obstructed approaches.
in terms of when to turn a French unit face-up to see what it is is it at the moment they have an attack declared at their approach.
Yes. when they have an attack declared against them you may then turn the unit over and make the decisions and combat calculations for the French.
Yes. when they have an attack declared against them you may then turn the unit over and make the decisions and combat calculations for the French.
Oh but now I realize I got a rule wrong. If something is defending an approach it CAN'T retreat; it must stay and defend. So it seems like that cavalry unit is pretty much history.
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"Napoleon's Triumph - Solitaire Variant (Mini-game)" posted by ~Ray
Posted on 2008-10-13 05:15:00 |
Variant: Solitaire mini-game ScenarioScenario: Allied Attack on French Right wing (Sokolnitz and Telnitz)The purpose of this scenario is three-fold. Most importantly it is an attempt to create a solitaire capability. Also it has the advantage of using only half of the board (saves table space) a limited number of pieces and short set-up and playing time. (It takes less than 20 minutes to play through the scenario which allows multiple playings if time is limited.) And finally. I have been able to use it in my high school history class to acquaint players with the mechanics of play before moving on to the multiple player version of the game. When I use it in class it is not solitaire. Rather I can put a couple of students in command of each side. Because I have two copies of the game (providing me with plenty of unit pieces) I am able to copy the relevant part of the gameboard (creating several gameboards) and have four or more "games" going at the same time. An added feature to this scenario is that as a history teacher. I am able to ensure a fairly "historical" encounter for the students. The scenario because of its limited nature has a great tendency to "play out" along historical lines. It ends after the fourth turn because it was around 9:00 a m. (turn 3) that Napoleon began his attack against the Pratzen Plateau which of course changed the whole nature of the battle. The action in the Sokolintz/Telnitz area (the subject of this scenario) had just been part of Napoleon's plan to entice the Allies to attack this weak right flank so as to denude the Allied center on the Pratzen thus making it ripe for Napoleon's major assault. Therefore in game terms for this short scenario the French need to prevent for as long as possible an Allied breakthrough across the Goldbach at Sokolnitz and Telnitz.
Length of Scenario: 4 turns (December 2 starting at 7:00 a m and going thru 10:00 a m.)Victory Points: -Scenario starts with the regular AT START MORALE LEVELS (Allies 27 and French 23)-For controlling (at the end of the 10:00 A. M turn) each of the following the indicated number of morale points will be subtracted from the enemy level:Sokolnitz (2 pts)Telnitz(2 pts)Blue Star (4 pts) No more than ONE blue star counts here. In other words if Allies take any blue star they get to take the French morale down 4 points. If the Allies do NOT take a blue star neither sides morale is adjusted.*Davout Reinforcement Special Scoring- Starting with the 8:00 A. M turn and for each turn thereafter that the Davout units do not come in the French get to reduce the Allies morale level1 point. (Note: The French do
get the usual 4 point increase when reinforcements come in as they do in the regular NT game.)
At Start Forces: Allies: -Use the following Corps with their regular start locations as printed on the map:Dokhturov. Keinmayer. Langeron and Prebyshevksy.-Use 4x3 strength Infantry. 11x2 strength Infantry. 2x2 strength Cavalry. 1x1strength cavalry and 1 artillery unit but shuffle them randomly and assign them sight unseen to the various Corps as follows: Dokhturov 6 units Keinmayer 4 units Langeron 5 units Prebyshevksy 4 unitsFrench: -French set up as follows: Use the Legrand Corps marker and assign him four units (1x3 strength Infantry. 2x2 strength Infantry and 1x2 strength cavalry). These units are placed face down and shuffled. Then (still face down) they are placed one each blocking each of the following approaches: Sokolnitz Castle (das Schloss). Sokolnitz. Telnitz and the approach of the locale between Sokolnitz and Telnitz.
These units should be in the eastern approaches of each of these locales facing the Allied army
To allow for a little bit of "fog of war" and thus provide some attempt for solitaire ability these units remain face down until attackedby the Allies. All other units will be "known" by the player. Davout's Corps is in reserve (off the map) as the reinforcement corps. It is assigned the following units: 1x 3 strength Infantry. 2x 2 strength Infantry and 1x 2 strength cavalry. Map Restrictions:-Only one section (the southern half) of the game map is used.-No units can cross the Goldbach north of the pheasantry of the Sokolnitz castle (das Schloss)Force Move Restrictions:-All normal restrictions apply. In other words all four Allied corps plus any 3 detached units could move each turn. Both French corps plus any four detached units could move each turn.*Edited (5-19-2008): I have never gotten the scoring on this variant to a satisfactory point. After much tweaking. I finally decided to change the blue star 4 point morale adjustment as shown above. The Blue Star 4 point morale loss is now only applied against the French if they should lose a blue star. The Allied morale is not affected by their failure to take a blue star.
This is just a suggestion. If you wish to play it the original way take 4 points away from the Allies also if they fail to take a blue star.
I also toyed with idea of extending the scenario by one turn which would allow the Allies time to exploit a breakthrough. But that seems to make an allied victory an automatic happening. So I abandoned that thought. If you want to try extending it one more turn you should subtract 2 morale points from the Allies (This could represent their losses that they would be suffering from Napoleon's attack on the Pratzen duirng this time.) If anyone has any more ideas to better balance the scenario I would like to hear them.
Excellent work. Rod. The scenario's brevity and compactness belie how interesting the decisions can be. Good intro to the tactics of fighting in that part of the board. The fact Legrand's cavalry has a 75% chance of being deployed in an obstructed approach puts some pressure of the French "player" who either retires "blind" from the obstructed approaches or risks getting a quick lesson on what a poor choice cavalry are for defending towns.
They are very interested and quickly get into it. Several even make copies of the map and create homemade pieces from cardboard to take home and "practice." The vast majority are then very excited to play the complete game in the multi-player format.
The fact Legrand's cavalry has a 75% chance of being deployed in an obstructed approach puts some pressure of the French "player" who either retires "blind" from the obstructed approaches or risks getting a quick lesson on what a poor choice cavalry are for defending towns.
How true this is Garry! At first I thought I would simply make a rule that the cavalry unit would automatically deploy in the non-village locale. Then I thought better of it and decided to keep it totally random. Seems much more tense that way and as you suggest some interesting decisions then have to be made.
Rod. I'm confused. You say to assign 4 units to Legrand than you immediately split them into 4 approaches so Legrand only stays with 1 unit? So the French only start with 4 units on the board with 1 corps in reserve?
Yes. Everything you say here is correct. I use the detached unit rule as described in the regular French set-up. So Legrand is placed with one of the units and has to be no further than two locales away from any of his detached units.
Yes. Everything you say here is correct. I use the detached unit rule as described in the regular French set-up. So Legrand is placed with one of the units and has to be no further than two locales away from any of his detached units.
Thanks. I just played through it and it was a lot of fun and a GREAT way to learn some of the subtleties of the combat system for newbies. Oh and in terms of when to turn a French unit face-up to see what it is is it at the moment they have an attack declared at their approach or do they have to actually decide to not retreat first? It seems the former otherwise the cavalry basically commits suicide if they happen to be defending one of the obstructed approaches.
in terms of when to turn a French unit face-up to see what it is is it at the moment they have an attack declared at their approach.
Yes. when they have an attack declared against them you may then turn the unit over and make the decisions and combat calculations for the French.
Yes. when they have an attack declared against them you may then turn the unit over and make the decisions and combat calculations for the French.
Oh but now I realize I got a rule wrong. If something is defending an approach it CAN'T retreat; it must stay and defend. So it seems like that cavalry unit is pretty much history.
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Related article:
http://www.boardgamegeek.com/article/1898170#1898170
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"Publishers Complain that Google AdSense Video Units Aren't Targeted" posted by ~Ray
Posted on 2008-03-26 13:34:43 |
We talked about via YouTube. Now we're onto the next step: populate are starting to use the AdSense video units and are not getting relevant ads. For example this user is selling golf equipment but what is his ad? A man in a Darth Vader suit.
What are the issues here? Can advertisers not preview ads before they go be? What about recurring AdSense video units? Will you see the same thing when you call back? These questions are still lingering.
There's no response from Google on the AdSense unit targeting concerns just yet and the program is still brand new. I'd like to hear other feedback from other publishers though.
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">News< Physical Science Commentary for Fri, Nov 30th" posted by ~Ray
Posted on 2008-01-16 00:22:59 |
Yesterday the team produced 49,406 unitsAnd here are the teams crunchers:-Farley produced 19,862 unitsHogward produced 19,665 unitsMeadmaker produced 4,012 unitsGadreel produced 2,966 unitsrusskris produced 2,901 units
Yesterday the team produced 944.00 unitsAnd here are the teams crunchers:-StoneGnome produced 472.00 unitshawk. P. N produced 237.00 unitsFizban produced 235.00 units
Yesterday the team produced 10,053 unitsAnd here are the teams crunchers:-StoneGnome produced 5,154 unitssolarflare produced 2,042 unitsmeadmaker produced 1,245 unitsHawk. P. N produced 950 unitsFarley produced 662 units
Yesterday the aggroup produced 832.25 unitsAnd here are the teams crunchers:-StoneGnome produced 832.25 units
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">News< Physical Science Commentary for Fri, Nov 30th" posted by ~Ray
Posted on 2008-01-16 00:22:59 |
Yesterday the team produced 49,406 unitsAnd here are the teams crunchers:-Farley produced 19,862 unitsHogward produced 19,665 unitsMeadmaker produced 4,012 unitsGadreel produced 2,966 unitsrusskris produced 2,901 units
Yesterday the team produced 944.00 unitsAnd here are the teams crunchers:-StoneGnome produced 472.00 unitshawk. P. N produced 237.00 unitsFizban produced 235.00 units
Yesterday the team produced 10,053 unitsAnd here are the teams crunchers:-StoneGnome produced 5,154 unitssolarflare produced 2,042 unitsmeadmaker produced 1,245 unitsHawk. P. N produced 950 unitsFarley produced 662 units
Yesterday the team produced 832.25 unitsAnd here are the teams crunchers:-StoneGnome produced 832.25 units
Powered by vBulletin® Version 3.6.8procure ©2000 - 2008. Jelsoft Enterprises Ltd.
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">News< Physical Science Commentary for Fri, Nov 30th" posted by ~Ray
Posted on 2008-01-16 00:22:59 |
Yesterday the aggroup produced 49,406 unitsAnd here are the teams crunchers:-Farley produced 19,862 unitsHogward produced 19,665 unitsMeadmaker produced 4,012 unitsGadreel produced 2,966 unitsrusskris produced 2,901 units
Yesterday the team produced 944.00 unitsAnd here are the teams crunchers:-StoneGnome produced 472.00 unitshawk. P. N produced 237.00 unitsFizban produced 235.00 units
Yesterday the team produced 10,053 unitsAnd here are the teams crunchers:-StoneGnome produced 5,154 unitssolarflare produced 2,042 unitsmeadmaker produced 1,245 unitsHawk. P. N produced 950 unitsFarley produced 662 units
Yesterday the aggroup produced 832.25 unitsAnd here are the teams crunchers:-StoneGnome produced 832.25 units
Powered by vBulletin® Version 3.6.8Copyright &write;2000 - 2008. Jelsoft Enterprises Ltd.
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">News< Physical Science Commentary for Fri, Nov 30th" posted by ~Ray
Posted on 2008-01-16 00:22:59 |
Yesterday the team produced 49,406 unitsAnd here are the teams crunchers:-Farley produced 19,862 unitsHogward produced 19,665 unitsMeadmaker produced 4,012 unitsGadreel produced 2,966 unitsrusskris produced 2,901 units
Yesterday the aggroup produced 944.00 unitsAnd here are the teams crunchers:-StoneGnome produced 472.00 unitshawk. P. N produced 237.00 unitsFizban produced 235.00 units
Yesterday the aggroup produced 10,053 unitsAnd here are the teams crunchers:-StoneGnome produced 5,154 unitssolarflare produced 2,042 unitsmeadmaker produced 1,245 unitsHawk. P. N produced 950 unitsFarley produced 662 units
Yesterday the team produced 832.25 unitsAnd here are the teams crunchers:-StoneGnome produced 832.25 units
Powered by vBulletin® Version 3.6.8procure ©2000 - 2008. Jelsoft Enterprises Ltd.
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http://www.team-ninja.com/vbulletin/showthread.php?t=42433
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