View Full Version : Civilians, Spies and Big Battles

21 May 06, 13:35
Update 7:48 am Wednesday May 31st. The project is nearing completion. There will be seven scenarios. BTW artillery ammo supply dropped to at least 2,400 per army. Typo error.

The original pdt file incluced in the packet had an error concerning the movemnt costs for inf/cav moving across walls and fences. The link below will take you to a corrected file.


The files for GBB_002.scn through GBB_07.scn have been uploaded at the SZO Forums - Download - EAW Series - Scenarios. The link to that follows (I hope.)


GBB_001 = Glyn's Big Battle: Total War. 1,400 turns. This is the seven day game. Both armies will march onto the map over the course of the week. Spies, civilians, partisans, guerillas, militias and garrisons will populate the map giving players the chance to explore waging war without armies to gain advantages for the approaching troops (capturing objective hexes and supplies.) Not done yet.

GBB_002 = A Three Day Affair. 600 turns. This will be only three days long. Both armies will start on the map in camps along thier march routes. DONE and UPLOADED.

GBB_003 = Anton's Day of Battle. 200 turns. A one day battle. Both armies start in thier camps close to the enemy. DONE and UPLOADED.

GBB_004 = The First Assault. 48 turns. Both armies start deployed for a day's battle. The British are attacking. Only four hours to take the American held high ground. DONE and UPLOADED.

GBB_005 = 'Till The Sun Sets. 96 turns. The above battle with four more hours to allow more flexible battle plans, and a chance to couter-attack for the Americans. DONE and UPLOADED.DONE and UPLOADED.DONE and UPLOADED.DONE and UPLOADED.

GBB_006 = Mixin' it up with Mike. 12 turns. General Cornwallis' division vs General Sullivan's. Approximately 3,000 men apiece. DONE and UPLOADED.

GBB_007 = More Mixin' it up with Mike. 24 turns. The above battle an hour longer. DONE and UPLOADED.

Disclaimer: Rich taking a scheduled day off from our little project so the following hasn't interfered with that. Family is away today so I thought I'd put this idea to paper ... uh electronic paper that is.

A while back Glyn asked about a BIG BATTLE. Well I can't just pass that up now can I? hehehe...

I'm using a homemade map I converted from Bill's Eckmuhl map years ago, it is only about a third of his map some 18 miles deep by 6 miles wide (756 x 252.) For the OOB file, I'm using a draft of one that will eventually make it to a "Battle of Long Island" scenario, and of course the pdt file is a Non-EAW series standard one. hehehe...

The scenario will be 1,400 turns long. That will be seven days. I have sixteen hours of day/dawn/dusk turns and eight hours of night turns per day. Each day/dawn/dusk turn is five minutes, but each night turn is one hour. Dawn/dusk will last for two hours each day with a visability of 250 yards(6 hexes.) Fatigue will recover at 60% during the night and 30% during the day. The game will start at 12:30 am on July 1st, 1776. This will give players four turns of night to move thier troops about before the first day of battle. The armies will be scattered about.

I have added a regiment of Connecticut cavalry to Washington's army to give him some scouting ability. Historically, he got mad at the unit and dismissed them before the New York campaign. (Bet he wished he had them on August 22nd!) The two armies are approximately 20,000 men apiece with the Americans have a bit more, the Brits a bit less. The Brits have the qualitative edge.

The only A quality troops are the British Guards, and they are organized historically. The British cavalry and grenadiers, and the Hessian grenadiers are quality B troops. All other British and Hessians troops are quality C. Two regiments of American troops are quality C with the rest being D, E and F! Light infantry and cavalry are organized in platoons, this means there is a leader and more than one unit per company. American and British infantry, other than light infantry type (L), have one leader and eight companies per battalion. Hessian troops, other than thier jagers, have a leader and four units per battalion to reflect thier more rigid style of combat. The four units are 'division' which is four firing platoons. These counters are some 120 men strong, and will pack a bit of firepower!!

The weapon type Small Arms, in my non-standard pdt file, has the same capabilities as the musket, and has been assigned to Grenadiers and Highlanders. This weapon type gives a 50% bonus in melee, so Grenadiers and Highlanders will become the 'shock' troops they were frequently used as. The Guards will have great staying power, and be able to deliver good volleys if the optional rule for Quality Units Firing bonus is used. Lights will be able to operate in woods and skirmish well. Cavalry will be able to scout well, but are only armed with carbines. British cavalry should be able to take out the American cavalry in melee, especially if the optional rule for Quality Units Melee Bonus is used.

Movement in this pdt file is changed greatly. Infantry in line can move faster than infantry in column. PLEASE USE THE OPTIONAL LINE DISRUPTION MOVEMENT RULE. I have changed the basic chance of disruptiong to 1% for both armies. Unit quality and terrain will raise that percentage, so you will find the better trained British and Hessian units moving better over clear ground than American units will, in line. The main reason for this is reflect the different rates of march used. The QUICK STEP is being used in my pdt file with the combat formation: Line. The NORMAL STEP is being used for the transit formation: Column. Units in column, in the open and on roads, and wagons on the road will be able to travel a little over one mile per hour. Now this is a tad slow for the time period, but this will allow players to move every turn, and still have armies only covering thier historical 'average' distances per day. Cavalry will move quicker in the open than on a road or along a trail. Same concept, I'm viewing them moving at a TROT in the open because they are near the enemy or in a hurry, and at a WALK along a road/trail because they are traveling longer distances so 'saving' thier horses.

Each army has over 24,000 rounds of artillery ammunition! hehehe...

Oh yeah, civilians and spies. These two types of creatures had little to do on battlefields of the day, but over the course of a week in an area of 108 square miles (!) they can be useful.

Spies will be limited in number, and not included in the armies' strengths, so niether side nows exactly how many the other has, but the actual number is close. These spies are F quality cavalry, so they will be able to report exact enemy types and movement. Remember if you are play with ADF 'on', then they could get shot by the enemy during your movement, and if caught (shot at or meleed) they will be 'hung'. hehehe...

Civilians are single point supply wagons. They will give you question mark (?) sightings, but that is all. I can't change the 'realtime' information, so remember, the armies were in the area in June, and each army will have a pretty good, sketchy knowledge of where each other is, and could plot movements to 'guess' where the other side moved to. The question marks will represent that. PLEASE DO NOT KILL CIVILIANS. You want to govern and tax them after the war, don't forget!

VPS are ... 1 point per infantry man, 2 per cavalry man, 10 per cannon and 1 per supply point (so killing a civilian only earn one-tenth of a point anyway! hehehe...)

You will find civilians everywhere. These represent the head of a family. They'll be in towns, villages and at farms. Some towns will have half red and half blue civilians. They'll look like wagons on the map. Becareful, not to 'RUN LOW ON AMMO' near them or they'll get used up!

I was thinking of making civilians single infantry units with no command, or weapon but, aside from the number of them I'd have to have in the OOB file, and the accurate information they would provide, I could just see you guys have huge town brawls or fistfights with them as the armies manuvered.

Historically, regiments would have more men in the unit than were in the battle line. This was due to sickness, and detachments. Armies formed daily 'details' to guard camps, headquartes, provide flankers for march security, etc, etc. These detachments were adhoc and changed on a daily basis. What a headache to model! I think I have hit upon a good solution.

Each brigade will have a 'Captain's Command' with a leader and eight-12 man counters. A Captain's Command was 100 men, and would be formed for picquet duty or flank march duty (in fact two Cpt's Cmds would formed for camp. One as a picquet to watch for the enemy, and the other to guard the camp ... i.e. not let anyone slip out of the camp. THEY WERE PRISON GUARDS keeping thier friends from deserting during the night!) You will see that every unit in the brigade, with some exceptions, has provided men to this 'detail.' You may use this detail anyway you need to, that is why I didn't call them 'camp guards', etc. You will also see the individual battalions have equal sized sub-units, it is by sending men on detail that commanders achieved this very necessary uniformity. (They needed companies, or firing platoons to be the same strengths for manuevering.) Also, commanders tended to send their 'bad apples' on detail, so the troops in the Cpt's Cmds aren't as high a quality as the rest of the brigade.
There is also some detachments at division and army levels drawn from the regiments to guard these higher level HQs.

So a battalion may show 452 men on the roster for a particular battle, but once you subtract these various details, the sick and the officers it may only have 384 r&f for the battle line.

(BTW the Cpt's Cmd units are 12 men because, if I have the number correct, any group of men less than this if captured by the enemy in Europe, during the SYW, would be treated as brigands, not soldiers. Translation: shot or hung on site!)

Well I hope you all enjoy it. I may make a 12 turn version to allow players to become accustumed to the new changes, and I may make a 3 day version, so you have some hope of finishing in this lifetime!!!

I'll post to this thread when it is ready. (Should be later today.)

Off to eat lunch.


21 May 06, 20:08
1,400 TURNS!!!!!!! :scream: :confused: :argh:

It would take me at least 5 1/2 years at 5 turns a week to play through via email. Talk about dedication!


23 May 06, 07:11
Sounds interesting Al...and no worries, I have my pet projects floating out there too! :bandit:

Make sure and post it in the downloads area for people tog et ahold of when you are done!

31 May 06, 08:53
The original pdt file incluced in the packet had an error concerning the movemnt costs for inf/cav moving across walls and fences. The link below will take you to a corrected file.