Saterdag 28 Maart 2020

Storium Basics: Creating A Character / Applying For Games

Welcome back to Storium Basics. This series of articles is designed to help new players understand Storium in general, and be able to get started on Storium games. For those looking for more, see my more advanced article series, Storium Theory.

Today, we're taking a look at the first thing a player will need to do to get involved in a game: creating a character.

Once you've found a game that you'd like to join, whether through the Browse Games feature, the forums, or some other method, what should you expect to happen, and what should you do?

First, a bit about how narrators set things up:

The system a lot of narrators - myself included - will use for open invitation games is to take applications up until about the end of the default two week application period, then look over all the applications and choose the ones they feel will work best for their game. They'll certainly comment on applications before that point and will let you know if the character just outright doesn't work, but you often won't hear a definitive yes or no until the application period nears its end.

There are exceptions, of course - sometimes your character is just so clearly right for the game that they take it right away, or of course sometimes you're specifically invited to a game—but that's how that style works.

Note that some narrators also use the "Open Lobby" feature of Storium or forum topics to let players discuss character options and ask questions in a place specifically set aside for the game as well - I tend to just take applications, myself, but a lot of narrators love using that feature and if one does, you should certainly feel free to ask questions there! Even if they don't, you can usually ask questions via private messaging. Make sure that you understand the world and the game concepts if you're fuzzy on anything.

Remember, though - whether you are talking to the narrator in the Open Lobby, on the forums, through private messaging, or through any other method, do not construe the narrator saying that it is all right to apply with a particular character as the narrator saying that they will definitely approve a particular character. Narrators will often be willing to help you work through applying for a character or iron out a character idea, but until they actually hit "approve" on your character application, you do not have their approval.

Now...how do you actually apply?

I look at Storium applications as…kind of a job application, honestly. A fun one, but still, the idea as a narrator is to pick out people you're willing to be writing with for potentially several months to a year - these games can last a while, even if they sound short to begin with. You want to get a cast of characters that seems like it can work together, and do your best to pick a group of players that seems like it can gel pretty well.

It's in your interest as a player applying for games to look at things from that perspective too. You need to sell both your character and yourself - your character as an interesting element for the story, and yourself as a player who will be active, reliable, and easy to work with.

So, here are a few things I've found can help you be more likely to be accepted for a game:
  • Provide a character picture.
    • Narrators like to see those—it helps show that you've thought about the character more, and honestly just gives a good "at a glance" for the character's appearance and general mood or theme. 
    • Don't worry about getting this exact, necessarily - you don't need to go build your character in an art program or get it commissioned or anything. 
    • There was a good forum topic a while back where someone - I forget who - said that he looked at it as kind of "casting the part" as though this were a movie or some such - he looked less for an exact appearance match and more for a picture that fit the general mood and tone of the character.
    • If you cannot provide a picture for your character - for instance, one player I play with is blind and therefore cannot - then just make sure to state that you could not in your comments along with the application. Narrators will generally be understanding, but it's important to let them know that there was a reason.
  • Card art isn't as required, generally, but do pay attention if the narrator specifically asks for it. Narrators don't like having their instructions ignored.
  • Take some time on the background - you don't have to (in fact, you shouldn't) spell out every detail of a character's life, but there should still be a perception that you know, in general, who the character is.
  • Involve your character in the world. 
    • If the narrator calls out particular kingdoms or locations or tribes or what-have-you, consider having your character be from one of those places, or having run into people from those places. 
    • If he mentions events, particularly disastrous ones, consider having those events influence your character's background.
    • Above all, try to fit your character into the game's world and the game's tone or mood, or be ready to explain why your character can still fit the game despite the differences. Characters that clash with the game's tone or world can sometimes work, but they will make narrators skittish - it is on you to explain how your character can still fit the game.
  • A lot of players will submit characters they played elsewhere, and that's totally fine - I've done it myself with old MUX characters or tabletop characters - but make sure to make that character fit into the story's world all the same, likely with the above methods.
  • You don't have to be perfect (though there are some sticklers for grammar rules on Storium that will say otherwise), but do take the time to do what you can to make your writing clear. 
    • In particular, split your background up into paragraphs (and when you do, hit enter twice to clearly separate them - believe me, it makes it so much clearer). It makes it easier to read, and narrators like to know that they're going to have an easy time reading your posts.
    • Take a little extra time with your app - and with your writing on Storium in general. Again, you don't have to be perfect. Just make it clear that you do care about your writing.
  • Put things into your background that the narrator can use. You don't have to spell them out as bullet points or anything, but characters that provide the narrator with possibilities are more exciting than those who just are what they are. 
    • Leave some mystery in there, or imply that a person that hurt you was involved with some evil force or another the narrator established in the game description.
    • Narrators, by and large, love to have little cues that they can find in a character's description or background. It helps them involve the character more in the story, and make the story about the characters, rather than about events that the characters happen to be involved in.
    • This is a good thing to use comments for as well - when you submit your character and that little box comes up with additional comments, take the time to just briefly talk about some ideas for how the character might tie in to the story, or call out bits in your application that you've intentionally left open for the narrator to use.
  • Take a look at the other existing apps and try to make your character feel different. 
    • If other people are choosing a particular nature, strength, weakness, or subplot, it's a good idea to pick a different one. Storium may not have a tactical need to have different "classes" in your party, but narrators like to have characters that are different from each other. 
    • Work on differentiating Strengths, Weaknesses, and Subplots as well. A game with three people who all have Agile as their Strength card is simply not as fun to read as a game where those three people have different Strength cards. There are definitely story possibilities with overlap, but most narrators I've seen will prefer characters that differ over those that are similar.
  • Write your character as someone who can and will get involved with the story and the other characters. 
    • Characters who feel like they'll want to be separate from the rest of the group a lot of the time (loners, "I work alone" types), or those who feel like they won't care about the story or will actively act against the story (for instance, a totally sensible character in a slasher flick game, who won't go to explore the creepy old house) will make the narrator nervous. 
    • Remember: You are writing a character for this story. Your character doesn't have to be fated to be a hero or something like that. He doesn't have to be thrilled about what he's going to be doing. But, deep down at the very least, he should be the sort of person that will pursue the activities the story demands.
    • If your character appears to be the sort of person who would run screaming in the other direction from the events of the story or otherwise avoid participating in it, take the time in comments to tell the narrator how you'd like to tie the character to the story more firmly - or at least to give the narrator a few ideas for how it might happen. As above, it is on you to explain why a character that doesn't seem to fit can actually fit.
  • Pick the starting cards for your character based on what you want to see come up in the story for that character - not just based on what sounds right for the character. You need to pick starting cards that feel like things that would be interesting to you - things you are going to want to play. 
    • This tends to matter most for Weakness cards, but can also be a factor in choosing a Strength or Subplot. Pick something that interests you and that you want to see as part of the story.
    • I've seen players pick stuff because it "sounded right" or because it was who the character was before the tale, not thinking about where their character's story was quickly going to go and how they actually wanted to portray the character, and it always becomes something frustrating for the player then.
  • Finally, for yourself, try to build a good reputation in general. Narrators can, and do, look at your play history. If they see interesting characters, story participation, group interaction, a good attitude, and completed games, they'll look forward to the possibilities presented by having you in their game.
Narrators aren't professionals and we all work a little differently, and nothing's a guarantee, but the above should generally help you be more likely to be accepted to games, and just help you have more fun and help others have more fun when you're in them.

If you would like to know more about character creation and applying for games in Storium, here are a few of my Storium Theory articles on that topic:

Three Gaming Interfaces To Pay Attention To

In this post, I want to discuss some gaming interfaces and user experience features in games. I will use my three favorite games for this present post, but the subject is broader and allows a bigger discussion that I intend to return to, next month.

DEAD SPACE (PS3)

In the horror-fiction game Dead Space, the interface is something to pay special attention to. The character's (Isaac Clarke) main statuses are disposed in a very strategic way: the life meter is located on his back in the shape of a spinal light, the weapon ammunition is showed as a small number when you aim the gun and, finally, the game has an interesting resource that is a luminous laser to help you easily locate the way the character must go (and it saves time in the complex scenario maze).



HERO (Atari)

This one is a relic from the beginning of the video-gaming era. HERO is an interesting case of user experience (UX) and interface with very limited constrols. Atari's joystick has only one button and one directional stick; with only two resources, HERO's designers implemented a wide range of possibilities: when you press the red button in the joystick the character uses its laser vision to kill enemies; by pressing down the control stick the character launches a dynamite do open walls and, finally, when you hold the control stick up the character flies using a jetpack. A very rich interface and UX created using minimal resources.



Entwined (PS4)

One of my favorite indie games Entwined is a great case of interface and usability. All the gameplay is based on how you can manage the two control sticks from PlayStation's joystick. During the whole experience, you must control the two mystic entities by only using circular movements; the user experience is focused on coordinating two different positions simultaneously (a challenge to your dexterity). Entwined is an incredibly created game, using only circular movements in two control sticks, a master class of game design.



On the three cases related in the post, we can clearly see the ideas of how games must strategically use concepts from the user experience field. To finish this conversation I want to share some content from the site nForm about this subject:

"The user experience is not one simple action – it is an interconnected cycle of attempting to satisfy hopes, dreams, needs and desires. This takes the shape of individuals comparing their expectations to the outcomes generated by their interaction with a system. Managing expectations then becomes key to successfully providing a satisfying "return on experience" that delights users and generates shared, sustainable value".

#GoGamers

Chaikin Curves

Sometimes I want to draw Voronoi or similar polygons in a rounded form:

Rounded polygons. Lots of them.

I use a process called Chaikin's Algorithm for this.

Start with a polygon:

Original polygon

Mark the midpoints of each side:

Polygon with midpoints

Then construct quadratic Bezier curves. Each original vertex becomes the control point of the quadratic Bezier, and the two adjacent midpoints become the two end points of the Bezier:

Quadratic bezier curves

Super simple to implement! If you don't have a quadratic Bezier drawing function, you can use the De Casteljau Algorithm to subdivide the original line into smaller lines. Repeat this until you get line segments that are fairly close to the quadratic Bezier.

I used this for this project and this project.

Maandag 23 Maart 2020

Download Just Cause 4 Compressed Version For 5$

Download Just Cause 4 Compressed version for  5$

| Just Cause 4 [ Uncracked ] | FULL UNLOCKED |




 Platform:  PC
 Size: 50.8 Gb
 ژانر بازی : اکشن
 File Type: RAR
 Game Language: English
 Publisher: Tarsier Studios
 Game Price: 5$
.
  Minimum System Requirements:
OS: Windows 7 SP1 with Platform Update for Windows 7 64-bit
Processor: Intel Core i5-2400 @ 3.1 GHz | AMD FX-6300 @ 3.5 GHz or better
Memory: 8 GB RAM
Graphics: NVIDIA GeForce GTX 760
DirectX: Version 11
Storage: 59 GB available space





Download links
Direct Link

password: After Payment Is Done

Vrydag 20 Maart 2020

My GaryCon XII / 2020 Games Approved And Scheduled!


I have four games at GaryCon XII/2020 this year! I'm so glad to be returning to one of my favorite events in the Midwest. If you get a chance, come play some games with me!

Friday - 10am
Rescue of Hommlet—A Chainmail/OD&D Game

A discrete summons has reached your ears, for the good people of Hommlet are in fear for their lives! A militia of foul brigands from Nulb have been spotted near the old Moathouse of ill reputation! What evil lurks there and beyond? Find out, brave heroes, using Chainmail (and a bit of Original D&D) as the rules of engagement as we explore this famous Greyhawk setting!

Those of you who are part of the Chgowiz Henchfolk army have seen previous postings on my models and rules for this scenario. I'm so excited!

I'm doubly-excited that GaryCon has invited me to run this game in the "Legends of Roleplaying" room as well!

Legends of Roleplaying is an ongoing series of events at Gary Con that pay special attention to the early days of roleplaying that led to the development of Dungeons & Dragons and the legacy of games created to further expand the hobby.

These nostalgic events bring Gary Con attendees the fun of classic roleplaying games that were a staple during the early days of the hobby and Gen Cons past. The original rules, vintage figures, and authentic accessories will be used during play when possible. Sometimes the events will involve individuals who played, refereed, and authored the games during this golden age of roleplaying. Most events will be taught and so all that is needed is interest to play. This gives Gary Con attendees a chance to experience what it was like to play these games at the earliest Gen Cons and even Gary Gygax's own home at 330 Center St. in Lake Geneva!

So no pressure... *gulp* 

Friday 6pm

Go underground in dark tunnels and chambers filled with horrors or treasures! Brave Lawful allies fight against foul Bestials! Who will emerge victorious? Fight in a unique terrain setup using Chaos Wars fantasy miniature wargaming rules and all genuine Ral Partha armies!

I'm bringing fantasy wargaming underground, using my modular tile system and Ral Partha Chaos Wars wargaming rules. I've been looking forward to running this at GaryCon! Instead of a skirmish or small party, bring an army into the dungeon and see how it goes! 

Saturday 7pm

It's an easy enough job: Get into the Royal Palace, steal the King's Secretary's Seal and return with it, for a reward worth ten years' wages. But nothing is ever simple, is it? Especially when you interrupt something far, far worse, and the opportunities may be far, far bigger. Come experience the world of Etinerra, a campaign ten years going!

I'm continuing a tradition almost a decade old, of running a Saturday night AD&D game at GaryCon and having it take place in my Chronicles of Etinerra world. This year, I'm doing something different. Inspirations from Ocean's Eleven, the Lut Gholein Act of Diablo 2, my twisted imagination and a game I ran for my wife in her campaign. It should be a lot of fun!

Sunday 10am

Same as Friday 6pm game. I like closing out GaryCon with a miniatures game. Sometimes Sunday morning games are very low key and lightly attended, so we'll see how it goes. 

I hope to get some playing time on Thursday and on Saturday. Plus check out the vendor room and drool over the things I'm not going to be able to buy. Ha!

Are you going to GaryCon? What are you looking forward to playing or running? 

Donderdag 19 Maart 2020

The CollectorVision Phoenix Part 2 - The FPGA System Built By Thieves And Sold On Disinformation

Three blog posts ago, I was rather critical of the CollectorVision Phoenix, an FPGA console which implements the ColecoVision : https://nerdlypleasures.blogspot.com/2018/10/the-collectorvision-phoenix-fpga.html  I said all that I believed needed to be said, but since then I have determined that the console was deserving of further criticism.

Before we go into the specifics of my claims, let's review the basic hardware specifications of the ColecoVision and similar systems which are based off the TMS9928A Video Display Processor (VDP).


Read more »

Happy 4Th Of July


WIP - "Rescue Of Hommlet" - Playtest Weekend

Having written stolen and mashed up rules to create a Chainmail/Book of War hybrid Frankenstein monster, I wanted to make sure that the thing played well, and I wanted to see what comes up that I hadn't thought of.

And I wanted to give the model a shakedown, to see how it would be used by (hopefully) friendly faces before taking it to GaryCon to sit next to two other Greyhawk games taking place with the same topic - the goings on of the Temple of Elemental Evil and the infamous Moathouse.

But first... picture porn of the model! I've made progress since the last model update from early December.

      

It felt really good to get the model to a point where I could play with it. Obviously, a lot of work left to be done, with painting details, making the mucky moat and surrounding terrain. The comments I got from players was very positive!



Playtesting - I had three concerns with the scenario and rules:
  • Will the rules work in reflecting that we have figures that represent single characters (1:1 scale) and figures that represent troop units (~10:1 scale)
  • With using the forces as represented in the module T1 - Village of Hommlet, is there a huge mismatch?
  • What surprises do I need to account for that devious players will come up with?
I ran one session on Saturday for Chris and Alex, two of my D&D players and members of the Northern Illinois Fantasy Miniatures Association. On Sunday, I ran a session for my D&D player Derek.

 

I'm happy to say that I got tons of great feedback from my very patient friends! Overall, they all expressed enjoyment with the scenario and with the approach of playing "D&D" with Chainmail as the battle mechanism. It became clear that what we had was more of a skirmish game than a huge battle. That turned out to be OK!

If you go and look at the rules, you can see a number of tweaks and approaches that I've adopted to reflect lessons learned. Here are the three big ones:

I. Having a character figure that isn't a superhero somehow take out a troop unit figure with just a single dice roll didn't feel right. The character should be a lot more threatened when they go against a unit of soldiers [1].

To solve that, I took this approach:
1. If the battle is troop unit figure vs. troop unit figure, or character/creature vs. character/creature, roll number of dice equal to Fighting Capability (FC) of unit. Count hits. This is standard Chainmail or Book of War.

2. If battle is troop unit figure (representing 10 soldiers) vs. character/creature, scale the dice. Roll # of dice representing FC of unit multiplied by number of soldiers left in figure. Count hits against character. Character rolls number of dice equal to their Fighting Capability.

So, Rufus the Fighter is facing a figure of bugbears. He has an FC of 6. He is attacking as Heavy Foot (HF) and the bugbears are defending as Armored Foot (AF). In my rules, he needs a 6. He rolls 3 6 1 1 2 5, so he scores a hit! That means a bugbear will be a casualty out of the unit.

The bugbears return the favor. Their FC is 2. The figure represents ten bugbears. So the player for the bugbears would grab TWENTY six siders and roll. The bugbears attack as HF and Rufus defends as AF. With twenty dice, the chances are likely for at least 3 to 4 hits, so Rufus might be in trouble here...

THIS felt right, even though it would be murder on the characters - as it should be! Up to about Superhero level, a single character is taking huge risks to get involved in an Aragorn-esque fight against a bunch of baddies.

What helped was the adopted rule that magic armor removes a dice from each roll. So if ten bugbears are rolling 2 dice each, Rufus's magic armor made that 1 dice. Which, magic armor should have that effect. So this felt right as well.

It does mean I'm going to have to track the "hits" on a troop figure from characters. So that as the character whittles away at the troop unit, it grows less and less effective in attacking, meaning less dice to attack with. I'm OK with that right now, but I'm still considering if this is the approach I want to take.

I may revert to the approach of Chaos Wars and represent units as multiple figures - so it will look like a 1:1 game, although troops on troops will still be adjudicated at a 10:1 scale. I'm not sure yet.

II. Magic and the different classes. At first, I was struggling with how to interpret the various bonuses and minuses from the gear that the inhabitants of Hommlet and Moathouse have with them. Through testing, we agreed to use the approach from "Compleat Chainmail" - if the defender (against ranged or melee) has magic armor, attackers remove a die from their roll. If attackers have a magic weapon, they add a die to their roll. This worked well for a convention game approach.

I also had to dig through OD&D history, original booklets, supplements and the Strategic Review articles to fill the rules and approaches for things in T1 that don't come in OD&D/Chainmail as written. Things like how to implement Elmo the Ranger (riff off the Ranger article from Strategic Review Vol 1, #3), the Druid Brother Smythe and his spells (look at Supplement III, Eldritch Wizardry), how does Lareth's Staff of Striking work in the Chainmail combat rules (riff off of AD&D/DMG description of the staff and have the player opt to improve a hit to be two or three, while spending charges).

That was a fun exercise in looking at how iconic classes were built, and how AD&D was still a similar game to OD&D in that you could easily use magic items from one in the other.

III. Crossbowmen are murder! The basic scenario has the Forces of Woe at the Moathouse, prepared with full knowledge of the approach of the Forces of Weal. This means that logically, the ranged forces are going to be on the ramparts, ready to shoot down any who approach. It's a sound tactic, used effectively through history. In the first game, I had written down the wrong range for crossbows, using the heavy crossbow range of 24" versus the actual range of 18". I also had two figures of crossbow units on the ramparts, to represent the 20 Guards of the New Master.

Had we run with the rule of multiple dice x FC of troop units versus single characters, I doubt that many would have survived the approach!

In the second game, I reduced the number of New Guards with crossbow to 10 soldiers (1 figure) only, but even with that, they murdered the approaching forces of Weal - taking out both single figures of mercenary bow and militia bow, then the elderly farmer captain armed with a crossbow.

The one factor in both situations was that the crossbowman had cover on the Moathouse's ramparts while the forces of Weal were out in the open.

I have a solution that is tied to the description of the terrain around the Moathouse.
A scrub of thorns, thistles, weeds, and shrubs grows thickly along the edge of the track which leads to the ruins, and even the track is mostly overgrown and cluttered with fallen branches and trees.
...
After two miles of distance, the land begins to sink and become baggy, as the track turns more northerly, and tall marsh plants grow thickly where cattails and tamaracks do not. Off to the left can be seen the jagged silhouette of the moathouse.
...
The bogs here stink, and the vegetation appears dense and prolific, but somehow sickly and unhealthy, creepers and vines throwing their strangling loops over the skeletons of dead saplings and living bushes alike. The rushes and cattails rustle and bend even when only a slight zephyr blows over the marsh, and weird bird calls, croakings, and other unwholesome sounds come faintly across the fen.
I had been saying that the only place where normal movement can happen is on the path/track to the moathouse. If you go off-road, you are in that thick scrub and vegetation, therefore you move at half movement. My fix here is to give anyone in the weeds the benefit of cover as well.

So it's a tough choice, go slow and with benefit of cover, or go fast and possibly get cut down. I think this is a good tactical choice, so I will leave the forces as-is, and playtest this approach.

Plus, I get to make more terrain! Scatter terrain to represent the bog/swamp around the moat.

There are a lot of other lessons and tweaks from the play-test, but these are big ones. I'm really glad I did the testing, it's going to make my Greyhawk game that much better.



Researching Greyhawk is interesting for me, because it's such hallowed, well-trodden ground in D&D lore. The Battle of Emridy Meadows and the Temple of Elemental Evil are well-known and beloved. This has led me to approach this scenario with a lot more preparation and thought than I normally do with my "plan a little, play a lot" approach. 

I want players to "feel" like this is OD&D/Chainmail and that the game is accurate, for the most part, to how T1 - Village of Hommlet sets things up. Judging by how my testers reacted, they weren't all that familiar with Greyhawk, but they enjoyed the experience. So I'm hopeful!

As a reminder, if you want to see what I'm doing, here are links to my documents on Google Drive:

[1] I blame Daniel Collins (of Delta's D&D Blog) for converting me to the view that many of the 'single person versus an army' fantasy scenes are just really unrealistic. I feel like it's a better game when I keep that in mind and take that approach. 

Sondag 15 Maart 2020

Captain Tsubasa Rise Of New Champions Announced



BANDAI NAMCO Entertainment Asia today announced that Captain Tsubasa RISE OF NEW CHAMPIONS will be available on the PlayStation 4, Nintendo Switch and PC (Steam) in 2020.


Captain Tsubasa game released after a decade!​


Captain Tsubasa RISE OF NEW CHAMPIONS is a soccer action game, inspired by the wildly popular anime series, to be released on PlayStation 4/ Nintendo Switch/PC (Steam).

Expect high-quality visuals and experience exhilarating speeds in this one-of-a-kind game!




Catch the newly released trailer and take a trip down memory lane as you catch the appearance of the players from Japan Junior Youth Generation team, including the beloved main character Tsubasa Ozoro materializing this dream through the latest generation of home console.



Donderdag 05 Maart 2020

Murder By Numbers Review: Come For The Picross, Stay For The Pi-Crimes - PCWorld

Murder by Numbers review: Come for the Picross, stay for the pi-crimes

Duff-up In John's Shed: The Austrian's First Outing


Things start to go wrong on the Austrian right- the line is in the process of being shot to bits
I slipped up to Cambridge to John's shed for the day in order to get the Austrians actually on a table for the first time. There wasn't a massive amount of thought put into the game, it was just a bit of an excuse for a duff-up. John is easing his way back into Napoleonics after a lengthy lay-off so we wanted just a quick, low intensity game that wasn't going to tax the brain an awful lot.
Close up of the attack columns on the left. Everything fine at present (sausage roll in support)
It was a pretty straightforwards set-up, a village complex on the (Austrian) right, some skirmish buildings and walls on the left,  a few woods in the centre. No big artillery platforms anywhere, French defending. We didn't have a huge amount of time so the French deployed quite far forwards,which didn't help the Austrian cause much. In retrospect we probably could have been a bit cleverer with the terrain, 
Panorama of the early stages
The only decent area for cavalry was in the centre which unbalanced things somewhat. I concentrated the Austrian's new shiny hussar brigade there and the French had a regt each of Chassuers, dragoons and cuirraisier plus a horse btty.  Each flank had an infantry division to take the respective village areas. The one on the right had a dragoon regt attached.
We used a variable morale system for the infantry, all btns were treated as 1st class line until they took their first morale test,where-upon they rolled to discover their true class: Austrians: 1 to 3- 2nd class line. 4 to 10 1st class line.
French: 1 to 4 -2nd class line 5 to 7 1st class line, 8 to 10, veteran.
French young guard: 1 to 5, veteran. 6 to 10 Elite.
All cavalry was line and all artillery was 1st class.  
The Austrians fielded 1 infantry division of 2 Grenzer, 5 line btns with a 6lb btty and 18 skirmishers, these took the left flank. In the centre was a hussar brigade with 14 squadrons of hussars each of 6 figures.
On the right was an infantry division of 6 line btns with a dragroon rgt of 6 x 6 man squadrons plus a 6lb btty and 12 skirmishers. All btns were 48 man strong. 
5 battalions: should be enough to take a village, surely?

Connoissuer French attempt to outflank the Austrian left
The French had a 2 infantry divisions each of 6 x 36 supported by a 6lb btty, 24 chassuers and 18 skirmishers. One of each occupied each flank.
In addition they had a young guard division of 4 x32's plus a heavy cavalry outfit with 1 x 32 of dragoons and 32 cuirraisier with a 3 gun horse btty.
All in all, I think the French were too tough for the poor old milkshakes.
The Austrian right develops
The Austrians trundled forwards, because of the speed of our set-up it meant the Austrians couldn't really get any artillery preparation, however they manfully pitched into the attack against each village. They actually did ok, they got forwards,got the guns into position and started to work  towards their objectives.
In the centre the massed hussars nullified the french cavalry, a typical ding-dong Grand Manner cavalry scrap continued through the whole game.  A lot of folk can't cope with the cavalry system in ITGM but the more I read of historical accounts the more they turn out like ITGM battles. Units go forwards, battle it out, retire, new ones go in, the original ones rally, go back. Its all about having local reserves. Both sides (typicaly) won the combats they should have lost, and lost the ones they "were certain" to win. The rest of the cavalry was squeezed on the extreme Austrian right, and this went a bit more to the script, with the Austrian dragoons making short work of a chassuer regt, which forced a couple of French btns into square and took them out of the fight for the village. 
A recent new acquisition: Classic Connoissuer infantry painted by Doug Mason, skulking in square.
On the left a grenzer btn waddled in line through a wood on the the extreme flank, it never got anywhere for the whole game but it did tie down 2 French btns (a bit) so it wasn't a total waste of time.
Meanwhile the asault against the skirmisher buildings and the walled compound went in. John concentrated a lot of fire on one unit (always a mistake in my book) but the size of the Austrian units allowed it to be shrugged off. I had some success at first and things were looking rosy.
6lb battery supporting the Austrian right
The French artillery btty retreated when charged and the lead 2 Austrian units crunched into a lone French btn manning the wall. In fact I had a bit too much success. The French btn routed after the first round of combat, with relatively light casualties. I would have much preferred for it to have stuck around for at least a second round of combat as I had 2 more btns to re-inforce with and the French had one. This would have allowed me to ruin 2 French units, as it was it meant the French just pulled back a bit, I couldn't exploit, and the 2 units I had in the front line were badly shot up. They took more and more fire from the flanks and that was about it for my attack on the left village.
Hussars and Grenzer demonstrate in the centre
The right hand flank told a similar story, despite the dragoon's success I couldn't get sufficient  force to bear on the village, I was reasonably successful at clearing the walls but couldn't find room to deploy those big Austrian firing lines. When I finally did, it being Austrian, it took so long to deploy that it was shot down before it could do much damage. Again, the Austrians after initial successes just couldn't finish off those Frenchies.
High point for the left. The Austrians couldn't get over that wall.
Things were coming to close, dinnertime was approaching, and the Austrians had run out of steam. We called it a day.
So in the end it was a suitably inauspicious start for the Austrian army, but then, as we all know, all troops get beat the first time out!
(Good Lord!! I've just noticed...60,000 hits!!- does that mean I can have drink?)

Free Web Site Counter