The Napoleonic Total War 3 (NTW3) mod is the third ‘horse & Musket’ themed project undertaken by the ‘Lordz Modding Collective’. We stated several years ago by modifying Medieval: Total war before moving onto Rome: Total War.
The objective in all these projects was to produce a game set in the period we all loved, the Napoleonic Wars.
With NTW3 our task has been easier, as CA have already provided us with their ‘take’ on the period. Some may criticize their efforts, but we should all be thankful for the attempt, flawed though it is.
Our group have been working to provide a more ‘realistic’, but playable experience, focused towards multiplayer gaming.
To achieve this we have adapted a consistent scaling of unit size, time & distance. We have used many published sources in determining these numbers. The overall effect is of a miniatures ‘wargame’, but without the hours of setup & mind numbing rules.
Many of the concepts & features that make our game a unique experience are listed below.
Unit Size
Infantry units represent battalions or regiments. Because of the ‘slot limit’ in game some compromises are needed. The larger units are either Strong battalions, (British Foot Guard, Hungarian Line) or 2-3 small battalions (most Russian, some militia units). Historically unit strength is variable so the sizes are one interpretation (based on the 1809-1812 period) only.
The small skirmisher units represent 1-3 companies of ‘specialist troops’ (most armies used their skirmishers this way). A scale of 1 in-game figure to 6 actual soldiers was adopted.
The cavalry aren't so easy to define. cavalry regiment were often operated as squadrons, or groups of squadrons, like the battalions of an infantry regiment, the units represent these groups. The 1:6 unit scale was used.
The cannon are Batteries of ‘average’ size for the armies. 1 in-game gun represents 2, actual cannon. The crew per gun, as well as number of guns per battery varies.
Within the constraints of the 20 slots etcetera we are trying to allow players to create scale armies of 15 – 30 battalions with artillery & specialist support. There is room also for a brigade of cavalry, more if you make sacrifices elsewhere.
At the scale of real Napoleonic battles this is a small Corps of maybe 2 infantry Divisions & cavalry support.
Units Ratings
All the infantry & Cavalry have been rated for training, morale, type & National Characteristics. By applying the factors in a consistent way the final values are determined.
Artillery & cannon have used a similar system.
Once again these are subjective judgements. We have used various published sources, plus the opinions of people with interest & knowledge of the era, to define these factors.
Factions
Armies that is quite different from each other. Unit sizes which are based on historical data. Morale, Firepower & Close combat capabilities vary widely. Limits on numbers & costs maintain balance. We have developed complete playable OOBs (Order of Battle) for 18 nations:
France
Britain
Russia
Austria
Prussia
Spain
Ottoman
Bavaria
Denmark
Hesse-Darmstadt & Baden
Northern Italy
Poland
Portugal
Saxony
Sweden
United Netherlands
Westphalia
Württemberg
Weapon Effects
Using a scaling factor of 1 in-game distance unit equaling 3 metres the ranges & effects of weapons have been realistically portrayed.
Musketry causes only moderate casualties beyond 100m, becoming virtually useless beyond 200m.
Cannons based on effective range, with varying fire rates for sustained, long range bombardment & desperate ‘defend-the-battery’ close range canister.
Balance
Much work has been done to get the balance of Infantry/Cavalry/Cannon right. This is the essence of Napoleonic warfare, & the equal importance of each is one reason while this is probably the most popular period for Wargames.
This balance can only be achieved through Testing, & our dedicated team of more than 30 has been providing feedback for many months.
Realistic fatigue & Morale effects
Cavalry start very powerful, but become useless after a couple of charges.
Units under heavy fire & weakened may break if something ‘bad happens’.
Cannon cannot fire flat out all day, reserving their ammo & energy for important tasks.
Exposure to musket & especially cannon fire will break down a units ‘will to fight’ making a rout much more likely when the enemy closes.
Fog of War
This means you will have no idea what you opponent is up to until you are close to his army.
Scouting, generally using light cavalry, is required to locate the enemy. Consequently, tactical & strategic ambushes are possible.
Unit Disruption for Infantry/Cavalry Interpenetration.
Units cannot pass through each other like ‘ghosts’. Friendly infantry will be considerably slowed & scattered if they attempt it.
Your cavalry can NOT leap forward from behind a line of infantry to attack the enemy. You must have gaps for cavalry operations.
Extra Maps. I think I may have saved the best till last. Most vanilla maps are unplayable, this is why you see so many games hosted with the same few. This mod will have dozens of new, better maps. All terrain types will be covered & multiple variations of set-up area & direction will create 100s of potentially unique battles.
Maps with Victory Point (VP) locations will allow for different ways to determine winner & looser.
NAPOLEON'S EAGLES
Napoleon's Eagles deals with the historical engagements of the Napoleonic era. It represents the true ‘grognard’ companion to the NTW3 classic mod.
The battles are carefully researched & recreated with detailed OOBs (order of battles), uniforms, and historical behaviour.
Maps created from 1:25000 scale topographical data, Villages represented with their correct layout and stronghold positions. Realistic Terrain effects impact heavily on the unit movement and behaviour.
Battles can be accessed and hosted through LAN for single player and hosting a SCENARIO battle for multiplayer.
The first release will offer:
Battles from Napoleon’s 2nd Italian campaign: Marengo and Montebello.
Here the numerous Austrian army of FM Melas will face the more mobile divisions of the Reserve Army of Napoleon.
The first volume of the 1806 campaign: Auerstädt
The epic struggle between Prussia and the French "decima legio" of marshal Davout's III Corps. Recreated with a wonderful autumn map, the Prussian player(s) field more than 90 units in the full scenario.
Unique to Napoleon’s Eagles is the ability to control an entire army.
This would mean, playing Marengo on a 1vs1 basis will offer each player the challenge to manage more than 80 units, playing the same battle on 2vs2 will give players 40 units each on so on.
Napoleon's Eagles is the Lordz community submod dealing with the historical engagments of the napoleonic era, representing the true grognard companion to the NTW3 classic mod. These battles are recreated with stunning detailed maps and order of battles, with a huge research on army strenght, uniform and historical behaviour.
The starting pack will offer the italian second campaign battles of Marengo and Montebello where the numerous austrian army of FM Melas will face the more mobile divisions of the Reserve Army of Napoleon. Maps are done with topographical scale of 1:25000, villages represented with their correct layout and stronghold positions. Same for vegetation and landscape fetaures like rivers and stream and much more important, they impact heavily on the unit movement and behaviour.
Order of battles have been compiled at battalion level for infantry and regiment for cavalry (squadron at Montebello). More informations on scale, objectives and victory condition will come in the official release of NTW3 and they are written for fast reference on the battle minimap reworked with historical icons.
As a premium gift grognards will get the first volume of the 1806 campaign, the epic struggle between prussian and french "decima legio" of marshal Davout's III corp again recreated with a wonderfull autumn map and a detailed order of battle at battalion level, where the prussian players field more than 90 units in the full scenario.
A new and much appreciated attribute of Napoleon's Eagles submod will be the chance to refight all battles starting from 1vs1 to 4vs4 (when compatible with size) and sometimes odd engagments like 2vs1 or 3vs2 to offer a great challenge for unbalanced game.
For example playing Marengo on a 1vs1 basis will offer each player the challenge to manage more than 80 units, playing the same battle on 2vs2 will give players 40 units each on so on.
Each battle has of course its natural balance, so that Marengo and Auersatdt will be best played on 2vs2 or 3vs2, while Montebello at 2vs2 or 2vs1.
Historical scenarios are demanding both in term of PC performance and regarding player involvement. Playing historically means often to adapt gamestyle to the army commanded, to its weak and strong points, to know the order of battle, reinforcements arrivals and victory conditions.
It's a much more complex approach compared to the usual Mp casual game, but usually much more rewarding at the end of the game.