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Читы для Battleground 3: Waterloo

Чит-файл для Battleground 3: Waterloo

Battleground 3:

 За игрой пока никто не наблюдает. Первым будете?

Выдержка из Энциклопедии игр

Жанры:Strategy (Turn-based / Wargame)
Multiplayer:(2) hot seat, модем, нуль-модем, PBEM

Даты выхода игры

вышла в 1996 г.

Hint [ENG]

Информация актуальна для
Disclaimer:  The information presented on  this page is presented purely
as  a result of my own playtesting and experiences. Please don`t take it
as gospel and if anyone out there has better ideas/suggestions send them

General Advice:

In  any  of the scenarios I  cannot  emphasise enough the requirement to
keep  a  decent  sized  reserve available.  In  attack  or defence fresh
unfatigued  units  can save or win the  day depending on how you look at
it. A reserve element should consist of ALL arms not just a weak Quality
2  rated  infantry  battalion!  Keep them  out  of  harms  way until the
critical  moment as they will be of  little use if the enemy are allowed
to punish them with artillery fire or outflanking cavalry charges whilst
they  wait.for their moment of glory. Also, rotate fatigued untis out of
the  line  whenever and wherever possible  as the adverse modifiers they
attract  can turn even the Imperial Guard into a substandard melee unit.
A unit rested for 1-2 game hours can often play a decisive role later in
the day rather than suffer the ignominy of constant routs.

The  old  saying of "Know thy enemy" is  still as valid today as it ever
was.  You  should  also know  his  dispositions  including strengths and
weaknesses  at  any  given point in  the  line. This can be accomplished
quite  easily  with  minimal  loss by  the  adept  use of small skirmish
formations  or detached cavalry squadrons. Go on...take a look over that
next  hill, you may lose 25 skirmishers  but you may also find that your
next  attack  will surely fail when they  get  charged by the 3000 heavy
cavalry  that are hidden behind  the reverse slopes. Observation becomes
critical  at  dusk  and at night as  you  can`t  see beyond 400 yards (4
hexes). Keep those lookouts posted!

Whether in attack or defence always keep a strong skirmish line in front
of  your main force. They can not only reduce casualties in your densely
packed  line battalions but can also  hinder enemy cavalry movement when
in  enough numbers and force your enemy to use valuable artillery rounds
to  clear them away. Remember to keep  skirmishers on the flanks as well
as  in  front as an enemy  flank  attack/volley is even more devastating
than  frontal ones. Make good use of all your light infantry battalions,
I  often  find  that detaching all but  100  can  give you a very strong
skirmish  line without stripping standard line battalions of their light
companies.  Finally,  pull the skirmish  formations back to their parent
units every now and again to reduce their fatigue levels.

Observe  Divisional & Brigade Command radius  at all times. Endeavour to
keep your formations together and you will find that units quickly rally
and  reform.  Keep all the leader units  busy  - have them racing up and
down  the field, rallying routed battalions one turn and then leading an
assault  the  next.. The modifiers they  bestow  are well worth the time
spent  taken  in  good leader placement.  Army  and Corps Commanders are
especially  useful  at  rallying  broken  units  due  to their excellent
leadership  ratings. However, beware of  using replacement commanders in
critical  situations  as  they  are often  nowhere  near  as good as the
original  leaders. Finally, don`t stack 2  leaders in the same hex, this
is just a waste of good leadership.

The  field  of battle is covered  with defiles, hills, hedges, orchards,
buildings  and  sunken roads - make use  of  them! It can be tempting to
form  a  pretty line going straight across  the  map with your troops in
nice neat formations, but you will soon find that units in the open will
suffer  tremendous  casualties as opposed to  ones behind cover. When in
defence  use every obstructed hex/hexside  to your advantage. It hinders
cavalry  charges and massively reduces casualties from enemy volleys and
melees.  Follow  Wellington`s  example of  using  the  reverse slopes to
protect your densely packed formations with only handfuls of skirmishers
on  the ridge tops for observation. On the attack, keep checking line of
sight  using the "visible hexes" command, you will often find safe areas
where the enemy batteries can`t touch you while you manoeuvre your units
into  position.  One last thing, avoid  obstructed hexes like the plague
when  advancing as there is nothing worse  than having to spend 2-3 more
turns reforming disordered units when they are needed instantly.


Infantry  form the core of both armies and as such you can be tempted to
throw  away battalions in risky ventures as after all you`ve got 30 more
where  that  one came from. Don`t do  it! Stop and really analyse if the
move/attack  you  are  making is necessary.  example:  Why send a decent
brigade  to  attack the enemy in an area  where  there are no VP`s to be
had! A simple manoeuvre like refusing the main attacks flank may well do
the  job  without you having to  suffer  casualties. Be careful that you
garrison  strongpoints and critical areas of  the line with good quality
troops that don`t often break. Prime examples of poor formations are any
of  the  Dutch-Belgian Brigades in the  Anglo-Allied Army. They may look
impressive  with 4-5 battalions but if one  of them routs and the others
are close by the whole brigade will soon disappear. Use them as a second
line of defence so that when they do make contact at least the enemy are
already  fatigued  and perhaps even  disordered. Move infantry in column
whenever  possible, the line formation is just too fragile for extensive
manoeuvering.  Finally, only use the square formation when you find your
units  under  threat from enemy cavalry.  It  requires careful timing to
anticipate  the  best  time  to  form  square  and  the  problem  can be
accentuated  by  units  becoming disordered  due  to enemy threat zones.
Again,  keep  those lookouts posted and  you should avoid having to face
this problem in the first place.


Cavalry  come  in all shapes and sizes.  Some are just made for breaking
squares  and  counter charging enemy cavalry,  others  are of little use
except  for  harrasing, threatening and  further  routing already broken
infantry  units. Know the difference. The greatest asset cavalry have is
their ability to threaten the charge, this in itself can cause the enemy
untold  problems with manouevering, defences,  assault lines etc. Before
you  do  commit  a cavalry regiment  or  brigade  to a full-blown charge
ensure  that they won`t sacrifice themselves  at the end of it. Consider
every  eventuality and once you have decided to go ahead and charge stop
and  think it all through once again!  This way you won`t give the enemy
the  opportunity  to  decimate your  splendid  mounted regiments for the
glory  of perhaps taking out 1 artillery battery. Remember that the best
charges  are  made from the enemy`s flanks  where you can sweep along an
entire  line of his troops routing unit  after unit. Now thats a charge!
Make use of detached squadrons for observation and wider coverage. Above
all try to keep your enemy guessing as to your true intentions - use the
threat...  Cavalry  are also very  handy  for protecting your infantry`s
flanks  when  on the move. This will  hopefully  negate the chance of an
enemy cavalry charge decimating your units from the flank. Finally, keep
the  cavalry  out  of obstructed terrain  such  as orchards, forests and
building hexes - they are of little use here and will quickly succomb to
enemy skirmishers as they mill about trying to move away and reform.


Properly  handled  artillery  can  prove  absolutely devastating, poorly
handled  they  provide easy pickings  for enemy skirmishers and cavalry.
Keep  the  cannon well back unless  properly supported with infantry and
cavalry.  They  can  be a source  of  much-needed victory points to your
opponent  and  rest  assured they  will  be annihilated unless positione
accurately   and  safely.  Don`t  squander   valuable  rounds  on  enemy
skirmishers,  keep  your stocks high for  when you really need them. The
French   Commander   can   afford  to   expend   round  after  round  on
counter-battery  fire, the allies can`t.  Remember this. Also, take note
of  the  fact  that when artillery batteries  are  overrun if there is a
friendly  infantry  unit in the adjacent  hex  the crew will temporarily
abandon  the guns to take refuge. This is a great feature which I`m sure
Talonsoft are proud of, someone had their thinking hat on with this one.
Finally,  artillery strengths are doubled within 2 hexes of enemy units,
if you can get your cannon this close then do it, its worth the effort.


One  last  thing  that has only been  touched  on in the above: Combined
Arms.  No  one unit type can accomplish  much without the support of the
others.  In  both defence and attack  keep  a well-balanced force in all
local  areas and you shouldn`t go far wrong. Swarms of skirmishers, then
columns/lines  of infantry with cavalry on  the flanks and cannon tucked
in behind - endeavour to use this formation every time. It works.

Remember  to  keep  your enemy guessing  as  to your true intentions and
placements,  make use of terrain, rotate front line units and keep those
reserves. If you`ve made it this far then I thank you and hope this site
has   been   of   some  use.  Please   contact   me   if  you  have  any
observations/suggestions  at mst@ndirect.co.uk. This is my first attempt
at Web Publishing, any advice would be greatly appreciated.

Mark Trowbridge

Mark`s Unofficial Battleground Waterloo Home Page

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