u/Happy_Principle8903

Image 1 — An old Napoleonic RTS mod still has active multiplayer — Borodino defense using artillery kill zones
Image 2 — An old Napoleonic RTS mod still has active multiplayer — Borodino defense using artillery kill zones
Image 3 — An old Napoleonic RTS mod still has active multiplayer — Borodino defense using artillery kill zones
Image 4 — An old Napoleonic RTS mod still has active multiplayer — Borodino defense using artillery kill zones
Image 5 — An old Napoleonic RTS mod still has active multiplayer — Borodino defense using artillery kill zones
Image 6 — An old Napoleonic RTS mod still has active multiplayer — Borodino defense using artillery kill zones
Image 7 — An old Napoleonic RTS mod still has active multiplayer — Borodino defense using artillery kill zones
Image 8 — An old Napoleonic RTS mod still has active multiplayer — Borodino defense using artillery kill zones
Image 9 — An old Napoleonic RTS mod still has active multiplayer — Borodino defense using artillery kill zones
Image 10 — An old Napoleonic RTS mod still has active multiplayer — Borodino defense using artillery kill zones
Image 11 — An old Napoleonic RTS mod still has active multiplayer — Borodino defense using artillery kill zones
Image 12 — An old Napoleonic RTS mod still has active multiplayer — Borodino defense using artillery kill zones
Image 13 — An old Napoleonic RTS mod still has active multiplayer — Borodino defense using artillery kill zones
Image 14 — An old Napoleonic RTS mod still has active multiplayer — Borodino defense using artillery kill zones
Image 15 — An old Napoleonic RTS mod still has active multiplayer — Borodino defense using artillery kill zones
Image 16 — An old Napoleonic RTS mod still has active multiplayer — Borodino defense using artillery kill zones
Image 17 — An old Napoleonic RTS mod still has active multiplayer — Borodino defense using artillery kill zones

An old Napoleonic RTS mod still has active multiplayer — Borodino defense using artillery kill zones

This is from European Warfare: Napoleonica, a Napoleonic-era multiplayer mod for American Conquest: Fight Back. The community is small, but recently it has been reviving with new players, Discord matches, ModDB activity, and regular AARs.

This match was fought on Borodino, with me defending as the Russians against two attackers, Koyla and Thiago. Both are newer but dangerous players, and they coordinated pressure across multiple sectors instead of simply charging one point.

The key decision was that I did not defend directly on the obvious historical redoubts and forward positions. Instead, I used those positions as bait. I pulled some artillery back from exposed starting locations, preserved my heavier guns, and set up several batteries behind the first line. The idea was to let the attackers advance past the visible strongpoints, become congested, and then hit them with concentrated artillery fire.

Koyla pushed hard into the central-south area around the historical flèches and also tried to pressure the far south. His southern attack nearly became dangerous, but I was able to swing troops from the corner onto his flank while my artillery punished the front. Thiago attacked through the centre and north with cavalry, skirmishers, and line infantry, trying to break the Russian position by pressure rather than waiting passively.

Several times they came close to forcing a breakthrough. The problem for them was that every deep push carried them into prepared killing ground. Their units began bunching up under 12-pounder fire, and each attempted breakthrough became more expensive than the last.

The battle eventually turned into a Russian victory after the attackers exhausted themselves against the second defensive line. The redoubts were not really the final defensive position; they were the lure that pulled the attackers into the guns.

GG to both Koyla and Thiago. Very good match, and a nice example of how this old RTS/mod can still produce proper battlefield decision-making: artillery preservation, reverse-slope defense, flank counterattacks, and refusing to defend the “obvious” ground just because it looks important.

u/Happy_Principle8903 — 4 days ago

[European Warfare: Napoleonica AAR] Borodino: Russian Victory Behind the Redoubts

Battle of Borodino: Russian Victory — Kill Zones Behind the Redoubts

Fought a Borodino match as the Russians against Koyla and Thiago, one of the newer strong additions to the playerbase. Both attacked well, coordinated their pressure, and came very close several times to forcing a breakthrough. This was not a passive stand on the historical redoubts, but a deliberate attempt to draw the attackers beyond the obvious defensive line and into prepared artillery killing ground.

My basic plan was to defend behind the first visible Russian positions rather than directly on them. I had three main artillery batteries, including several 12-pounder guns, and used them to punish any attempt to push through the centre. I also withdrew some guns from their exposed starting locations early, since leaving them forward would have risked losing them to enemy skirmishers or counter-battery fire before they could do serious work.

Koyla struck hard at my central-south position around the historical flèche area. His attack had weight behind it, but he was brought under heavy fire by my first and second batteries as he tried to force his way through. He also attempted to pressure the far south, but that attack stalled when my troops swung from the southern corner onto his flank while he tried to break through my artillery position.

Meanwhile, Thiago attacked the centre and north with cavalry, skirmishers, and line infantry, attempting to rupture the defensive system rather than merely grind against it. At several points both attackers were close to breaking through, but the more they advanced past the redoubts, the more they entered pre-planned kill zones. Their assaults repeatedly became congested under artillery fire, and each time they were forced back with severe losses.

The key decision was refusing to treat the famous defensive points as sacred ground. Instead of simply dying on the redoubts, I used them as bait and terrain markers, letting the attackers commit forward before hitting them with concentrated artillery and counterattacks. By the later phase, both enemy attacks had spent themselves, and the Russian line was still intact enough to finish the battle.

GG to both Koyla and Thiago. They fought aggressively, coordinated pressure across multiple sectors, and made the defense genuinely dangerous. A hard-fought Borodino, and one of the better examples of why sometimes the best defensive position is not the obvious one, but the ground just behind it.

u/Happy_Principle8903 — 5 days ago

[European Warfare: Napoleonica AAR] Borodino: Russian Victory Behind the Redoubts

Battle of Borodino: Russian Victory — Kill Zones Behind the Redoubts

Fought a Borodino match as the Russians against Koyla and Thiago, one of the newer strong additions to the playerbase. Both attacked well, coordinated their pressure, and came very close several times to forcing a breakthrough. This was not a passive stand on the historical redoubts, but a deliberate attempt to draw the attackers beyond the obvious defensive line and into prepared artillery killing ground.

My basic plan was to defend behind the first visible Russian positions rather than directly on them. I had three main artillery batteries, including several 12-pounder guns, and used them to punish any attempt to push through the centre. I also withdrew some guns from their exposed starting locations early, since leaving them forward would have risked losing them to enemy skirmishers or counter-battery fire before they could do serious work.

Koyla struck hard at my central-south position around the historical flèche area. His attack had weight behind it, but he was brought under heavy fire by my first and second batteries as he tried to force his way through. He also attempted to pressure the far south, but that attack stalled when my troops swung from the southern corner onto his flank while he tried to break through my artillery position.

Meanwhile, Thiago attacked the centre and north with cavalry, skirmishers, and line infantry, attempting to rupture the defensive system rather than merely grind against it. At several points both attackers were close to breaking through, but the more they advanced past the redoubts, the more they entered pre-planned kill zones. Their assaults repeatedly became congested under artillery fire, and each time they were forced back with severe losses.

The key decision was refusing to treat the famous defensive points as sacred ground. Instead of simply dying on the redoubts, I used them as bait and terrain markers, letting the attackers commit forward before hitting them with concentrated artillery and counterattacks. By the later phase, both enemy attacks had spent themselves, and the Russian line was still intact enough to finish the battle.

GG to both Koyla and Thiago. They fought aggressively, coordinated pressure across multiple sectors, and made the defense genuinely dangerous. A hard-fought Borodino, and one of the better examples of why sometimes the best defensive position is not the obvious one, but the ground just behind it.

u/Happy_Principle8903 — 5 days ago

Battle of Austerlitz, Allied Victory

Fought Turenne on the Austerlitz map, with Schooner as my ally. This one had a bit of history behind it, since Turenne had narrowly beaten me and Schooner on Alexandria earlier, and had also beaten me and Mental as the Allies on Austerlitz some days before. In that earlier fight, I had managed to hold the north and buy time, but our main assault failed and the battle slipped away.

This time, I wanted to avoid being divided and beaten in detail. I had Schooner concentrate his forces into a more compact position, making it harder for Turenne to isolate and destroy him quickly. With that secured, I began pressing the northern sector to test Turenne’s response and force him to show where his main effort would be.

The northern attack made good progress, but the decisive moment came when Turenne committed heavily toward the hill, trying to break through and cut Schooner’s throat. Rather than continue pushing north for its own sake, I decided to pull out immediately and hit the flank of Turenne's assault before he could slit Schooner's throat. I effectively counter attacked the French counterattack and did not have to worry about the northern flank for a while due to the damage sustained on the French.

That shift decided the battle. Turenne’s main striking force was caught while committed, and once that segment was destroyed, the rest of the front became much easier to grind down. From there, Schooner and I were able to keep pressure across the line, reduce the remaining enemy positions, Turenne tried one last assault on my north flank, but it did not have enough staying power and was thwarted, giving us the field.

It was a satisfying win, not only because Turenne is a dangerous and aggressive opponent, but because it corrected mistakes from earlier fights. The key was not allowing him to split us apart. Once Schooner was concentrated and my northern attack forced Turenne to commit, we were able to turn his own main assault into the point of collapse.

GG to Turenne and Schooner.

The game played in the AAR is the European Warfare, Napoleonica mod, for American Conquest, Fight Back. The mod link can be found here:

Articles - European Warfare : Napoleonica mod for American Conquest - ModDB

u/Happy_Principle8903 — 14 days ago

Battle of Austerlitz, Allied Victory

Fought Turenne on the Austerlitz map, with Schooner as my ally. This one had a bit of history behind it, since Turenne had narrowly beaten me and Schooner on Alexandria earlier, and had also beaten me and Mental as the Allies on Austerlitz some days before. In that earlier fight, I had managed to hold the north and buy time, but our main assault failed and the battle slipped away.

This time, I wanted to avoid being divided and beaten in detail. I had Schooner concentrate his forces into a more compact position, making it harder for Turenne to isolate and destroy him quickly. With that secured, I began pressing the northern sector to test Turenne’s response and force him to show where his main effort would be.

The northern attack made good progress, but the decisive moment came when Turenne committed heavily toward the hill, trying to break through and cut Schooner’s throat. Rather than continue pushing north for its own sake, I decided to pull out immediately and hit the flank of Turenne's assault before he could slit Schooner's throat. I effectively counter attacked the French counterattack and did not have to worry about the northern flank for a while due to the damage sustained on the French.

That shift decided the battle. Turenne’s main striking force was caught while committed, and once that segment was destroyed, the rest of the front became much easier to grind down. From there, Schooner and I were able to keep pressure across the line, reduce the remaining enemy positions, Turenne tried one last assault on my north flank, but it did not have enough staying power and was thwarted, giving us the field.

It was a satisfying win, not only because Turenne is a dangerous and aggressive opponent, but because it corrected mistakes from earlier fights. The key was not allowing him to split us apart. Once Schooner was concentrated and my northern attack forced Turenne to commit, we were able to turn his own main assault into the point of collapse.

GG to Turenne and Schooner.

The game played in the AAR is the European Warfare, Napoleonica mod, for American Conquest, Fight Back. The mod link can be found here:

Articles - European Warfare : Napoleonica mod for American Conquest - ModDB

u/Happy_Principle8903 — 14 days ago

Battle of Austerlitz AAR — Allied Victory After Breaking Turenne’s Main Attack

Battle of Austerlitz, Allied Victory

Fought Turenne on the Austerlitz map, with Schooner as my ally. This one had a bit of history behind it, since Turenne had narrowly beaten me and Schooner on Alexandria earlier, and had also beaten me and Mental as the Allies on Austerlitz some days before. In that earlier fight, I had managed to hold the north and buy time, but our main assault failed and the battle slipped away.

This time, I wanted to avoid being divided and beaten in detail. I had Schooner concentrate his forces into a more compact position, making it harder for Turenne to isolate and destroy him quickly. With that secured, I began pressing the northern sector to test Turenne’s response and force him to show where his main effort would be.

The northern attack made good progress, but the decisive moment came when Turenne committed heavily toward the hill, trying to break through and cut Schooner’s throat. Rather than continue pushing north for its own sake, I decided to pull out immediately and hit the flank of Turenne's assault before he could slit Schooner's throat. I effectively counter attacked the French counterattack and did not have to worry about the northern flank for a while due to the damage sustained on the French.

That shift decided the battle. Turenne’s main striking force was caught while committed, and once that segment was destroyed, the rest of the front became much easier to grind down. From there, Schooner and I were able to keep pressure across the line, reduce the remaining enemy positions, Turenne tried one last assault on my north flank, but it did not have enough staying power and was thwarted, giving us the field.

It was a satisfying win, not only because Turenne is a dangerous and aggressive opponent, but because it corrected mistakes from earlier fights. The key was not allowing him to split us apart. Once Schooner was concentrated and my northern attack forced Turenne to commit, we were able to turn his own main assault into the point of collapse.

GG to Turenne and Schooner.

The game played in the AAR above is the European Warfare Napoleonica mod for AC:FB, the mod db can be found here:

Articles - European Warfare : Napoleonica mod for American Conquest - ModDB

u/Happy_Principle8903 — 14 days ago

Battle of Heliopolis — French Victory

I fought HWK Turenne on his own Heliopolis map for the first time. The scenario gave me a strict timetable: after 30 minutes, Turenne’s Ottoman reinforcements would be released. My own automatic victory condition was to take the ruins of Heliopolis at the rear of the map before that happened.

With that in mind, I could not afford a slow, cautious advance. I moved quickly against his first defensive line and managed to break it, though some squared infantry made the opening assault harder to finish cleanly.

After the first line fell, Turenne attempted a counterattack through the marshes with heavy cavalry and pikemen. It could have become dangerous if it had hit my force while disordered, but musket fire broke up the melee before it truly developed. My cavalry then moved in to pick off the stragglers and keep the attack moving.

Time was still the main enemy. I had to press forward toward the final defensive position before Turenne’s reinforcements could appear.

The advance to the ruins was difficult. Ottoman skirmishers harassed me from several directions, and my leftward force on the far side of the river was eventually routed by Turenne’s counterattack. Even so, the main French attack retained enough strength to reach the final defenses with time still on the clock.

The final fight for the ruins was brutal. I used my last cavalry reserve to help force the breach while artillery fired into the enemy units holding the position. Several of my infantry lines routed while trying to pour into the flag area, and Turenne launched one final counterattack against my right flank.

Fortunately, I was able to beat back the counterattack and keep enough pressure on the objective to take the flag with roughly two minutes to spare.

This was a strong layered defense by Turenne, especially considering that he made the map and knew the terrain, firing lines, and reserve timing. The Ottoman force was difficult to crack under the time constraints, and if the reinforcements had appeared before I secured the ruins, the battle would probably have become much less certain. I still had four infantry units in the rear that had not moved since the beginning of the battle, but after the 30-minute mark the match likely would have become closer to a 50/50 proposition.

In the end, the French took Heliopolis just in time. A hard-fought and very satisfying victory.

u/Happy_Principle8903 — 18 days ago

Battle of Heliopolis — French Victory

I fought HWK Turenne on his own Heliopolis map for the first time. The scenario gave me a strict timetable: after 30 minutes, Turenne’s Ottoman reinforcements would be released. My own automatic victory condition was to take the ruins of Heliopolis at the rear of the map before that happened.

With that in mind, I could not afford a slow, cautious advance. I moved quickly against his first defensive line and managed to break it, though some squared infantry made the opening assault harder to finish cleanly.

After the first line fell, Turenne attempted a counterattack through the marshes with heavy cavalry and pikemen. It could have become dangerous if it had hit my force while disordered, but musket fire broke up the melee before it truly developed. My cavalry then moved in to pick off the stragglers and keep the attack moving.

Time was still the main enemy. I had to press forward toward the final defensive position before Turenne’s reinforcements could appear.

The advance to the ruins was difficult. Ottoman skirmishers harassed me from several directions, and my leftward force on the far side of the river was eventually routed by Turenne’s counterattack. Even so, the main French attack retained enough strength to reach the final defenses with time still on the clock.

The final fight for the ruins was brutal. I used my last cavalry reserve to help force the breach while artillery fired into the enemy units holding the position. Several of my infantry lines routed while trying to pour into the flag area, and Turenne launched one final counterattack against my right flank.

Fortunately, I was able to beat back the counterattack and keep enough pressure on the objective to take the flag with roughly two minutes to spare.

This was a strong layered defense by Turenne, especially considering that he made the map and knew the terrain, firing lines, and reserve timing. The Ottoman force was difficult to crack under the time constraints, and if the reinforcements had appeared before I secured the ruins, the battle would probably have become much less certain. I still had four infantry units in the rear that had not moved since the beginning of the battle, but after the 30-minute mark the match likely would have become closer to a 50/50 proposition.

In the end, the French took Heliopolis just in time. A hard-fought and very satisfying victory.

u/Happy_Principle8903 — 18 days ago

Battle of Heliopolis — French Victory

I fought HWK Turenne on his own Heliopolis map for the first time. The scenario gave me a strict timetable: after 30 minutes, Turenne’s Ottoman reinforcements would be released. My own automatic victory condition was to take the ruins of Heliopolis at the rear of the map before that happened.

With that in mind, I could not afford a slow, cautious advance. I moved quickly against his first defensive line and managed to break it, though some squared infantry made the opening assault harder to finish cleanly.

After the first line fell, Turenne attempted a counterattack through the marshes with heavy cavalry and pikemen. It could have become dangerous if it had hit my force while disordered, but musket fire broke up the melee before it truly developed. My cavalry then moved in to pick off the stragglers and keep the attack moving.

Time was still the main enemy. I had to press forward toward the final defensive position before Turenne’s reinforcements could appear.

The advance to the ruins was difficult. Ottoman skirmishers harassed me from several directions, and my leftward force on the far side of the river was eventually routed by Turenne’s counterattack. Even so, the main French attack retained enough strength to reach the final defenses with time still on the clock.

The final fight for the ruins was brutal. I used my last cavalry reserve to help force the breach while artillery fired into the enemy units holding the position. Several of my infantry lines routed while trying to pour into the flag area, and Turenne launched one final counterattack against my right flank.

Fortunately, I was able to beat back the counterattack and keep enough pressure on the objective to take the flag with roughly two minutes to spare.

This was a strong layered defense by Turenne, especially considering that he made the map and knew the terrain, firing lines, and reserve timing. The Ottoman force was difficult to crack under the time constraints, and if the reinforcements had appeared before I secured the ruins, the battle would probably have become much less certain. I still had four infantry units in the rear that had not moved since the beginning of the battle, but after the 30-minute mark the match likely would have become closer to a 50/50 proposition.

In the end, the French took Heliopolis just in time. A hard-fought and very satisfying victory.

u/Happy_Principle8903 — 18 days ago
▲ 28 r/RealTimeStrategy+1 crossposts

This is a recording of a multiplayer match.

Featuring one of the newest maps of the community; the Battle of Laon, by [HWK]Foxhound. The mods are developed by esteemed member Gexozoid/Rapax

Link to download European Warfare, the mod used in these videos
https://www.moddb.com/mods/european-w...

Simple instructions on how to install European Warfare:

  1. Acquire a copy of American Conquest Fight Back (REGULAR VERSION, not gold). You can do this by downloading your copy of the game from Steam or GOG.
  2. Copy your folder of American Conquest Fight Back somewhere else, this will be the folder where you will install the mod and play the modded game.
  3. Download the European Warfare mod from ModDB https://www.moddb.com/mods/european-w...
  4. Unzip the contents of the mod into your Fight Back game folder (the one you copied)
  5. Run the game through dmcr.exe. If encountering compatibility issues. run cossacks.reg and set compatibility mode for dmcr.exe to Windows 8.

Join our discord here:   / discord  

u/Happy_Principle8903 — 19 days ago

I fought HWK Schooner at Pułtusk as the French. The battlefield gave me three main avenues of attack.

The southern route looked tempting, but it would have allowed the defender to fall back into a stronger second position behind his initial line. The northern route was possible as well, but the forests made it likely to become a confused and costly fight. I therefore chose to make my main effort through the center, while keeping some troops active in the north to prevent Schooner from freely turning my flank.

The battle opened with a cavalry engagement. I was able to catch part of Schooner’s cavalry off guard and gain the advantage early. Schooner committed more cavalry into the fight, but I managed to maintain the edge and eventually win the mounted action. I then had to pull my cavalry back because of enemy artillery fire, but the cavalry fight had done its work: it gave my infantry time and space to advance against his awkward forward defensive position.

From there, I pushed infantry into the center and began assaulting Schooner’s line. I gained ground and eventually took the high ground, but he had prepared several lines behind the first position, so the battle did not end with the initial breach. It became a hard, grinding fight. I used what remained of my cavalry to fire and charge into vulnerable Russian lines. This made it easier for my infantry to gain the initiative, though would become a risk if Schooner still had cavalry reserves, which turned out to be the case.

My artillery was important throughout. I had two batteries: one of 12-pounders, and another mixed battery of 8-pounders and a howitzer. As my infantry advanced, I used both batteries to wear down his lines and support the attack. The infantry did most of the hard work, but the guns helped make each new defensive position more difficult for Schooner to hold. The howitzer was likely the most useful in this battle, since it was up close and constantly getting kills.

The strongest progress came in the southern-central part of the battlefield. While that attack developed, Schooner tried to crush my northern line. That fight became fierce, but I was able to hold him off while continuing to push forward in the center and south.

His final attempt was a cavalry strike against my southern flank, aimed at disrupting my artillery and breaking the momentum of the attack. By this point, much of my own cavalry had already been spent in the earlier fighting, but I was still able to stop the move and protect my guns with the help of some squares and loose infantry.

In the end, it was a French victory. I had to win the cavalry engagement first to allow my infantry to move forward.

The battle could have gone badly if my central assault had failed, or if Schooner had been able to put more weight into his northern attack. But once the center was cracked and my artillery survived his final cavalry attempt, the Russian position became increasingly difficult to maintain.

Overall, a hard-fought and satisfying win against a tough player.

The game played in this AAR is the European Warfare Napoleonica mod, for American Conquest, Fight Back. The ModDb can be found here:
European Warfare : Napoleonica mod for American Conquest - ModDB

u/Happy_Principle8903 — 20 days ago

SirCharlie, a new player on the scene, revamped the Fontenoy map to have much more manpower than the regular version, so I tried it for the first time, and it was a total bloodbath.

I initially wanted to have my main assault be on the right, after I cleared the right forest of skirmishers and the first few isolated artillery bastions, but as I was moving that into position, I felt I could start my main assault on the Fontenoy fortifications with my left wing columns, which I moved to the center.

I threw in waves of infantry at the breaches, with cavalry scurrying through to slaughter unsquared lines, and singular columns attempting to point blank artillery emplacements, while I shifted the focus of my right wing to support the central attack, in which I was able to take the town of Fontenoy in fierce fighting against SirCharlie's stubborn defenses. I brought in my artillery batteries and was able to whittle down what remained of the center and left flank, but SirCharlie attempted to smash my right as I was taking the center. Once the center was secure, I was able to lure his infantry columns into artillery fire as my lines on the right wing stabilized (after a few local counter attacks). In the end I was able to take the field, but it was a field strewn with corpses, luckily though with more enemy dead than my own.

I was essentially able to make the historical assault by Cumberland work, by attacking hard and fast at Fontenoy in concentration, and then picking apart the French attempted counter assault on the right flank

SirCharlie did an amazing defense, with the battle lasting roughly an hour. I feel in retrospect he could have crushed my central assault had he placed more artillery in the center, and conducted a swift cavalry attack, but as it was the defense was more than solid. A great match all around, with the immense scale of the carnage being particularly noteworthy.

The battle shown above used the European Warfare, Napoleonica 2 mod, based on 1700s warfare, the mod links for EW1 and 2 are down below:

European Warfare : Napoleonica mod for American Conquest - ModDB

European Warfare 2: The Age of Reason mod for American Conquest - ModDB

u/Happy_Principle8903 — 21 days ago
▲ 93 r/4Xgaming+1 crossposts

SirCharlie, a new player on the scene, revamped the Fontenoy map to have much more manpower than the regular version, so I tried it for the first time, and it was a total bloodbath.

I initially wanted to have my main assault be on the right, after I cleared the right forest of skirmishers and the first few isolated artillery bastions, but as I was moving that into position, I felt I could start my main assault on the Fontenoy fortifications with my left wing columns, which I moved to the center.

I threw in waves of infantry at the breaches, with cavalry scurrying through to slaughter unsquared lines, and singular columns attempting to point blank artillery emplacements, while I shifted the focus of my right wing to support the central attack, in which I was able to take the town of Fontenoy in fierce fighting against SirCharlie's stubborn defenses. I brought in my artillery batteries and was able to whittle down what remained of the center and left flank, but SirCharlie attempted to smash my right as I was taking the center. Once the center was secure, I was able to lure his infantry columns into artillery fire as my lines on the right wing stabilized (after a few local counter attacks). In the end I was able to take the field, but it was a field strewn with corpses, luckily though with more enemy dead than my own.

I was essentially able to make the historical assault by Cumberland work, by attacking hard and fast at Fontenoy in concentration, and then picking apart the French attempted counter assault on the right flank

SirCharlie did an amazing defense, with the battle lasting roughly an hour. I feel in retrospect he could have crushed my central assault had he placed more artillery in the center, and conducted a swift cavalry attack, but as it was the defense was more than solid. A great match all around, with the immense scale of the carnage being particularly noteworthy.

The battle shown above used the European Warfare, Napoleonica 2 mod, based on 1700s warfare, the mod links for EW1 and 2 are down below:

European Warfare : Napoleonica mod for American Conquest - ModDB

European Warfare 2: The Age of Reason mod for American Conquest - ModDB

u/Happy_Principle8903 — 21 days ago

SirCharlie, a new player on the scene, revamped the Fontenoy map to have much more manpower than the regular version, so I tried it for the first time, and it was a total bloodbath.

I initially wanted to have my main assault be on the right, after I cleared the right forest of skirmishers and the first few isolated artillery bastions, but as I was moving that into position, I felt I could start my main assault on the Fontenoy fortifications with my left wing columns, which I moved to the center.

I threw in waves of infantry at the breaches, with cavalry scurrying through to slaughter unsquared lines, and singular columns attempting to point blank artillery emplacements, while I shifted the focus of my right wing to support the central attack, in which I was able to take the town of Fontenoy in fierce fighting against SirCharlie's stubborn defenses. I brought in my artillery batteries and was able to whittle down what remained of the center and left flank, but SirCharlie attempted to smash my right as I was taking the center. Once the center was secure, I was able to lure his infantry columns into artillery fire as my lines on the right wing stabilized (after a few local counter attacks). In the end I was able to take the field, but it was a field strewn with corpses, luckily though with more enemy dead than my own.

I was essentially able to make the historical assault by Cumberland work, by attacking hard and fast at Fontenoy in concentration, and then picking apart the French attempted counter assault on the right flank

SirCharlie did an amazing defense, with the battle lasting roughly an hour. I feel in retrospect he could have crushed my central assault had he placed more artillery in the center, and conducted a swift cavalry attack, but as it was the defense was more than solid. A great match all around, with the immense scale of the carnage being particularly noteworthy.

The battle shown above used the European Warfare, Napoleonica 2 mod, based on 1700s warfare, the mod links for EW1 and 2 are down below:

European Warfare : Napoleonica mod for American Conquest - ModDB

European Warfare 2: The Age of Reason mod for American Conquest - ModDB

(note, had an error where the image order was reversed, will be fixed for future uploads)

u/Happy_Principle8903 — 21 days ago

Title: Massive Toulon AAR — 3v2 Assault on the New Mega Map

We played a large 3v2 battle on the new mega-sized Toulon map, with SirCharly, HWK Mental, and myself attacking against Axle and Foxhound on defense.

Our plan divided the attack into three main sectors. I took the western army, along with a northern expeditionary force. SirCharly commanded the southern army, attacking roughly where Napoleon historically made his name. Mental took the eastern army.

The battle opened violently in the east. Mental was attacked almost immediately and had to fight for control of the town on the eastern edge of the map. It turned into a hard local battle, but he managed to hold on and eventually survive the pressure.

In the south, SirCharly pressed his attack against the southern position and gradually broke through. This was his first 2v3-style major battle, and he more than pulled his weight. His attack kept the defenders under heavy pressure and prevented them from freely reinforcing the center.

My own attack developed as a multi-pronged advance. I first pushed from the west, driving the defenders back toward their central position. At the same time, my northern expeditionary force came down onto the enemy’s flank. This created a pincer effect against the defensive line before the defenders could properly counter organize.

Axle was attempting to coordinate the defense, but was killed in the fighting after being shot in the chest. This left Foxhound having to manage multiple collapsing sectors at once. To his credit, he continued trying to hold the defense together despite the difficult geometry of the map and the pressure coming from several directions.

Unfortunately for our side, Mental’s triumph in the east was short-lived. After winning his sector and apparently settling into a well-earned cup of tea, he was promptly shot in the head by a sniper. A tragic end for a commander who had just survived a brutal fight. His many admirers will surely mourn him.

I, naturally, kept my own head safe by ensuring there were no enemy soldiers left close enough to remove it.

Final commendations go to SirCharly for an excellent southern attack, especially given his relative newness to these larger EW battles. Commendations also go to Axle and Foxhound, who made a serious defensive effort despite being forced to handle a very difficult multi-front situation.

Overall, this was one of the better examples so far of the new mega-map scale: multiple simultaneous battles, separate armies with distinct objectives, and enough space for real operational maneuver rather than one giant blob fight.

u/Happy_Principle8903 — 23 days ago

Attacked Axle and Foxhound on the new, mega sized Toulon map with SirCharly and HWK Mental. I took the West and a northern expeditionary force, SirCharly took the southern army, where Napoleon historically made his fame, and Mental took the East.

Mental was immediately attacked and had a battle for the town on the eastern edge of the map, where he was able to duke it out and ultimately survive, while SirCharly went in and attacked the southern position, and was able to take it over time. For my own action, I did a multipronged assault, first in the general West, pushing the defenders to their central position, and a combined attack from my northern expeditionary force, meaning I was able to effectively pincer the enemy defenses before they could counter.

Axle was attempting to command but got shot in the heart and died in the fighting, while Foxhound was forced to try to handle multiple battles at once.

Unfortunately for our side, once Mental won his battle, as he was sipping tea, a sniper shot him in the head, leaving him dead instantly. I am sure his many mistresses and concubines will miss him. I managed to keep my own head safe, of course, by killing any enemy soldier in the general area, including those trying to surrender, as is my style. Commendations to SirCharly for the excellent attack in the south, who more than pulled his weight in his first 2v3 match. Commendations also go out to the defenders for their valiant attempt to hold, despite the difficult battle geometry.

u/Happy_Principle8903 — 23 days ago
▲ 32 r/4Xgaming+1 crossposts

Attacked Axle and Foxhound on the new, mega sized Toulon map with SirCharly and HWK Mental. I took the West and a northern expeditionary force, SirCharly took the southern army, where Napoleon historically made his fame, and Mental took the East.

Mental was immediately attacked and had a battle for the town on the eastern edge of the map, where he was able to duke it out and ultimately survive, while SirCharly went in and attacked the southern position, and was able to take it over time.

For my own action, I did a multipronged assault, first in the general West, pushing the defenders to their central position, and a combined attack from my northern expeditionary force, meaning I was able to effectively pincer the enemy defenses before they could counter. Axle was attempting to command but got shot in the heart and died in the fighting, while Foxhound was forced to try to handle multiple battles at once.

Unfortunately for our side, once Mental won his battle, as he was sipping tea, a sniper shot him in the head, leaving him dead instantly. I am sure his many mistresses and concubines will miss him. I managed to keep my own head safe, of course, by killing any enemy soldier in the general area, including those trying to surrender, as is my style. Commendations to SirCharly for the excellent attack in the south, who more than pulled his weight in his first 2v3 match.

Commendations also go out to the defenders for their valiant attempt to hold, despite the difficult battle geometry.

u/Happy_Principle8903 — 23 days ago