Although these games and their developers show a real love and care for their topic, gameplay has to come first, rendering historical authenticity and realism moot outside of the metagaming scene. But their popularity came at a price, and what they proposed remained far from the expectations of the grognard community.
#SCOURGE OF WAR WATERLOO WAYPOINT SERIES#
The Pacific Storm series (2005), the Navy Field series (2006), the Battlestations series (2007) or World of Warships (2015) certainly found their mark with player bases at times in the hundreds of thousands – if not millions in the case of World of Warship. Meanwhile, the appeal of WW2 naval action was still reaffirmed year after year by games of a very different nature. As such, despite their inherent qualities, they sadly didn’t reach out to a larger public, and remain played mostly by a dedicated but limited band of a happy few. Although these were great games on their own, they were made by wargamers with grognards as the audience in mind. The last attempt at realistic WW2 carrier combat was made in 2011 with John Tiller’s naval campaigns: Midway and before that the only comparable product that came out in the 21st century was the remake of the 90s SSG classic Carriers at War, published by MatrixGames in 2007. Historical variant adjustments for WL10 and WL20Įnabled modder access to skills level and defensive ground bonus with three new AI functions: DBonusVal(), GetLevel() and GetPoints().Īdded two new variables: #unitAItype, #onlyoffAItype.įixed problem with additional column for French unit names in the scenario files created using 'dumpscen' or 'dumpoobscen'.Ĭorrected 'friendcloseyds()' AI function.Ĭorrected GetOrders() AI function - brigade AI is now more under player control when using stances, stationary and far from the enemy.Let’s all be friends: why we are making Task Force AdmiralĪlthough a rather popular and discussed topic in naval warfare, carriers – both old and modern – have received comparatively little attention from game makers. Improved AI stances when stationary and when at long range from the enemy. Reactivated cavalry orders in courier menu.Īdded new battle statistics screen on 'end of battle' screen. Improved Cavalry and Infantry Square logic and dynamics. Improved control of TC units when near the enemy and under fire. Skirmishers now fall back at shorter distance from nearest enemy if supported. Removed auto-run reaction of troops under fire. Removed the ability for cavalry to capture and bring enemy guns into action. Historical 5 mile x 5 mile battlefield mapįive scenarios covering critical actions during the battle.Įxclusive new loading screen art from Mitchell Nolte: “The 79th Highlanders”Īdded new slider Toolbar for player feedback (mod menu)Īdded the 'targeting' logic for cavalry squadrons (see slider toolbar) You will be pleased to find all of the features (and more!) that have made Scourge of War: Waterloo one of the best simulators of Napoleonic warfare ever created. The battlefield is meticulously represented in a extensively researched historical 5-mile x 5-mile map. Each unit has its own commander and objectives: under the orders of Marshal Michel Nay, the Duke of Wellington or the Prince William of Orange, you are able to chose which side to take to victory in five new scenarios covering all the critical phases of the battle of Quatre Bras! You will find all of the historical units that originally fought, in an extremely accurate order of battle. Scourge of War: Quatre Bras is an expansion for the acclaimed real-time wargame Scourge of War: Waterloo.įollowing and expanding on the scope of the base game, Scourge of War: Quatre Bras heavily focuses on realism about units, formations, tactics, weapon ranges and more.