Recent posts

#41
Games Discussion / Re: Battleship Command: Scharn...
Last post by Asid - July 16, 2026, 12:21:01 AM
Patch Build #532
Wed, 15 July 2026



Hi everyone!

This patch fixes a newly introduced issue where the main guns would start reloading when entering the Fire Director Station.


It also adds saving the current ammo count and makes sure to load the saved fuel level.

As a little bonus a few German ships got updated textures :-)

[Build #532]

-Updated textures for Graf Spee, Bismarck, Prinz Eugen

-Fix issue with guns reloading on entering the fire director

-Save/load ammo Count

-Fix issue where Fuel level was not loaded after save
#42
Games Discussion / Re: Carrier Battles 4 Guadalca...
Last post by Asid - July 16, 2026, 12:17:45 AM
1.15 - Leyte Gulf
Wed, 15 July 2026

Now available !



Scenario: Leyte Gulf, October 1944 (DLC)

This scenario covers the landing at Leyte and the Japanese gambit to counter it using remaining carriers as decoy and seeking a surface battle.

  •     What-if options counterbalance a bit the overwhelming US power
  •     Kamikazes have been added to the Pilot module


Rules Update

CAP and AA rules have been somewhat revised.

CAP

- Combat table reworked

- Fighters gets +1 against unescorted non-strategic bombers

- Ammunition depletion

AA

- AA 1% Confused, 3% Hit (reduced by weather).

- US +1 Confused in 1943, +1 Hit in 1944.

- Light AA capped at 40

- Light + Heavy AA capped at 100

Air attacks

- -1% to Hit for every 7 pts of AA instead of 5. (100 pts of AA => max -15%). Heavy AA halved for this purpose.

Air units:

- Some heavy fighters have a strafing value of 2 instead of 1.

- Air damage table reworked

- P47-D

Task forces

- US TF may contain up to 6 CV per TF starting end-1944.

- Both Japanese and US TF may contain up to 16 ships from June 1944.

#43
Tacview / Tacview 1.9.6 beta 6 is availa...
Last post by Asid - July 16, 2026, 12:04:44 AM


Tacview 1.9.6 beta 6 is available Now



Download: HERE

    - Release Date: July 15, 2026
    - Operating System: Windows 32-bit / 64-bit
    - File Size: 1.2 GB

Release notes

NEW FEATURES

  •     ADDED Support for ADS-B reception using the RTL-SDR Blog V4 (R828D).
  •     ADDED Relative distance, relative bearing, closure rate, and vertical separation charts.
  •     ADDED Aileron, elevator, and rudder telemetry support for DCS World.
  •     ADDED Aileron, elevator, and rudder telemetry support for X-Plane.
  •     ADDED Helicopter mixed units, such as imperial units with distances in kilometers.
  •     ADDED Option to display walls for all objects.
  •     ADDED Aircraft Carrier as a separate object type in the Add/Edit Object dialog.
  •     ADDED Option for wider bullseye ring spacing.
  •     ADDED Add-on to calculate the distance between two geographic points.
  •     ADDED Ctrl+Alt+F1 through Ctrl+Alt+F8 shortcuts to mute media windows.
  •     ADDED Several missing C++ and C# SDK functions, including Telemetry.Save().
  •     ADDED DCS2ACMI option to export DCS World elevation data for Tacview 2.


IMPROVEMENTS

  •     IMPROVED Frame rate when playing back very large unoptimized ACMI files.
  •     IMPROVED Support for Microsoft Flight Simulator 2024.
  •     IMPROVED ADS-B database to version 2025-08.
  •     IMPROVED Pilot names are now displayed only after boarding their aircraft.


FIXES

  •     FIXED Joysticks not working with remote controls.
  •     FIXED BMS 4.38 DTC INI files not being displayed.
  •     FIXED Quotes and commas not being properly escaped in CSV telemetry exports.


Restrictions

To run a beta version, you need a product key. Feel free to have a look at the features comparison to know which edition is the best for you if you are interested in buying Tacview.

Please note that even if we are doing our best to produce a high quality product, beta versions usually contains known and unknown bugs, may crash, or have some features disabled because of work in progress. This is why, it is suggested to download and install beta versions alongside the latest official release (not over it). That way, in case of problem, you can simple launch the latest stable version to continue your work...




#44
Games Discussion / Re: Battlestar Galactica: Scat...
Last post by Asid - July 16, 2026, 12:04:39 AM
Patch 1.1.0 Lands Today, Bringing Fixes, Tweaks and New Features
Wed, 15 July 2026



Today's update includes a suite of changes to help you on your journey to the Battlestar Galactica

Welcome back to the bridge, Commander. Patch 1.1.0 has landed, and we want to give you a briefing on how the changes we've made will impact your journey.

We've got a number of fixes, tweaks and improvements, as well as some brand-new features - with our changes based on the incredible feedback we've had since Battlestar Galactica: Scattered Hopes launched.

Thank you to all those who have taken on the role of Commander. Here's what you can find in today's update.

Disclaimer

We have observed an issue with Steam Cloud save synchronization: when launching the game for the first time on a new computer, the ongoing run will be lost, landing you on the tutorial run by default. You can safely abandon this tutorial and find your permanent progression untouched.

Alternatively, you can also find and copy over the save file of your ongoing run manually.

Run savefiles can be found in \AppData\LocalLow\Alt Shift\Battlestar Galactica Scattered Hopes\Saves, sorted in folders named by saveslots (note that the first saveslot will be saved in a folder named save0, the second slot will be in the folder named save1, and so on). In these folders, locate a file named RunState.json and copy it over to the same folder path on the new computer.


New Features

  •     We heard your feedback on the lack of consequences when destroying the final Boss Basestar. We don't want to give spoilers, but this has now been tweaked to add a few different things here
  •     You let us know that the 10 extinction levels per fleet felt a bit too grindy, so we changed the system and extinction levels progress are now shared between fleets. There are still achievements to gain by completing Extinction X with each fleet.
  •     Photo Mode is now available within Fleet Management! Access this through the pause menu to get some great shots of your Fleet as you journey through the stars
  •     We've added an experimental feature to enable "fast mode" during battle. Our testing shows this as being stable, but it could still have some performance impact - let us know what you think!
  •     We've added information on the timeline to indicate when crises with a recurring effect (such as losing resources) will trigger
  •     The Easy mode now limits the number of crises to 1 per sector (instead of up to 2 after sector 4). This is also available as a separate option in Assist mode.
  •     We also added new levels to some favors for the late game (at a much higher cost). Should help a bit for late Extinction Levels while giving some use to Fate points for people who played a lot.
  •         +5 levels to "Moirai Touch"
  •         +2 levels to "Tyche Favor"
  •         +3 levels to "Zeus Favor"

Major fixes

  •     Corrected a potential exploit where having the Kestrel in offensive coordination mode and using assault formation ability on a falcon could provide infinite damage
  •     Achievements "At All Costs" and "None Taken" should now unlock properly
  •     Fixed an issue where sometimes the ballistic prediction would indicate that enemies in the affected area (at the extreme limit) would be hit, but weren't when the missile reached its destination
  •     Fixed an issue where the Colonial Codex for civilian ships would never unlock some of the ships
  •     Fixed an issue where on some screen ratios (such as 4:3), deploying squadrons was not possible
  •     Fixed an issue where getting a Cylon-assigned Squadrons wrecked by a missile from the Tempest did not count towards the Cylon Redemption crisis
  •     Fixed an issue where hitting tab or caps lock during the tutorial made the UI disappear, making it impossible to play

Balancing and improvements

  •     Created new faction influence-related events to accompany the Fleet state's evolution. Now factions have new events for their medium and high influence states (two or three fists). This includes faction requests and faction disputes with other factions or the Maintenance and Healthcare state. New Cylon hunt-related events were added too.
  •     Balanced the event picking rules a bit regarding influence. The event picking now relies a bit more on the influence levels, which allow for more events from favored factions. Also, a few drastic choices were added when one or several factions are on high influence (three fists)
  •     Lowered the radius of the Elite Raider ability to grant evasion to all raiders around
  •     Several effects and weapons (like Taunt or EMP) now work on non-Squadron Cylon units, such as turrets
  •     Adjusted the conditions to obtain "The Bear" nickname, which was much harder than initially intended
  •     Balanced the last boss' special power to make sure that it's possible to avoid taking damage on civilian ship or gunstar
  •     Balanced a sector 9 battle with the Gorgon-class Frigate to make sure that it's possible to avoid taking damage on civilian ship or gunstar
  •     Some of the "risky deals" have been buffed
  •     Balanced the Bomb alert crisis in order to reduce the number of situations to solve to only one on the second step, so that the crisis resolution triggers as soon as the bomb is defused. As a result, step one now comprises riskier and more expensive situations to solve.
  •     Fixed an issue where most challenges with a single battle or run objectives could be achieved easily by reloading the save (or "save scum")
  •     The current sector number is now always displayed
  •     Improved the flow of the Cylon Among Us crisis by adding an alternate shorter introduction event
  •     Made the notification that specifies the cause of events clearer, especially during crisis step transitions
  •     Improved FX for "Propelled Bullets"
  •     Improved FX to make the second boss' beacons providing evasion more visible when spawning

UX and text fixes

  •     Multiple typo corrections and dialog improvements, based on player feedback about clarity and consistency
  •     Clarified that putting a Hero in the brig makes them lose 1 HP at the start of each sector (but can't go lower than 1). This was already the case but not mentioned properly
  •     Fixed an issue where the negative trait "Anxious" wasn't highlighted properly, and its negative effect stayed active even when unassigned
  •     Added tooltips to the costs of situations and POIs
  •     Added subtitles for each crisis event that transitions to the next step
  •     Fixed an issue where the Squadron Thermal Signature Decoy description wrongly indicates that the decoy had 300 HP instead of 150

Fleet management

  •     Corrected a bug where another event was available after picking a first one in the bar within the same sector
  •     Changed the behavior of crises that require a Hero to perform an action in battle and die doing so. The trigger now happens as the hero died, even if they completed the action. This is to avoid them coming back from the dead for a last line of dialog.
  •     Hotkeys to change views are now disabled as long as the "dismiss a hero" menu is open, preventing several issues with Squadron assignments and bar events
  •     In the history of Maintenance changes, if a change happened through extinction, the text appeared as a debug text
  •     Fixed an issue where playing in Turkish would make some tags visible within texts in the bar
  •     Fixed an issue where Scorpio's innate AOE ability didn't give any XP
  •     Fixed an issue where the faction bar events for Workers did not appear when relation was hostile
  •     Fixed an issue where removing a Hero from a POI too quickly made it impossible to use another Hero for this POI
  •     Fixed an issue where hitting the Shift key (to hide squadron UI popup) could make it impossible to get it to show again if going to the pause menu
  •     Fixed an issue where it was possible to obtain a 4th activable ability at level up, but it wasn't usable
  •     Fixed a case of savefile corruption where the Cylon Redemption crisis would not target the correct hero, preventing the crisis from advancing
  •     Fixed an issue where the "Brittle Shield" bypass was locking a random civilian ship instead of the one related to the crisis
  •     Fixed a rare issue where R&D upgrade sometimes didn't work as a crisis transition condition
  •     Fixed an issue where CIC's music was played during Bar events

Battle

  •     Flesh Melter or Nuke's radioactive aura effects no longer remain visible between battles
  •     Fixed an issue where unavailable/locked civilian ships were still applying their special abilities during battles
  •     Fixed an issue where the High-Intensity EM cannon was not doing any damage to the enemy frigates or Basestars
  •     Fixed an issue where having an armed civilian ship selected in the Backfire crisis would make the battle impossible
  •     Fixed an issue where using the "Emergency Recall" ability on the Falcon would make it impossible to move
  •     Also fixed an issue where using the "Emergency Recall" would affect non-squadron units (like asteroids)
  •     Fixed a bug where it was impossible to click behind the "tactical pause" text to target or move squadrons
  •     Fixed an issue causing Cylon turrets to shoot at asteroids
  •     Fixed an issue with EMP Storm not disabling Cylon turrets
  •     Fixed a rare issue that caused the "Dead Eye" ability range to be set to 0, making it unusable
  •     Fixed an issue causing the "Select a destination" targeting to remain after targeting a unit with a docked Squadron
  •     Fixed an issue that prevented a Squadron from being deployed by targeting the preview of a future spawn
  •     Fixed an issue where the "Remote Diagnostics" ability did not work on stealth units
  •     Fixed a small visual issue where hovering over a frigate with a shooting ability would make it stay highlighted for the rest of the battle
  •     Fixed an issue where Heroes assigned to weapons had their damage stats not tracked anymore
  •     Fixed an issue where some Civilian ships could have incorrect hull points gained or lost at the start of a battle
  •     Fixed an issue where enemy frigates were showing a range even if they didn't have any attack ability within said range
  •     Fixed an issue where mines could damage enemies before they finished spawning, making them spawn with 0 hull points

Thank you again to all Commanders who have taken on the heavy burden of leadership as well as taking the time to give us your feedback. Your actions bring humanity one step closer to salvation.

So say we all!
#45
Games Discussion / Re: Panzer Corps 2
Last post by Asid - July 15, 2026, 07:30:44 PM
Panzer Corps 2 will be featured at Slitherine Next - Save The Date
Wed, July 15, 2026



Mark your calendars and get ready: Slitherine Next returns on July 22, 2026, at 6:00 PM CEST on our official channels.

Our first showcase of the year will bring you exclusive announcements, updates on your favorite games and franchises and reveals of upcoming titles.

We're also happy to announce that Elite - All American will be officially released during the event.




Command the legendary 82nd Airborne Division in a WWII campaign of daring parachute drops, brutal infantry combat and high-risk operations behind enemy lines, from Sicily to Germany.
Available: Jul 22, 2026
Panzer Corps 2: Elite - All American
In addition, we're thrilled to announce a special host for this year's show: 2DKiri, a great friend of Slitherine who will guide us through the entire event.

This is your chance to dive into the future of strategy gaming and discover what's coming next.

Tune in on July 22nd and don't miss any of the announcements.

YouTube: https://www.youtube.com/SlitherineGames


Twitch: https://www.twitch.tv/slitherinetv/schedule?segmentID=4229ac17-a92a-4d32-a8b6-acab16fe2349

#46
Games Discussion / Re: Panzer Corps 2
Last post by Asid - July 15, 2026, 07:27:34 PM
Elite - All American | Dev Diary
Mon, July 6, 2026




Welcome back once again, Panzer Generals!

First and foremost, we'd like to thank everyone for the hugely positive reception to our recent Elite - All American announcement.  It's always exciting to reveal a new campaign, but seeing the enthusiasm for the legendary 82nd Airborne Division has been especially awesome, as it has been for all Elite Series Campaigns!




As we continue our march towards release, we wanted to take some time to share a few of our thoughts on the campaign, discuss some of the design decisions behind it, and give players a preview of what they can expect from the latest entry in the Elite series.

[size=150]Refresher: Why the 82nd?[/size]
When we first announced Elite - All American, we discussed how 2026 marks the 250th Anniversary of the United States of America.  As July 4th approaches and celebrations continue across the US, we felt it was the perfect opportunity to spotlight one of the most famous formations in American military history. 

Of course, there was no shortage of worthy candidates. The armored spearheads of Old Ironsides, the hard-fighting troops of Hell on Wheels, and the formations that served under Patton's Third Army all offered compelling possibilities.  Yet after campaigns focused on armored warfare through Ghost Division and Soviet 1st Guards, we felt it was time to explore a different side of World War II.


[size=150]A Campaign Designed for New and Returning Player Accessibility[/size]
After more than six years of expansions, updates, and DLC releases, Panzer Corps 2 has accumulated an enormous amount of content.  Along the way we've created some truly unique battles, introduced increasingly sophisticated mechanics, and pushed the scale of scenarios far beyond what was possible when the game first launched.

While veteran players have generally embraced this complexity, we also felt there was room for a campaign that focused on approachability without sacrificing too much depth.

Elite - All American is built around that design philosophy.

Rather than asking players to constantly juggle multiple layers of complicated mechanics, extensive multi-stage objectives, and sprawling battlefield management, we've focused on creating scenarios with clear goals, intuitive objectives, and multiple viable approaches to victory.

That doesn't necessarily mean the campaign is easy, a good grasp of infantry combat and paratrooper mechanics will be vital to success.

Instead, the emphasis has shifted toward player choice. We want players to spend less time deciphering complex mission structures and more time making meaningful tactical decisions. Whether you're a veteran commander who has been with Panzer Corps for fifteen years or a newer player looking for a place to begin your journey, Elite - All American is designed to be approachable, flexible, and rewarding.


[size=150]A Campaign of New Variety[/size]
One of the biggest strengths of the 82nd Airborne's wartime record is the incredible variety of operations it participated in.

Ghost Division largely followed the rise of German armored warfare, while Soviet 1st Guards focused heavily on the brutal armored clashes that characterized the Eastern Front. Elite - All American takes players somewhere entirely different.



Rather than spending the entire campaign fighting across a single theater, players will experience a constantly changing battlefield. The campaign begins under the Mediterranean sun of Sicily before moving through the mountains of Italy, the hedgerows of Normandy, the rivers and bridges of the Netherlands, the frozen forests of the Ardennes, and finally into Germany itself.

Each of these battlefields presents its own unique challenges. Terrain, objectives, enemy forces, and tactical opportunities are constantly evolving.  Just as the real 82nd Airborne found itself adapting to new missions throughout the war, players will be required to do the same.

One battle may focus on defending key positions against determined enemy counterattacks. The next may demand a rapid advance to seize critical objectives before German reinforcements arrive.


[size=150]History First[/size]
As with Ghost Division and Soviet 1st Guards before it, Elite - All American continues our commitment to a History First philosophy.

That means no fictional operations, no alternate-history scenarios, and no speculative campaigns. The spotlight remains firmly fixed on the real actions and achievements of the men who served in the US 82nd Airborne Division during the Second World War.

Players will encounter briefings featuring the key figures who helped shape the division's wartime history, including General Omar Bradley, General Matthew Ridgway, and General James Gavin. These commanders were not merely observers of history, but active participants in some of the most important battles fought by the United States Army in Europe.


We have also continued our efforts to faithfully represent the locations, battlefields, and historical landmarks associated with these operations. From Sainte-Mère-Église and La Fière Bridge in Normandy to the bridges of Nijmegen and the forests of the Ardennes, players will find themselves fighting across many of the same locations that became synonymous with the division's legacy.

As always, our goal is not simply to tell players about history, but to place them in command of the events themselves.


[size=150]The Airborne Difference[/size]
Of course, no discussion of the 82nd Airborne would be complete without talking about what makes airborne troops different from conventional infantry or armored formations.

Throughout the campaign, players will frequently find themselves operating with limited resources, isolated positions, and objectives that must be secured before enemy forces can react.  While the United States Army certainly fielded armored formations during the war, we all know no Sherman Tank could fight toe to toe with a Panther or Tiger.  They would need numerical superiority and also to close the distance to achieve penetrating shots on such German Heavy Panzers.  So units like the 82nd often found itself relying on elite infantry, aggressive maneuver, and tactical ingenuity to overcome opponents that possessed superior armor and firepower.


This creates a very different style of gameplay from many previous Panzer Corps campaigns.

Players will be called upon to conduct rapid assaults, secure key terrain, defend vital objectives against determined counterattacks, and exploit fleeting opportunities before the enemy can regroup.  Proper use of terrain, combined arms tactics, and careful positioning will often prove more important than simply overwhelming the enemy through brute force.

Many of the campaign's most memorable moments come directly from these historical realities.  Holding La Fière Bridge against repeated German attacks.  Racing to secure critical crossings during Operation Market Garden.  Counterattacking during the desperate winter fighting of the Battle of the Bulge.

The 82nd Airborne earned its reputation through speed, adaptability, and determination.  We wanted those same qualities to define the gameplay experience as well.

[size=150]The Art Of Elite: All American[/size]
One of the most enjoyable parts of developing any Elite campaign is seeing history brought to life through artwork, and Panzer Corps 2 continues its promise not to use Generative AI artworks for official content.


For Elite - All American, we once again worked to ensure that the campaign's visual presentation captures both the scale of the conflict and the unique identity of the 82nd Airborne.  From the airborne drops over Normandy to the snow-covered battlefields of the Ardennes, the artwork seeks to reflect the wide variety of environments featured throughout the campaign.



As always, we'd like to extend our thanks to the talented artists who continue to help bring these historical campaigns to life. Their work plays a major role in establishing the atmosphere and character of each operation, helping transform historical events into memorable gaming experiences.



[size=150]What's Next[/size]
We hope you've enjoyed this first look at Elite - All American.

For now, be sure to wishlist the campaign and keep an eye out for future announcements.

We'll see you at the drop zone, Panzer Generals!

#47
Games Discussion / Re: Grand Tactician: Napoleoni...
Last post by Asid - July 15, 2026, 07:21:46 PM
April DevBlog - Campaign Units
Wed, April 29, 2026



In this blog, we'll describe some of the unit system related changes vs. GT1.

Mon Général!

The campaign layer features are taking form with the unit system being added along with orders, delays and interaction. In this blog, we'll describe some of the unit system related changes vs. GT1.



Campaign Units & Management

In a campaign, the most important playable elements are the units on the map. As is the case in GT1 (The Civil War), the units and commanders can be managed by the player. While most of the main mechanics are similar as before, there are quite a few changes introduced in the Napoleonic Wars.

In GT1 the units on the campaign map are hierarchy based. In the main campaign, armies and corps are movable elements, while garrisons are fixed as divisions. Garrisons can only be placed in fortresses (and forts always have a garrison.) Even if Whiskey & Lemons introduced a system where units could be garrisoned, behind the scenes this is handled with the same fort logic, only the fort is instantly "built" and has much less defensive power than proper fortifications. This system is rigid in nature: in case you have an army with three corps, then you will have four units on the map to manage and move.

In the Napoleonic Wars, we've made this a bit more dynamic. Instead of automatically placing hierarchies on the map, units are now built into what we call "containers" (as a technical term.) What such a container contains is not strictly limited. So, a movable element on the campaign map ("container") can be anything from a single unit to a full army, or something in between. In the 1:1 scale Italian campaign the armies are built from battalions/squadrons/batteries, brigades and divisions. Want to move the army commander and two divisions as one element, while the third division operates independently and a few battalions are placed as garrisons? Now it's possible.

Another change is with the commanders. With the battalion scale, you'll have your core team of officers for the higher hierarchies (brigades, divisions, armies) and a limited reserve of available officers to replace them if needed. The pool of replacements will only slowly replenish, which means you will have to make do with the officers you have appointed at the start of the campaign, cherry picking from the nation's whole pool of officers is not possible (in Italy.) But more about commanders later...


Campaign Unit Main Mechanics

Civil War veterans will find the campaign units familiar: there's the commander with his attributes, unit experience, strength, attrition, morale, training, readiness and condition, in addition to upkeep costs and supplies. The quite abstract "intelligence gathering" from GT1 has been beefed up for an easier to understand reconnaissance system for units, while intel is also provided from other sources.

The number of men is not just one figure. First there's the full strength, ie. how many men there should be in a unit. For example a battalion could have a full strength of 1000 men. But then there's the book strength, ie. how many of those 1000 positions are actually manned. This contains also the combat-ineffective men: the wounded, the sick and the ones that are missing. So, while the before mentioned battalion may have a book strength of 700 men, number of effectives, ie. the men actually fighting, is usually much less. During the Italian campaign, among the French and Austrian units, 500 effectives was a common figure, a mere 50% of the full strength. On a good day. On bad days, even without combat, this can drop further, for example due to a spreading disease.

Experience fortifies morale and makes the units more effective in combat. Training increases the skill of the soldiers, but also their fitness and discipline. Condition affects everything, as men in rags and no food will have disciplinary and morale issues and are at risk of failing health. Paid wages allow the men to purchase required equipment that the state does not provide. Issues with payments were very common during this era, so the men probably won't go on a strike over a few months' missed payments, but as arrears accumulate, morale and discipline will falter, which may lead into troubles with the local population and desertion.

Readiness was retrofitted to GT1 as a separate mechanism, with its unique drivers. In GT2 readiness is better embedded in the unit mechanics, and is not as limiting to operations as before, which could be infuriating at times. So, instead of "hard limits" on what you can order your units to do, readiness has a big impact on order delays and ability to react to threats in a timely fashion. As a result, units with low readiness will be less effective, but not unable to perform given tasks. Rather, some order types can be unavailable due to insufficient morale or training.


Reconnaissance & Skirmishing

Reconnaissance is mostly conducted by light cavalry and light troops in general. Recce screens and patrols are automatically dispatched. When your units are ordered to conduct a forced march at the best possible speed, recon units have little time to scout ahead, and will do so mainly along main routes. With orders for a more battle ready tactical movement or screening, reconnaissance is more methodical, covering a wider area and a longer distance.

Specifying engagement orders to your units allows you to have them avoid combat, actively skirmish with the enemies, attempt to commit to a field battle, or to pursue an enemy unit. Fighting is initiated when the recon screens make contact. The initial small unit skirmishes may grow in intensity as more units are committed. A strong reconnaissance screen is able to push the enemy scouts back and to prevent them from gaining eyes on the main body, severely reducing intel the enemy is able to gather.

While there is skirmishing in GT1 on the campaign map, this time around there will be less of a shroud of mystery around what is going on and why. When a skirmish is initiated, details of this action are shown on the map as part of an overhauled information/tooltip system.



IMAGE: A pre-alpha screenshot shows some test units engaging in minor skirmishing near Voltri. Everything shown is subject to change: the map and city element graphics are all placeholders, UI is work in progress.

The development continues on track with the main focus being building the campaign layer features, while artists are working on audio and visual elements focusing on improving the battle layer before moving on to campaign.


En avant vers la victoire!

Grand Engineer Corps

#48
Games Discussion / Re: Napoleon's Eagles | Previo...
Last post by Asid - July 14, 2026, 11:37:27 PM
Celebrate the French national day
Mon, July 13, 2026



Play with the famous Napoleon's Eagles the new scenario "La Marseillaise", covering the the War of the First Coalition against the French Revolution in 1792. This scenario runs from April till December 1792.

And it comes with a new feature : Fog of War, where information on enemy land and naval strength is partially concealed depending on distance, weather, cavalry, nations, terrains, etc...

No more ratio optimization. Intuition and gut feeling prevail!

Vive la France!
#49
Histwar : Napoleonics by JMM / Re: Tactical Initiative in the...
Last post by Asid - July 13, 2026, 07:25:31 PM
Tactical initiative in HistWar




In HistWar, tactical initiative can be understood as the ability of a unit or subordinate commander to adapt their behavior without direct player intervention.

A doctrine editor sets up parameters to manage reaction to an event and choice of formation. Almost all the behaviors mentioned above are taken into account by this editor.

The game offers three levels of initiative:

-1: no initiative;

-2: AI-managed initiative

-3: systematic initiative.

For example, when a cavalry regiment observes a routing adversary, it can pursue that unit or strictly adhere to received orders.

In HistWar, the player can, on the battlefield, set the initiative at the regiment, brigade, division, or entire corps level.

The player gives general orders, but in the field, units sometimes have to react on their own.


1. What initiative can represent in the game

In HistWar, tactical initiative particularly corresponds to the AI's ability to choose:

- an action;
- a reaction;
- a formation;
- a withdrawal or holding position.

It intervenes when the local situation changes: appearance of enemy cavalry, flank threat, high casualties, attack opportunity, enemy disorganization, etc.


2. Examples of tactical reactions in HistWar

Situation:  Possible reaction

Enemy cavalry approaches:  Form square
Enemy infantry within range:  Deploy in line
Enemy in disarray:  Attack or charge
Flank threatened:  Change front or withdraw
Too heavy losses:  Retreat or break off combat
Battery threatened:  Withdraw or fire grapeshot
Friendly unit fleeing:  Risk of moral contagion

3. Initiative and formation in HistWar

One of the most important aspects is the choice of formation.

A unit with good initiative should react better, for example:

- leave column to deploy in line before exchanging fire;
- avoid remaining in square under artillery fire;
- reform after combat;
- withdraw before being destroyed;
- exploit a breach in the enemy line.

Conversely, a unit or leader with low initiative may:

- react too late;
- remain in a poor formation;
- pursue imprudently;
- hesitate instead of attacking;
- not withdraw in time;


4. Initiative, morale, and discipline

Three related but different concepts must be distinguished.

- Initiative: It determines the ability to choose an appropriate response.

Example: forming a square against cavalry.


- Morale: It determines the ability to withstand danger.

Example: staying in line under fire instead of fleeing.


- Discipline or training: It determines the ability to execute the decision correctly.

Example: forming the square quickly and without disorder.

A unit can therefore have good initiative but fail if it is exhausted, demoralized, or poorly trained.


5. Offensive and defensive initiative

Offensive initiative: It consists of exploiting an opportunity:

- flank attack;
- charge on a disorganized unit;
- pursuit of a fleeing enemy;

Defensive initiative: It consists of preserving the troops:

- forming the square;
- withdrawing;
- changing front;
- refusing combat in an unfavorable situation.

Good initiative is therefore not simply "attacking more." It is above all choosing the right action at the right time.


6. Desired effect on unit behavior

In a Napoleonic simulation logic, strong tactical initiative should produce more autonomous and reactive units.

Level of initiative:  Probable behavior

Low initiative:  Passivity, delay, poor formation, late reactions
Medium initiative:  Correct execution of orders, standard reactions
High initiative:  Rapid adaptation, exploitation of opportunities, better withdrawal
High initiative but aggressive leader:  Audacious, sometimes risky attacks
High initiative but prudent leader:  Good defense, timely withdrawal, low risk-taking

This allows for differentiation between leaders: an energetic commander does not behave like a hesitant commander.


Summary

In this precise sense, tactical initiative is the ability of a unit or leader to decide locally:

- what to do: attack, hold, withdraw, pursue, flee;
- how to do it: in line, in column, in square, with skirmishers, charging, in orderly retreat;
- when to do it: immediately, after preparation, or not at all.

In the Napoleonic Wars, this initiative was essential because orders often arrived too late, and the situation changed very quickly.

In HistWar, it can be seen as a mechanism allowing units and subordinate commanders not to be mere passive executors, but to react to threats and opportunities on the battlefield. Good tactical initiative does not just mean attacking: it means above all adopting the most appropriate reaction and formation for the situation.

Perrine Mathe
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Histwar : Napoleonics by JMM / Tactical Initiative in the Nap...
Last post by Asid - July 13, 2026, 06:52:57 PM
Tactical Initiative in the Napoleonic Wars
June 15, 2026


Tactical initiative in the Napoleonic Wars and in HistWar





1. Definition

Tactical initiative refers to the ability of a subordinate commander—division general, brigade commander, colonel, sometimes battalion commander—to react independently to a local situation.

It notably concerns:
- the decision to attack;
- the decision to hold position;
- the decision to withdraw;
- the decision to pursue a disorganized enemy;
- the decision to change formation;
- reaction to an immediate threat, such as a cavalry charge.


2. Tactical initiative in the Napoleonic Wars

On a Napoleonic battlefield, orders circulate slowly. Smoke, noise, distance, and disorder make the situation confusing. A local leader must therefore often make a decision without waiting for new orders.
This initiative is nevertheless constrained by:
- received orders;
- the general mission;
- discipline;
- army doctrine;
- troop quality;
- the commander's personality.

A good tactical leader doesn't act haphazardly: he acts in the spirit of the mission received.




3. Choice of action or reaction

Tactical initiative is primarily manifested by the choice of conduct.

Attack
A unit or leader may decide to attack if the enemy appears vulnerable:

- exposed flank;
- disorganized enemy unit;
- isolated battery;
- infantry surprised in poor formation;
- enemy cavalry in disarray after a charge.

Typical example: cavalry seeing a poorly protected enemy battery may attempt a charge without waiting for detailed orders.

Hold
A commander may choose to maintain his position, even under pressure, if he believes his mission is to fix the enemy or protect an important point.

This often requires:
- composure;
- good discipline;
- strong cohesion;
- high morale.

Withdraw
Withdrawal is an important tactical decision. It can be voluntary and orderly, for example to:

- avoid encirclement;
- reposition to a better position;
- preserve an overexposed unit;
- reform a defensive line.

One must distinguish withdrawal from flight. Withdrawal is a controlled decision.
Flight or rout is rather a consequence of loss of morale and cohesion.

Flee or rout
In the tactical context, flight is generally not a "good initiative." It is rather an automatic reaction of troops that can no longer fight effectively.
It can be caused by:

- heavy losses;
- a flank attack;
- a cavalry charge;
- loss of officers;
- fatigue;
- very low morale;
- the impression of being abandoned.

In a simulation like HistWar, flight is therefore more related to morale and cohesion, even if it appears as a tactical reaction.

Pursue
Pursuit is also an act of initiative. A victorious unit can exploit enemy disorganization.

But it is dangerous:

- cavalry can disperse;
- infantry can break formation;
- a too long pursuit can expose flanks;
- a unit can stumble upon an enemy reserve.

Offensive initiative must therefore be balanced by prudence.


4. Choice of formation

The other essential aspect of tactical initiative is the choice of formation.

In the Napoleonic Wars, formation strongly determined a unit's effectiveness.

Infantry
Line: The line maximizes firepower.

Advantages:
- high firepower;
- effective for defending or exchanging volleys;
- good frontal coverage.

Disadvantages:
- more difficult to maneuver;
- vulnerable to cavalry if disorganized;
- fragile on the flanks.

Infantry with good initiative can deploy in line when within firing range.

Column
The column is mainly used for movement and attack.

Advantages:
- easier to maneuver;
- better cohesion on the march;
- useful for rapid advance;
- effective for moral assault.

Disadvantages:
- fewer muskets can fire;
- vulnerable to artillery and infantry fire;
- can be stopped by a solid line.

A unit can choose or maintain the column if it needs to advance, cross difficult terrain, or attack rapidly.

Square
The square is the defensive formation against cavalry.

Advantages:
- very effective against cavalry charges;
- protects the flanks;
- provides strong moral security against cavalrymen.

Disadvantages:
- low mobility;
- vulnerable to artillery;
- vulnerable to infantry fire;
- defensive formation, poorly suited for attack.

The square formation is one of the clearest examples of tactical initiative: infantry threatened by cavalry must react quickly. If it forms the square too late, it risks being cut down.

Skirmishers
Skirmishers are used to harass, cover, and disorganize.

Advantages:
- useful in difficult terrain;
- protect the main line;
- hinder the enemy;
- sometimes target officers or artillerymen.

Disadvantages:
- vulnerable to cavalry;
- weak in close combat;
- do not replace a battle line.

Initiative may involve sending skirmishers forward, recalling them, or reinforcing the screen.

Cavalry
Cavalry strongly depends on tactical initiative.
It must choose the right moment to:

- charge;
- withdraw;
- pursue;
- cover a retreat;
- threaten a flank;
- exploit a breakthrough.

A charge launched too early can fail.
A charge launched too late can miss the decisive opportunity.

Cavalry must also avoid charging intact infantry formed in a square. However, it can be formidable against:
- disorganized infantry;
- an isolated battery;
- skirmishers;
- a fleeing unit;
- a flanked line.

Artillery
Tactical initiative also concerns artillery.

A battery may have to decide to:
- deploy;
- change target;
- fire grapeshot;
- withdraw before being captured;
- advance to support an attack;
- concentrate its fire on a threatening unit.

The choice to remain in position or to hitch up to withdraw is vital. A battery that delays its withdrawal can be captured by cavalry.


5. Factors influencing tactical initiative

Initiative does not only depend on the commander's will. Several factors come into play.
Factor:  Possible effect

Commander's quality:  Faster and more appropriate decision
Troop experience:  Better reaction to danger
Discipline:  More effective formation changes
Morale:  Ability to hold or counterattack
Fatigue:  Slower reactions, risk of disorder
Losses:  Decrease in cohesion and courage
Terrain:  Influences choice of formation and movement
Enemy threat:  Cavalry, artillery, or infantry impose different reactions
Received orders:  The unit remains more or less constrained by its mission


Perrine Mathe