Battleground: Waterloo
cheats
battleground: waterloo
cheats
Codes for 1 Player-Mode:
FIRST
GHOST
GAMMA
MARSS
EAGLE
METAN
FOTON
POLAR
TIGER
SNAKE
DONNN
VESTA
OXXID
DEMON
GIANT
EUROP
Codes for 2 Player-Mode:
CONTRA
PHASE
EXOTY
MOUNT
FIGHT
RUSTY
FIFTH
VESUV
MAGIC
VALEY
TESTY
TERRA
SLAVE
NEVER
RIVER
STORM
Tactics & Tips
Index:
General Advice
Infantry
Cavalry
Artillery
Summary
General Advice:
1) RESERVES
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.
2) OBSERVATION
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!
3) SKIRMISHERS
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.
4) COMMAND & CONTROL
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.
5) TERRAIN
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
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
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.
Artillery
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.
Summary
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.
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