Napoleon Total War: Let's Play: DarthMod Epic Edition: 1798 The Coalition Part 56
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Napoleon Total War: Deluxe Edition: All DLC's
Part 56
"Madrid, A stalled advance"
September 1800 and as my troops prepare to advance on the capital city of Spain, Madrid, A single full stack of troops circumvents my own units and advances towards the northern border of Gibraltar, I now have to try and get a unit close enough to engage them, However, Will this stall the advance?
Base Mods & My Mods List...
DarthMod Ultimate Commander: Epic Edition
Sir's Battle Map Mod 30+ Extra Maps 4x Larger Maps
Naval Realism Mod: Epic Naval Battles Edition
Land Battle Mod: The Confusion of War Edition
Historically Based Unit Stats ModPack
Bran Mac's Battle AI Mod: Balanced Unit Composition
Campaign AI Mod: Balanced Trade - Diplomacy - War
Start Position Mod: 1798-1842 Napoleon in Egypt to Uncertainty
This is a heavily modified install of NTW based on DarthMod Epic Edition, Bran Mac Born's AI tweaks and Sir's Battle Maps Expansion Mod.
I have studied this period of history over the past two years and have modified unit stats to better reflect the time period in which this campaign is set.
The result is a much more in depth, Strategic and tactical experience, Requiring much more forethought and planning both at the campaign level and battle.
In order to resolve any battle you now need to have the correct units for the situation, Line infantry are not very good at climbing an artillery fort's walls, In that situation you need a unit which has that ability such as light Infantry or Marines etc.
Each faction has been modified to bring forward their own unique characteristics, All based on historic facts and figures.
France's basis for an opening move during land battles was to engage in Artillery Duels and therefore they have a specialised core of units dedicated to serving within that area.
Russia sent her Line Infantry in with a huge amount of extra ammunition, This was in an attempt to compensate for the fact that they bought a huge amount of second hand and even very badly worn muskets from the British.
As a consequence of this extra ammunition, None of the Russian Line Infantry can run in battle but, They do have slightly better defence than other similar units.
Naval Combat is far more realistic and every vessel has had a major boost in both hull points and armour points, Meaning ships, Especially ships of the line can take a more realistic amount of damage and a vessel is far more likely to surrender than be sunk, As was the case historically.
Chain shot was used as an opener as apposed to just roundshot or solidshot and this is now reflected in the range of each type of ammunition.
The effective range and damage is still much lower for chain and grapeshot when compared to roundshot however.
Maneuverability, Speed and acceleration have all been set to better reflect historical information from the period.
No longer do sailing ships move like modern speed boats and turning circles have been reduced also.
The above is just a very short list of my modifications to NTW, No faction has been shown any favoritism at all and the only compromise to historical accuracy was purely based on game ballance and the limitations of the Warscape engine.
This game now feels much closer to a table top wargame and is far removed from stock and any NTW modification I have ever played.
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