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I set hitting, searching troop toughness and rally slightly higher for the AI to offset this. I'm playing a H2H campaign at the moment and have just gotten to Russia 41 and already have some squads near 99 Exp, its a problem for the german campaign where you already start with better troops than everyone else.
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Havn,t noticed any experience penalty either for a squad that loses half or 2 thirds but survives.
#NAPOLEON TOTAL WAR MODS GAME WATCHER FREE#
I'm under the impresson that these units are replentished for no cost, If so this gives a player a free ride throughout the war if he can keep his squads alive. ĭo you know if you actually have to pay to replace or reinforce squads/units that are not destroyed but take casualties ? eg at half strength The only satisfaction one gets is in reviewing your force for a final time, and tallying up the accumulated kills using Campaign Watcher. All you get is a message saying "the war is over". Personal commentary: the end of a long campaign is SO anti-climactic. Judging by past experience, the force will achieve "elite" status at just about the time the war ends and the USMC Battle Hymn is played for the last time, before everyone packs up and heads home. My current USMC core force has an average EXP of 59 in its first battle.
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Now that the levels are lower "across the board", then this should be less of an issue. Replacements on the after-battle "fix/upgrade" screen are theoretically supposed to have the base exp/morale levels for that nation/year. Havn't seen any meeting engagements in 8.4 LC but i didn't stick with it. Experience tends to have snowball effect that skyrockets higher and higher in the long campaign as it stands. Would be pretty costly to reinforce out in the Pacific or deep into Russia.
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More consequences or pentalites for damage or casualties incurred would be more realistic and welcome (eg payments or EXP cut) especially considering campaigning difficulties out in the field. I love 'em already, for the role-playing aspect, the joy in seeing units/leaders improve over the years, the pain of seeing a favorite killed in action, and the new weapons being introduced.įor my beloved US Marines, the remarkable four-year transformation from the "raggedy-ass" defenders of Guadalcanal in 1942 with their WWI-vintage rifles to the satchel-charge and flamethrower-bearing "wrecking crew" assault units that conquered Okinawa in 1945 by "corkscrew and blowtorch" is a rewarding experience. With the "in-the-works" options for setting map sizes, I think that the long campaigns will become the favorite mode of play for many gamers. Taking all that into account, I believe that the randomness of the missions isn't too bad. The thing with long campaigns is that your force is usually part of the main effort, with the assumption that previous recons have established the enemy's presence and you are then tasked with "finding, fixing and destroying the enemy", "assaulting and breaking through the enemy's position", "delaying and possibly counterattacking the enemy's advance", " holding your position at all costs", or "an amphibious invasion".Īnother thing is that it must not be forgotten that your battalion or company is part of a larger effort that is off-map and unseen. Meeting engagements ARE relatively rare, but this also depends on the theater you're fighting in.