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Civil War Battles: Campaign Ozark

Also known as:
Developer:
John Tiller
Publisher:
HPS Simulations
Release date:
Off. Website:
Genre:
Strategy
System:
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Your rating: None Average: 9 (1 vote)
 

patch 1.05

Author: Administrator Date: 21.12.17 System:
Changes for Campaign Ozark 1.05
    - Added optional Night Movement Fatigue rule.

Changes for Campaign Ozark 1.04
    - Additional of new optional Target Density rule which causes
      increased fire value against targets with more than 2/3 maximum
      stacking in hex.
    - New optional Bridge Limit and Repair rule that allows damaged bridges
      to be repaired and imposes bridge strength limits on movement (see
      Movement section of Users Manual for more information).
    - Change to Disruption recovery determination so that Artillery units use
      their Morale rating for the recovery test (see Command section of
      Users Manual).

Changes for Campaign Ozark 1.03
    - Map Graphics: new 3d Features and 3d Symbols files.
    - Minor map changes: including extension of main Pea Ridge map on east edge
    - Minor oob changes: some unit names changed to number and state
      designations.
    - Changed mixed arms values in pdt file.
    - Minor scenario fixes: ex. unit strength adjustments.
    - Gunboat stacking is limited to two per hex.
    - Added gunboat artillery loses to count for victory points.
    - Added the ability to create 2 hour night turns. (.pdt file)
    - Leaders, supply wagons, and limbered arty will not prevent a 
      defending unit from retreating after a lost melee.
    - Supply wagons will have the option of counting toward victory points.
    - Defending units will now fire at 100% as a result of melee.
    - A/I Artillery will only fire at valid targets.   

Changes for Campaign Ozark 1.02a
    - Fix for Column Movement crash.

Changes For Campaign Ozark 1.02

    NOTE: map changes in this version may cause problems for games in progress.
    Before applying this update, you may wish to complete any existing battles
    to avoid any problems caused by map changes in this update.

    - Added command ranges for Corps and Armies to game engine.
    - Changes in command ranges to reflect chaotic Confed C&C in '61 and
	early '62
    - Many changes to Cane Hill and Prairie Grove maps--eliminated downstream
	Illinois River crossing, proper location of roads and landmarks in
	Cane Hill valley, added more trails, missing creeks, relocated
	Morrow's Farm to proper place, etc.
    - Added rough hexes to ravines along hollow east of the tavern at
	Pea Ridge (gives the historical effect of shooting down the ravines
	from the ridges just east of Elkhorn Tavern)
    - Changes to Pea Ridge scenario setups on Union side to better represent
	campaign choices
    - Divided larger Union regiments into battalions to provide more
	flexiblity at Pea Ridge
    - Added low probability Confederate reinforcements to Dunagin's Farm
	scenarios for balance and play interest
    - Fixed 3d icon problem for Pike's Indian inf units on Pea Ridge oob
    - Adjusted Confederate setups for Crane Creek scenarios
    - Added token Rhea's Mill train guards to PG scenarios
    - Added high point VP hexes in Union rear to reward Confed offensive
	action at PG
    - Adjusted dusk times for winter scenarios
    - Removed Hopkins'Btty from PG campaign battles occurring after Confed
	win at Newtonia (in campaign, a Confed loss results in the loss of
	a Texas battery at Old Fort Wayne which the Union forces
	historically restaffed with ex-cavalrymen. A clear Confed win assume
	the disastrous battle at OFW did not occur)
    - Added more small regimental ammunition trains to Blunt's Division at
	Cane Hill
    - Changes to graphics for Ozark by scenario designer:
	- new breastworks, fields, rough hexes
	- new unit 3d icons Union cav, Union Indian cav, Confed western cav,
	    Confed guerrilla, Confed mtd indian, proper sky blue pants for
	    Union inf, various other small changes
    - "k"=mixed arms range reduced from 4 to 3 hexes
    - Added Confed Maj Victory possibility to Lyon Campaign
    - Fixed Union entry hex for Cane Hill battles to above Cincinnati/Mtn
	Road junction
    - Removal of Shaler's Regt from PG battles (they were on provost duty
	at Fort Smith/Van Buren--replaced by Hunter's Missouri Regt in PG OB)
    - Additional comments in Scenario Notes, mostly dealing with new
	command range feature

Changes For Campaign Ozark 1.01
    - Minor changes to several maps (new fencelines at PG, new labels,
	altered treelines, new trails, etc).
    - Pdt file changes to incorporate night combat penalties, trench hexes,
	missing weapon, terrain height.
    - OOB file changes that will not affect current games (unit quality
	changes, name shortening, addnl arty in Lexington relief scenarios,
	better IDs).
    - Fixed 3d icon id for Voerster's Pioneer company (Lyon Campaign
	scenarios).
    - AI scripting for Crane Creek scns.
    - Added fatigue to Federal units in the night march PG campaign scns.
    - Objective changes in Crane Creek scenarios.
    - Adjusted fixed units/release schedule in WC, Boonville scenarios.
    - Added Western Army baggage train to WC scenarios.
    - Slightly lengthened the four campaign WC scenarios.
    - Reworked VP sites and conditions in PG and Cane Hill scenarios.
    - Fixed incorrect status of Anderson House position in later Lexington
	scns, changed abatis lines and added more map features, sally ports,
	breastworks to represent static prone siege positions, etc.
    - Changes to Carthage scenarios to simulate disorganized state of MSG.
    - Changes in cavalry VP values in Lexington,Prairie Grove, Wilson's Creek,
	and Newtonia scenarios.
    - Changes in WC release schedule.
    - New scenarios (94 total now):
	* Large battle at Boonville between MSG and Lyon's entire force.
	* Carthage variant with force not in initial contact.
	* Wilson's Creek variants with and without fixed units.
	* Pea Ridge variants with our without fixed units and Confed supply.
	* New Lexington scenarios with larger Federal garrison and relief
	    forces.
	* Battle at Spring River (Lyon does not fight at Wilson's Creek).
    - Fixed typos in scenario/campaign descriptions.
    - Fixed Indian units unit designation from inf to cav in PG, fixes 3d icon
	problem.
    - "w" weapon is now 2.25in mountain rifle.
    - Lowered Rebel VP loss/gain for artillery to 45 per gun (60/gun for State
	Guard battles).
    - Cavalry VP loss/gain varies by scenario (always check conditions prior
	to play).
    - Updated and added to the Ozark Scenario Designer's Notes.
    - Fixed mortar weapon line in pdt file for Lexington scenarios.
	
Changes for Campaign Ozark 1.0
    - Added new On-Map Results feature which displays combat results on
      the map rather than in a separate dialog box.
    - Added Night Attack Penalty to parameter data (see Meleeing in
      User Manual).
    - Added feature that routing units will disrupt units in hexes that
      the routing units retreat into.
    - Added Shift feature under Hexes Menu in Scenario Editor for shifting
      units on the map.
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