
Napoleon at Austerlitz (The Wargamer #17)

Thanks to HPS for ADC2, JASC Software for Paint Shop Pro 4 (v4.15) and Nick Bell and HKL for 
providing the means to post this title for the appreciation of a wider audience. Thanks also 
to other unknown (to me) individuals whose earlier graphic work has provided some templates 
for my efforts.

My game sets are made as functional as necessary to enable me to play through the games on my 
PC to my own degree of satisfaction - I don't have too much time to play around with graphic 
embellishments. Reference to the rules or original map of the game should allow you to figure 
out my rationale, and resolve discrepancies that I haven't noticed so far.

Feel free to modify my work as you see fit and improve on the game set to suit it to your tastes.
If it is a big improvement then please post it on HKL.

Notes

Map	I've tried to be true to the original map, but the printed range of colours, navy 
	through green to dark brown to illustrate elevation, made French and Russian units 
	difficult to see at lower elevations, particularly at zoom 2, so I changed to a 
	different graduation of colours. Also to accomodate the Fog rule (rule 17) I've tried
	to make the terrain levels either side of the 260' contour distinct so it is easily 
	recognizable.

	The contour lines are stylized and do not follow the intricacies displayed on the
	original map.
	If you have read any of the readme files from my previous ADC2 gamesets you will 
	know that I am not too fussed about being precisely accurate in reproducing all 
	terrain features. I'm after producing an, for the most part, accurate map in a 
	playable module, if that means sacrificing some pernickerty detail (usually the 
	fine detail in coastlines) that's fine by me. Photorealism - someone else can do 
	it because they'll have more time. I'm doing the best I can in the time I have 
	available. For me ADC2 is a means to an end; I make these modules to play them.
	In the case of 'Napoleon at Austerlitz' I would be forever and a day playing with 
	contour line graphics. By way of a compromise I have produced a set of generic 
	contour lines and have applied them to the map in such a way that, except in a few 
	cases (and I'm not saying where they are), if you apply the games' LOS and fire 
	rules the same results are achieved. There are many places where my contour features
	do not exactly match the original game map, but there are far, far more where they 
	do. In any case the game map terrain features are only an approximation to what is 
	really on the ground and exactly how accurate are they? I've satisfied myself that 
	the discrepancies between this ADC2 set and the printed map are minimal and do not 
	have a significant effect on play. If you trust me - enjoy the game.

	With reference to Note 1 on the Terrain Effects Chart  - this map has filled hexes 
	wherever a single tree or marsh symbol occurs on the original map.

	A demoralization level track has been added to keep a record of formations' current
	values, each formation has a marker set at its maximum value - whenever a formation
	reaches zero demoralization should take place. (The reverse of the pencil-and-paper 
	option given in the rules.)
	

Units	To assist in identifying units from the same corps (French) or column (Allied) I have 
	added coloured bands to the units.

	To cut down on the number of unit graphics names do not appear on the game pieces.
	For the same reason initial strength figures do not appear on the unit graphics 
	(morale [top right] and, for artillery, fire strength [small figures top left on 
	artillery units] information still do).

	Initial strength values are to be found in the piece information fields and will have to 
	be edited as the game proceeds.

	On the Allied side both Kollowrath's and Milodorovich's columns had the designation '4',
	to prevent confusion on my part while I was creating the set I designated the Austrians 
	'A4' and the Russians 'R4'.

	Napoleon's leadership and rally values have been added to the 'alive' side of his counter.
	
	One French artillery unit had different initial fire strengths on its disrupted and 
	undisrupted sides; after checking sources on the battle I decided to give it the value 
	from its undisrupted side.

	Contrary to what the rules indicate for Austrian units, the unit silhouette is black for
	all undisrupted units and another colour (grey or blue, according to nationality) for
	disrupted units.

	To keep the 'look' of the original game map I have chosen to use large units in proportion 
	to the hex size.

	Leader units, except Napoleon, have been created to cycle through four different graphics,
	original leader, undisrupted --> original, leader disrupted --> replacement leader,
	undisrupted --> replacement leader, disrupted --> original leader, undisrupted .. and so on.


	Malcolm.Atherton@tinyworld.co.uk			14/11/01.
