Dev Log: Monty's Front--OVERLORD

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bcgames
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Dev Log: Monty's Front--OVERLORD

Post by bcgames »

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After much thought and discussion, we have decided how we will treat ocean-facing, Kriegsmarine batteries. They will be portrayed on the game map as infantry units; this portrayal represents the defensive capability of the guns crews and on-site support personnel. The Allied Naval units assigned the mission (historically) to the neutralize these sites will not appear as available Naval Assets (for player employment) until their assigned Kriegsmarine battery target was "disappeared" (historically), as threats to Allied naval operations.

We did consider the creation of a Counter-Naval game engine along the lines of the current Counter-air system...shore batteries vs naval assets, RADAR, SONAR, U-Boats, E-Boats, Anti-naval Air, Weather and Sea States...but set these thoughts aside as high-complexity, low-value additions to a ground-oriented game. IOW, don't start a good ground game with a complicated set of Naval rules rules that will only be in effect for a few game turns. Good scenario design will account for the impacts of the naval war on the ground war.
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Re: Dev Log: Monty's Front--OVERLORD

Post by Hellway »

Maybe just add them as operational supports like the other reinforcement possibilities (command and air assets)...? A menu similar to air operations dedicated to maritime support (u-boat,...) and new operational support options for coastal artillery...
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Re: Dev Log: Monty's Front--OVERLORD

Post by bcgames »

I hear you. Will think on it a bit. Trying to reduce complexity. WEGO ground operations is our center. If we can't get that part right for a larger gamer population, we're working too hard for too little.
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Re: Dev Log: Monty's Front--OVERLORD

Post by Hellway »

Thank you for your consideration. My remarks and modding are only cosmetic (welcome in my opinion) but the complexity of the game is really not a problem, it's even the interest and depth of it. I hope you won't give in to the sirens of the easy way. I just wanted to share this idea to include this tactical aspect in the game without too much technical difficulties or to make the gameplay heavier (but I don't doubt that you have already thought about it). Sincerely, Hellway.
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Re: Dev Log: Monty's Front--OVERLORD

Post by bcgames »

Thank-you for taking the time and effort to provide your input. Good ideas from the players help us grow the engine.
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Re: Dev Log: Monty's Front--OVERLORD

Post by bcgames »

Getting close to finalizing the tile-based map. Our French correspondent/wargamer--in Normandie--is providing his input...
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Re: Dev Log: Monty's Front--OVERLORD

Post by bcgames »

bcgames wrote: Fri Dec 02, 2022 4:28 am Getting close to finalizing the tile-based map. Our French correspondent/wargamer--in Normandie--is providing his input...
...and ever closer...The Amphibious Landing Zones...

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Re: Dev Log: Monty's Front--OVERLORD

Post by bcgames »

The Big Picture...

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Re: Dev Log: Monty's Front--OVERLORD

Post by bcgames »

Back from vacation and back at it. Currently building the naval assets for Monty's Front: OVERLORD. Working on the Western Naval Task Force. These guys supported UTAH and OMAHA beaches.

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Working on the rest...
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Re: Dev Log: Monty's Front--OVERLORD

Post by bcgames »

Building the Allies Tank Fleet for the OVERLORD, MARKET-GARDEN, and INFATUATE games:

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Re: Dev Log: Monty's Front--OVERLORD

Post by Zovs »

bcgames wrote: Sat Dec 17, 2022 3:38 am Building the Allies Tank Fleet for the OVERLORD, MARKET-GARDEN, and INFATUATE games:

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Will we get to see the various M4A1 and M4A2 and A3 with the 76mm as well? But most importantly of all the US Assault tank, the M4A3E2?
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Re: Dev Log: Monty's Front--OVERLORD

Post by bcgames »

Just a sampler of tanks to date to show we are working hard on Monty’s Front Trilogy…
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Re: Dev Log: Monty's Front--OVERLORD

Post by bcgames »

Building the Funnies...

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Re: Dev Log: Monty's Front--OVERLORD

Post by bcgames »

Assault Waves. The time scale in the OVERLORD game (Summer time) is four hours per day turn and eight hours per night turn--for a total of five game turns per day. Therefore, we will represent each invasion landing zone four hexes deep from shore to sea. The hexes adjacent to shore will be occupied by Allied units landing at H-Hour. The second hex back from shore represents units arriving at H+1, third hex back is H+2, and the fourth hex back H+3. IOW, each of the four hexes within a landing zone equals one hour of time in a daylight turn.

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Note: The graphics in the image above use the tile-based map as defined in the map editor; the final map will be represented using a detailed, image-based map created using PhotoShop.
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Re: Dev Log: Monty's Front--OVERLORD

Post by bcgames »

Losing the plot...

Q. Wouldn't it be great if each ship and LCT(R) of the historical Bombardment Groups was represented in the game?

A. Uh no...assigning missions--clickety-click--to 100+ naval ships/vessels in a ground-oriented game is not good game fun. IDEA REJECTED.

Q. What if instead...we represented all the destroyers, frigates, and destroyer escorts as squadrons, and big ships (Light Cruisers and above) individually...plus represent...ummm...all the Poles, Nederlanders, Norwegians, Canadians, and Free French ships to show the diversity of the Allied Navies? Great! Right?

A. Uh no...that's still a large, confusing amalgam of flags for the player to sort through. Maybe organize them by what beach can they support?

Q. OK. What if we replace their National flags with a flag showing the beaches they support?

A. This image...

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Hmmm...I'm not going to play this game. IDEA REJECTED. Too many ships, too hard to comprehend Naval rules before I even get to play the ground game--which is why I'm here.

Solution. Scrap all the above and provide a minimal/"just enough" Naval presence to let us know "they were there" without all the detail and the tedium of employment. Goal: Reduce the Naval clikety-clicking--and focus the fun on the ground game.

Game Dev logs are not always happy places for you to visit. But--remembering The Plot can help to keep the bowling ball out of the gutters.
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Re: Dev Log: Monty's Front--OVERLORD

Post by Deathtreader »

Hi,

I see your point......it could be very cumbersome.

Perhaps we could have 3 bombardment values (light arty, medium arty, heavy arty for each beach) representing range/weight of shell for light craft (destroyers et al) medium craft (all cruisers) and heavy weights (monitors/battleships).

Just a thought

Rob.
So we're at war with the Russkies eh?? I suppose we really ought to invade or something. (Lonnnng pause while studying the map)
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Re: Dev Log: Monty's Front--OVERLORD

Post by bcgames »

Good idea.

Have discussed this idea with the OVERLORD scenario designer (Don Timian). We are agreed that “heavy artillery” is represented by individual battleships and monitors. “Medium artillery” will be cruiser divisions (heavy and light) of two ships each, and no change to destroyer/destroyer escort squadrons.

These allotments will decrease the number of naval assets by about 50%. We’ll see how that goes.
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Re: Dev Log: Monty's Front--OVERLORD

Post by bcgames »

Towards this end...Cruiser divisions and destroyer squadrons graphics...

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Re: Dev Log: Monty's Front--OVERLORD

Post by bcgames »

Scenario designers will have the option of doing the Full Monty. All the cruiser divisions in the game will have their component cruisers available for more detailed scenario creation treatments.

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Re: Dev Log: Monty's Front--OVERLORD

Post by bcgames »

Building the Allied and Axis air fleets one aircraft at a time. D-Day stripes for allies.

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Working on getting the air war "about right" for the campaign in Normandy. Much of it was out of sight of the soldiers on the front line (other than watching planes fly overhead, headed to support--someone else). Interdiction and counter-air will play a central role for Allied and Axis air. Bombardment and Ground Support takes a backseat given the challenges of target identification in the bocage/hedgerow country. Barrage balloons, V-1s and V-2s will make an appearance on Monty's Front.
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