hand card ?

Advanced Tactics is a versatile turn-based strategy system that gives gamers the chance to wage almost any battle in any time period. The initial release focuses on World War II and includes a number of historical scenarios as well as a full editor! This forum supports both the original Advanced Tactics and the new and improved Advanced Tactics: Gold Edition.

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freeboy
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Joined: Sun May 16, 2004 9:33 am
Location: Colorado

hand card ?

Post by freeboy »

I noticed I could bring in troops and use them the same turn, granted at no experience..

Is the use of hand card and the troops, if that is what is played , hard coded? I would like to see a dely from turn they come in to when they are active to move on my scenario I am building?
"Tanks forward"
tweber
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Joined: Wed Jun 27, 2007 1:32 pm

RE: hand card ?

Post by tweber »

I think you are refering to the action cards in the Europe scenario. An action card calls an event. You can set up a delay with the use of game vars and regime vars.
seille
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RE: hand card ?

Post by seille »

@Freeboy
This is a scenario designers thing. As Tom wrote the cards are available to allow players to run events just by a mouseclick.
Buying troops is only one example among many others. And this is not a standard thing. The scenario designer must
put the cards into his scenario and configure them. 1939 made intensive use of these cards.
 
 
 
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freeboy
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RE: hand card ?

Post by freeboy »

right, I am designing a senario, and want to have a delay .. ie troops arive with 0 action points.. is that possible?
"Tanks forward"
seille
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RE: hand card ?

Post by seille »

Ah, now i understand.
The delay Tom had in mind was more the units arrive the turn after the card was played.
I´m sure this is possible using a counter or something like this.
 
What you want to do is not that easy since the action points are no thing you can edit (then it would be easy).
The AP are calculated by readiness. So the only way to let 0 AP units arrive would be to set the readiness of the predefined units
to 0. The problem: You´ll get 0 AP units which will need 3 or 4 turns to fill up their lost readiness again. So that´s not a good
solution.
 
Perfect would be you could let the readiness untouched, but still say 0 AP for the predefined units.
But as far as i know this is actually not possible.
Correct me when i´m saying something wrong, Vic [:)]
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freeboy
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RE: hand card ?

Post by freeboy »

Perhaps arriving with a delay of a turn is easiest.. I want to do some work and get a smaller scale ardenes or Normandy conflict, my two favoritte ww2 conflicts.. where the senier general gets to choose how to proceed with his or her offense/defense. Would like to have cards for things like, add extra mobile aa, which would reduce air power.. things like that.. so the rock paper siscors analogy in normany is art/naval art/air/ inf a arm vs anti air/ anti tank and infantry units .. in ardennes probably giving allies quick response verses better quality optiomns, and germans better troops/ moor troops. etc... would have liked to have been already into these sdesigns other than dads illness and death recently. [:(]
"Tanks forward"
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