Scenarios in the game
Moderators: Paullus, Peter Fisla
RE: Scenarios in the game
He did a new terrain mod and counter mod. [:)] Not sure he finished the counter mod.
To fight and conquer in all our battles is not supreme excellence; supreme excellence consists in breaking the enemy's resistance without fighting.
Sun Tzu
Sun Tzu
RE: Scenarios in the game
Both of you were over at PC Ostfront too one time I think?
RE: Scenarios in the game
JMass is talented. He has done lots of mods for games. PCO (Panzer Command), BA (Battle Academy) and Squad Battles. I would guess lots more that I haven't seen or played. I am a simple modder. Most people can
do what I do. I just try something and learn each time.
do what I do. I just try something and learn each time.
To fight and conquer in all our battles is not supreme excellence; supreme excellence consists in breaking the enemy's resistance without fighting.
Sun Tzu
Sun Tzu
RE: Scenarios in the game
Kudos to both of you for what you do for the gaming communities.
RE: Scenarios in the game
The first test with the smaller counter seem not so bad.The counters are 55X55,so a conversion is very easy.


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- test.jpg (41.96 KiB) Viewed 380 times
RE: Scenarios in the game
Really like the versions with the tank names on there. And for infantry I would like the number 1 instead of 1st class. How hard would that be to learn to do.
- Peter Fisla
- Posts: 2598
- Joined: Fri Oct 05, 2001 8:00 am
- Location: Canada
RE: Scenarios in the game
ORIGINAL: acropora
The first test with the smaller counter seem not so bad.The counters are 55X55,so a conversion is very easy.
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I think for infantry and support weapons I use 46x46 pixels and I think for ordnance and vehicles I use 50x50(or is it 52x52?, I don't know as I'm at work right now and can't confirm), so the mod counter art can change but the size cannot change - please keep that in mind.
RE: Scenarios in the game
From 55x55 to 50x50 i don't think to lose much resolution,better if is 52X52 so is more close to what i have done.
Please don't use too smal counters otherwise becomes a problem.[:D]
Please don't use too smal counters otherwise becomes a problem.[:D]
RE: Scenarios in the game
I like your counters [:)]
46 x 46 = infantry & support weapons
52 x 52 = vehicles & guns
I think you still need the "stars" on the right and letter in the lower left. I guess you can not use the name class for infantry as long as you use counter images that are different between 1st and 2nd class
units. For example there are (7) types of German units of of two different classes.
As for vehicles, I don't think you really need a name for a Tiger I looks like a Tiger I. I added the gun sizes more for half tracks and say Panzer III's for example with different guns.
Toughest part is getting a clear image on a small pixel area. TotH has more space than say Squad Battles to work with [:)]
46 x 46 = infantry & support weapons
52 x 52 = vehicles & guns
I think you still need the "stars" on the right and letter in the lower left. I guess you can not use the name class for infantry as long as you use counter images that are different between 1st and 2nd class
units. For example there are (7) types of German units of of two different classes.
As for vehicles, I don't think you really need a name for a Tiger I looks like a Tiger I. I added the gun sizes more for half tracks and say Panzer III's for example with different guns.
Toughest part is getting a clear image on a small pixel area. TotH has more space than say Squad Battles to work with [:)]
To fight and conquer in all our battles is not supreme excellence; supreme excellence consists in breaking the enemy's resistance without fighting.
Sun Tzu
Sun Tzu
RE: Scenarios in the game
Probably a dumb question but I am used to large strategic games with a lot of turns with multiple impulses inside those moves. Some of these scenarios here have 7 turns, what constitutes a turn? EG: Turn 1 -- I move a couple of units make no contact with the opposing forces, is that the end of my turn 1? My opponet moves and maybe 1 unit fires and the rest do not due to no targets is that the end of their move..
If that is the case 7 moves could go pretty fast with nothing much being accomplished combat wise or territory taken for victory purposes. Is anything else going on in these move besides move and fire? It would seem to me these small battles are over in a very short period of time.
Sorry for all the questions but are there markings on the counters like firepower range and destruction capability of the unit if it hits an enemy unit.
I probably got it all wrong so please correct my way of thinking about this game, thank you.
Bo
If that is the case 7 moves could go pretty fast with nothing much being accomplished combat wise or territory taken for victory purposes. Is anything else going on in these move besides move and fire? It would seem to me these small battles are over in a very short period of time.
Sorry for all the questions but are there markings on the counters like firepower range and destruction capability of the unit if it hits an enemy unit.
I probably got it all wrong so please correct my way of thinking about this game, thank you.
Bo
RE: Scenarios in the game
ORIGINAL: acropora
The first test with the smaller counter seem not so bad.The counters are 55X55,so a conversion is very easy.
![]()
Love the looks of these counters. We will need a MOD section set up for this counters to be uploaded!
RE: Scenarios in the game
Bo,
Something like this is a turn.
A turn in TotH breaks into 16 segments. Each player will play 8 segments as either ATTACKER or
DEFENDER and then play as the other for the remaining 8 segments of the turn. You will play as both
ATTACKER and DEFENDER in one turn. SIDE A sets up first and SIDE B starts as ATTACKER.
The 8 Segments (+Pre Game Setup and End of Turn)
1. Pre-Game Setup Segment (PGSeg) – Occurs once a game. Allows players to place their units if
the scenario is not fixed. TS1 is fixed and does not allow custom unit set up.
2. Administrative Segment (Admin) – The ATTACKERs units will automatically attempt to return
to good order if broken or fix broken SWs. After the ATTACKER the DEFENDER will do the
same.
3. Fire Segment (FSeg) – The ATTACKER may perform FIRE actions with all eligible units.
4. Movement Segment (MSeg) – The ATTACKER may perform movement actions for units that
DID NOT FIRE (and are in Good Order) in FSeg. The DEFENDER may interrupt the
ATTACKERS movements with Defensive Fire.
5. Defensive Fire Segment (DeFSeg) – The DEFENDER may FIRE all units that did not fire
during the MoSeg.
6. Advancing Fire Segment (AFSeg) – ATTACKER units that moved in the MoSeg may fire at
reduced firepower.
7. Rout Segment (RSeg) – ATTACKER performs actions first. Broken units that are adjacent to
good order enemy units or within LOS of any enemy unit while in Open Ground, must ROUT
away (to cover or out of LOS) failure to do so will result in destruction of the unit.
8. Advance Segment (AdSeg) - The ATTACKER may move all units one hex, and possibly into a
hex occupied by a DEFENDERs unit. This will trigger Close Combat Assault (CCA) and mark
the hex for Close Combat
9. Close Combat Segment (CCSeg) – All hexes marked Melee resolve first (unresolved CCAs),
followed by hexes marked with CCA.
10. End of Turn (EoT) – Once the CCSeg has resolved Players will swap roles as DEFENDER and
ATTACKER. Once both players have been ATT/DEF the turn will end.
Something like this is a turn.
A turn in TotH breaks into 16 segments. Each player will play 8 segments as either ATTACKER or
DEFENDER and then play as the other for the remaining 8 segments of the turn. You will play as both
ATTACKER and DEFENDER in one turn. SIDE A sets up first and SIDE B starts as ATTACKER.
The 8 Segments (+Pre Game Setup and End of Turn)
1. Pre-Game Setup Segment (PGSeg) – Occurs once a game. Allows players to place their units if
the scenario is not fixed. TS1 is fixed and does not allow custom unit set up.
2. Administrative Segment (Admin) – The ATTACKERs units will automatically attempt to return
to good order if broken or fix broken SWs. After the ATTACKER the DEFENDER will do the
same.
3. Fire Segment (FSeg) – The ATTACKER may perform FIRE actions with all eligible units.
4. Movement Segment (MSeg) – The ATTACKER may perform movement actions for units that
DID NOT FIRE (and are in Good Order) in FSeg. The DEFENDER may interrupt the
ATTACKERS movements with Defensive Fire.
5. Defensive Fire Segment (DeFSeg) – The DEFENDER may FIRE all units that did not fire
during the MoSeg.
6. Advancing Fire Segment (AFSeg) – ATTACKER units that moved in the MoSeg may fire at
reduced firepower.
7. Rout Segment (RSeg) – ATTACKER performs actions first. Broken units that are adjacent to
good order enemy units or within LOS of any enemy unit while in Open Ground, must ROUT
away (to cover or out of LOS) failure to do so will result in destruction of the unit.
8. Advance Segment (AdSeg) - The ATTACKER may move all units one hex, and possibly into a
hex occupied by a DEFENDERs unit. This will trigger Close Combat Assault (CCA) and mark
the hex for Close Combat
9. Close Combat Segment (CCSeg) – All hexes marked Melee resolve first (unresolved CCAs),
followed by hexes marked with CCA.
10. End of Turn (EoT) – Once the CCSeg has resolved Players will swap roles as DEFENDER and
ATTACKER. Once both players have been ATT/DEF the turn will end.
To fight and conquer in all our battles is not supreme excellence; supreme excellence consists in breaking the enemy's resistance without fighting.
Sun Tzu
Sun Tzu
RE: Scenarios in the game
May I ask where the art from "first test" came from? Lock and Load? Quite nice looking.
RE: Scenarios in the game
ORIGINAL: lparkh
May I ask where the art from "first test" came from? Lock and Load? Quite nice looking.
Yup.
Biggest problem is finding complete images of most German, Soviet, US and British men, weapons, guns and vehicles
to have matching counters. I have some sweet Soviet and German images, but no matching US or Brits.
I think you will see lots of mods - IMHO. [:D]
To fight and conquer in all our battles is not supreme excellence; supreme excellence consists in breaking the enemy's resistance without fighting.
Sun Tzu
Sun Tzu
RE: Scenarios in the game
Come from my mod for L&L.As you know L&L have only Russian and German.So i must find pictures for British and American.May I ask where the art from "first test" came from? Lock and Load? Quite nice looking.
No problem for the AFV,for Infantry i have some pictures.
Richie 61,one source for infantry pictures are the beautiful art box of the Tamya plastic kit.Obviously you must work with Photoshop or something other.
The problem,about infantry and gun pictures,could be if you add Italian and minor country.
Since i'm not a tester i must wait the game to decide something.

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- l_6271_us_1st_army.jpg (45.37 KiB) Viewed 367 times
RE: Scenarios in the game
Acropora,
Here are some images that you may know of and may work well for you.

There are every side you would need. [:)]
http://boardgamegeek.com/images/boardga ... ont/page/5
Here are some images that you may know of and may work well for you.

There are every side you would need. [:)]
http://boardgamegeek.com/images/boardga ... ont/page/5
To fight and conquer in all our battles is not supreme excellence; supreme excellence consists in breaking the enemy's resistance without fighting.
Sun Tzu
Sun Tzu
RE: Scenarios in the game
Thank you Richie61.This pictures are very good.
RE: Scenarios in the game
ORIGINAL: acropora
Thank you Richie61.This pictures are very good.
No problem. [:)]
To fight and conquer in all our battles is not supreme excellence; supreme excellence consists in breaking the enemy's resistance without fighting.
Sun Tzu
Sun Tzu
RE: Scenarios in the game
ORIGINAL: Richie61
I like the SL/ ASL look. SL was my very first board game [:)]
I like the look too. BTW, the Campaign Series guys have done a nice job recreating the old Panzer Blitz/Panzer Leader scenarios, and the latest Middle East game has a nice Arab-Israeli Wars mod in progress (thank you Crossroads!). So certainly, an "Ode to Squad Leader" mod package would be fantastic. A blast from the past! [8D]
Bill Macon
Empires in Arms Developer
Strategic Command Developer
Empires in Arms Developer
Strategic Command Developer




