Bocage Hell - 1944

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sPzAbt653
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RE: Bocage Hell - 1944

Post by sPzAbt653 »

Thanks Rob! It's a fun thing being able to ponder the individual aspects of campaigns and battles, all have different influences. Then to have TOAW with all of its flexibility at our fingertips is great. It is sometimes too flexible and makes overthinking and over-designing a real possibility.

And of course, typing out paragraphs of notes help keep things straight in our minds, and also helps future players.
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sPzAbt653
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RE: Bocage Hell - 1944

Post by sPzAbt653 »

I have noticed this line in the Scenario Document:

PNG Graphics - Please turn these off in the Player Options Menu as the graphics package will not display properly with them on. 'Support PNG Graphics' = OFF.

This was true of TOAW III, but does not apply to TOAW IV so you can disregard this note. No worries either as I noticed no difference for this scenario in setting PNG=OFF or PNG=ON. I have deleted this line from later versions of the doc.
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sPzAbt653
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RE: Bocage Hell - 1944

Post by sPzAbt653 »

Haven't played this one in a couple years, so I loaded it up in TOAW IV and gave it a go. Took almost three weeks to play it thru, tons of fun, and I lost [as seen below].

As I have now played it in TOAW IV plus straightened out a few minor things, I re-posted the scenario in post #1 of this thread.

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JapLance
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RE: Bocage Hell - 1944

Post by JapLance »

Excellent! Thanks a lot. I'll give Bocage Hell a try soon.

I noticed that there is no h_CounterUnits.png in the download and zoomed-in counters look a bit blurry, so I took the liberty to make one that includes the exchanged Coastal Battery icon. I couldn't spot any other reworked icons, but if there are any other I can try to add them.
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BocageHell..terUnits.zip
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Greetings from Spain.
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sPzAbt653
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RE: Bocage Hell - 1944

Post by sPzAbt653 »

I didn't notice that, but when I put them side by side I can see it [your file is used on the right side]. Thanks !

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Nicholas Bell
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RE: Bocage Hell - 1944

Post by Nicholas Bell »

ORIGINAL: JapLance
I noticed that there is no h_CounterUnits.png in the download and zoomed-in counters look a bit blurry, so I took the liberty to make one that includes the exchanged Coastal Battery icon. I couldn't spot any other reworked icons, but if there are any other I can try to add them.

Nice work -thank you!
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JapLance
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RE: Bocage Hell - 1944

Post by JapLance »

Glad you liked the change [:D].

Another visual change I did was related to the use of Wadis in the roads crossing rivers. By using river tiles renamed as the wadis ones you don't get to notice the difference, while you retain the impossibility of blowing up the bridges.

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sPzAbt653
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RE: Bocage Hell - 1944

Post by sPzAbt653 »

That is something I had done originally but changed it back, to avoid confusion. Not that it would, just that sometimes folks don't read stuff too good [:)]

Now you've got me playing in 2D Huge, and with the screen at 1024 x 1280 I am really liking it. So I'll have to go thru a bunch of scenarios and check those h_files to see if any need work. Previously, I had the attitude that if you played in 2D Huge that you must be blind anyway so it wouldn't matter !
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gbaby
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RE: Bocage Hell - 1944

Post by gbaby »

Larger monitor and higher resolutions will change your mind fast.

Some of us play 2D Huge only. The 2d Large is not very large at all and almost unplayable on higher resolutions, but still a good view to get a broader view of the situation.
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JapLance
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RE: Bocage Hell - 1944

Post by JapLance »

I hardly use the large setting and go for the huge view, specially when planning the attacks. At 1920x1024 counters are really small, and with the huge view I get about the same area as I did in COW back in the day (in 800x600 resolution [:D]). And not only that. 15 years ago when I played COW I had a CRT monitor about 50 cm. from my face. A flat monitor is now probably at almost double the distance from my eyes.

Combat planner is still a problem though [:D].
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Nicholas Bell
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RE: Bocage Hell - 1944

Post by Nicholas Bell »

ORIGINAL: JapLance
Another visual change I did was related to the use of Wadis in the roads crossing rivers. By using river tiles renamed as the wadis ones you don't get to notice the difference, while you retain the impossibility of blowing up the bridges.

Another excellent idea! Improves the visuals! [:)]
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JapLance
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RE: Bocage Hell - 1944

Post by JapLance »

Well, I finally started up a game of Bocage Hell as the Allies.

So far so good, but there's one thing I find odd. The scenario scale is 2.5kms per hex, but the map is at 1Km per hex, so the artillery ranges are really short.

This is not a massive problem for the artillery units (they simply have to get closer to the front lines), but it leaves most of the Allied naval forces completely out of position after the first couple of turns. I'm staging the attacks at the beginning of turn 3 and most DD units hardly have any targets to fire at in their sectors. I expect the front to be out of reach of most naval fire (battleships have a decent range of 13 hexes) in one turn or two.

I'll keep playing and will report if I find something strange.
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RE: Bocage Hell - 1944

Post by Oberst_Klink »

ORIGINAL: JapLance

Well, I finally started up a game of Bocage Hell as the Allies.

So far so good, but there's one thing I find odd. The scenario scale is 2.5kms per hex, but the map is at 1Km per hex, so the artillery ranges are really short.

This is not a massive problem for the artillery units (they simply have to get closer to the front lines), but it leaves most of the Allied naval forces completely out of position after the first couple of turns. I'm staging the attacks at the beginning of turn 3 and most DD units hardly have any targets to fire at in their sectors. I expect the front to be out of reach of most naval fire (battleships have a decent range of 13 hexes) in one turn or two.

I'll keep playing and will report if I find something strange.
Easy fix... go to the editor and change the km/hex. Unless it's wanted, as per design.

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JapLance
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RE: Bocage Hell - 1944

Post by JapLance »

I thought about it, but that would triple the movement points of all units. No idea if it may have some other unwanted effects.
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RE: Bocage Hell - 1944

Post by Oberst_Klink »

ORIGINAL: JapLance

I thought about it, but that would triple the movement points of all units. No idea if it may have some other unwanted effects.
So I guess, it's WAD. Well. I am sure Steve will let us know.

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sPzAbt653
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RE: Bocage Hell - 1944

Post by sPzAbt653 »

Yes, working as designed.
jmsmatrix
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RE: Bocage Hell - 1944

Post by jmsmatrix »

What am I doing wrong? Cannot download. Get a dialog showing the # of times downloaded, with a menu and "save to pocket" option. Cannot figure out how to download.

Thanks for help.
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Lobster
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RE: Bocage Hell - 1944

Post by Lobster »

At 1 km per hex should be some direct fire. Unfortunately TOAW does not provide for that.
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sPzAbt653
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RE: Bocage Hell - 1944

Post by sPzAbt653 »

What am I doing wrong?
Click the link, save the file. Don't know what else to say.
Rosseau
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RE: Bocage Hell - 1944

Post by Rosseau »

135 downloads so far - very nice!
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