Core of Heroes and Leaders mod

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asl3d
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RE: Core of Heroes and Leaders mod

Post by asl3d »

Horse-Drawn vehicles

Despite the attention given to tank and mechanized warfare in WWII, all nations but Britain and the U.S. relied primarily on horse power for the bulk of their non-rail overland transport.

Horse-Drawn transport (hereafter referred to as a Wagon) is considered vehicular in nature.

A wagon counter is always identified by its obvious overhead depiction.

References to MP expenditures/requirements apply equally to the MP of horse-drawn transport unless specified otherwise.

A wagon provides transport services in the same manner as a truck.

A wagon is an unarmoured vehicle target and is treated as such when attacked.

(Dis)mounting a wagon counter costs for the infantry the same MFs as it does for a truck.

A wagon unit is formed by an undetermined number of Horse-Drawn vehicles capable of carry 1 squad (or its equivalent), 2 SW (support weapon), and 2 SMC (single unit counter, such as medic, leader, or scout).

A wagon unit is considered as if it were a “road” vehicle, and has all its characteristics. Its movement capacity is 6R MP.

Although the vulnerability of wagons is higher than that of trucks, and much greater than that of halftracks, however, this fact is not taken into account here, considering that their size of target, noticeably lower, compensates in a certain way , this handicap.

The wagon unit also has an inherent crew, as in the case of vehicles. Its inherent crew are the soldiers who accompany and guard of the wagons.


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RE: Core of Heroes and Leaders mod

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RATE OF FIRE (ROF)
The ROF is the capacity of a Team or Vehicle to attack more than once in the same game turn, although generally a gun normally only fires once per player turn.
However, a yellow star on the counter indicates a Multiple ROF equal to two shoots, thus conceivably allowing it to fire two times during a Player Turn.
This feature applies only to certain AFVs and Teams.
If the crew hits the target with its first shoot, it has saved itself time which can be used to select and engage another target.
On the other hand, if the crew misses the same target many times or by a wide margin, it may not even hit its initial target within that time frame, let alone engage other targets.


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RE: Core of Heroes and Leaders mod

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RAIL CARS
The many railroad tracks and sidings of the Stalingrad-1 Rail Station were crowded with rolling stock, much of it twisted wreckage and burnt-out from the fierce aerial bombardments of late August and early September 1942. The maze of rail cars provided many a good hiding place for snipers and isolated pockets of resistance, which would give the Germans problems right to the end of the battle.
Any hexside containing a Rail Car depiction is a Rail Car hexside.
Each Rail Car depiction is a 1 Level LOS Obstacle.
A Rail Car hexside has a +2 TEM.
Rail Car hexsides are considered directly attached if one or more Rail Car depictions straddles the adjoining hexside.
Infantry may cross a Rail Car hex at a cost of 2 MF.
Vehicles fully tracked may only cross a Rail Car hexside as if entering a wooden building hex.


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RE: Core of Heroes and Leaders mod

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GULLIES
Gullies are relatively narrow slits carved into the earth by once powerful streams.
A hex such as the image containing a thin, meandering black line enclosed in a light brown background which, in turn, is enclosed in a dark green background is a gully.
Unlike a stream (even if dry), the gully symbol need only appear in a hex for it to be considered a gully hex.
A gully hex is treated as a gully regardless of the other terrain in the hex.
Although units in a gully hex with a bridge are assumed to be on the bridge and not in the gully.
A gully is always a -1 level depression; i.e., a unit in a depression is one level lower than it would be if the gully were not present.
A unit in a gully cannot see any other depression hex unless it is adjacent and connected by a depression hexside.
A combination gully and woods hex is still a one level obstacle.
A combination gully and brush hex is still a 0 level LOS hindrance.
Barring other terrain in the hex, a gully is considered open ground.
The cost for entry into a gully hex is two MF regardless of whether the move is made through a gully hexside or not.
Movement costs for entry into a gully hex containing other terrain types are cumulative (i.e., it costs four MF to enter a gully hex with woods).
There is no cost for leaving a gully hex other than the cost of MF when moving to a higher elevation.


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RE: Core of Heroes and Leaders mod

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CLIFFS

Hill hexsides overprinting a darker, with rock shape, brownish colour are cliff hexsides representing near-vertical hillsides.
Cliff hexsides can also occur along depression hexsides.
The edge of a cliff is no more of an obstacle to LOS traced along that hexside than the elevation level it separates from the higher hill hex.
For LOS purposes, the brownish rock shape art depiction of a cliff depression is treated as part of the depression artwork.
There is no additional TEM for a cliff hexside beyond that normally attributable to a hill.
Only a good order infantry unit healthy may cross a cliff hexside, and only in the act of climbing.
Climbing requires all of a unit's MF allotment.


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RE: Core of Heroes and Leaders mod

Post by asl3d »

The release 2.0 of Heroes and Leaders mod is already available in this same "threah", in the post # 1:

tm.asp?m=4354865#

The main news are:
1.- All units of the Soviet army
2.- New units of the German army
3.- New terrain for the historical module "Barrikady"
4.- New Nations file
5.- New Sprites file
6.- New Events file
7.- New rules
8.- First scenario for the historic Barrikady module: "Barrikady West"

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RE: Core of Heroes and Leaders mod

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Barrikady Sormosk board: Industrial Training School (F.Z.O.)

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RE: Core of Heroes and Leaders mod

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Barrikady Sormosk board: Railroad substation

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RE: Core of Heroes and Leaders mod

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Barrikady Sormosk board: Sormosk district buildings

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RE: Core of Heroes and Leaders mod

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Barrikady Sormosk board: Headquarter buildings of Barrikady Factory Complex

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RE: Core of Heroes and Leaders mod

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Barrikady Sormosk board: Central goods station of Barrikady Factory complex

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RE: Core of Heroes and Leaders mod

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Barrikady Sormosk board: Railroad Depot of Barrikady Factory complex

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RE: Core of Heroes and Leaders mod

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Barrikady Sormosk board: South goods station of Barrikady Factory complex

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RE: Core of Heroes and Leaders mod

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Barrikady Sormosk board: Martin furnace workshop of Barrikady Factory complex

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RE: Core of Heroes and Leaders mod

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Barrikady Sormosk board: Auxiliar workshop 6 of Barrikady Factory complex

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RE: Core of Heroes and Leaders mod

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Barrikady Sormosk board: Central office building of Barrikady Factory complex

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RE: Core of Heroes and Leaders mod

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Barrikady Skulpturny: Fourth Scenario of the Historical Module Barrikady.

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RE: Core of Heroes and Leaders mod

Post by Gerry4321 »

Curious how you can add new rules. Would you not have to change the code for that?

Thanks.

ORIGINAL: asl3d

Here you have the core of Heroes and Leaders mod.

Current release: Heroes and Leaders mod 2.0, from August 29, 2018

CLICK HERE TO DOWNLOAD[/i]

The main news contained in release 2.0 of Heroes and Leaders mod are:

1.- All units of the Soviet army
2.- New units of the German army
3.- New terrain for the historical module "Barrikady"
4.- New Nations file
5.- New Sprites file
6.- New Events file
7.- New rules
8.- First scenario for the historic Barrikady module: "Barrikady West"

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RE: Core of Heroes and Leaders mod

Post by asl3d »

ORIGINAL: Gerry4321

Curious how you can add new rules. Would you not have to change the code for that?

Thanks.


Hello Gerry4321,

The code of a game, mainly gives us tests of the level of your artificial intelligence. However, it is not necessary to modify the code of a game to influence its conduct. In addition, it would not be correct to modify the code of the game without having the authorization of its owners.

The new rules can be introduced by acting on the Excel files that define the characteristics of the units, the terrain, and the game events. Lock 'n Load: Heroes of Stalingrad has been designed to accept a high level of customization, beyond being able to publish new maps and new scenarios.

Thus, I have been able to introduce special units such as Cavalry, Motorcycles, or mortars embarked on halftrack. In addition, I have been able to introduce the game mechanics inside the factories (vehicles can enter inside the stone buildings, LOS through several hexes inside the factories), the railroads along the hexsides, the hexside Rail Cars as obstacle, or the concept of climbing (cliff hexside).

As a novelty, I intend to include in the rules of the game the Bunker concept for the next Omaha historical module, with a Covered Arc along a particular hexspine, with very strong frontal and lateral protection but very vulnerable from the back, and without need that there are units inside the Bunker. It is still in the testing phase, but I trust it can work.

Regards,
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RE: Core of Heroes and Leaders mod

Post by Gerry4321 »

Thanks very much. Like some games have the properties in XML files I think.

Specific question - if someone is in a gully you can control how close the enemy has to be to see them right?

Also wondering about your sprites without numbers. Is it possible to have the sprites with numbers?

I have ToTH and people have created tons of scenarios which is lovely but the AI is not coded to deal with many of them, as in no snow rules, etc.

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