Counters Mod for Heroes and Leaders mod

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CHINCHIN
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RE: Counters Mod for Heroes and Leaders mod

Post by CHINCHIN »

At the moment I'm playing a scenario of HnL very complicated against the Russians, and on top have taken about 6 or 7 heroes, exasperating.

Ok with the FP of 1 for heroes, and select in the scenarios some possibilities of heroes of rare or limit.
My native language is Spanish, and no English language mastery, sorry.
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rico21
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RE: Counters Mod for Heroes and Leaders mod

Post by rico21 »

ORIGINAL: Gerry4321

I like the proposal of course. Would be nice to hear what Rico and Chinchin think as they design scenarios.

Is there a way to set up a poll on these forums?

Hi Gerry,
Lock n load does not have a rate of fire like asl or Toth (The rate of fire allows you to shoot opportunely several times on approaching opponents). This is compensated by the appearance of Heroes which complicates the plans of the attacker on a target defined in advance.
So in summary, you need heroes but not too much.
But that's my vision and I also consider that a scenario designer is the only master of his scenario.
Gerry4321
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RE: Counters Mod for Heroes and Leaders mod

Post by Gerry4321 »

ORIGINAL: CHINCHIN

At the moment I'm playing a scenario of HnL very complicated against the Russians, and on top have taken about 6 or 7 heroes, exasperating.

Ok with the FP of 1 for heroes, and select in the scenarios some possibilities of heroes of rare or limit.
Is that a scenario in the German campaign? Where you are retreating and the Soviets have tons of units? I saw discussions on forums about that I think. One of the strategies for the Germans was to NOT fire at broken stacks because of the chance of creating heroes. In most games you would want to fire at them to eliminate the broken ones. So a bit crazy I think.
Only feature of LnL that I really dislike is the large number of super heroes.
dox44
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RE: Counters Mod for Heroes and Leaders mod

Post by dox44 »

i try best to ignore all those heroes...
CHINCHIN
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RE: Counters Mod for Heroes and Leaders mod

Post by CHINCHIN »

ORIGINAL: Gerry4321
Is that a scenario in the German campaign? Where you are retreating and the Soviets have tons of units? I saw discussions on forums about that I think. One of the strategies for the Germans was to NOT fire at broken stacks because of the chance of creating heroes. In most games you would want to fire at them to eliminate the broken ones. So a bit crazy I think.
Only feature of LnL that I really dislike is the large number of super heroes.

No, I was referring to "Barrikady Yanvarya." In the scenario that you say the key is to have good luck with the artillery.
My native language is Spanish, and no English language mastery, sorry.
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asl3d
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RE: Counters Mod for Heroes and Leaders mod

Post by asl3d »

ORIGINAL: rico21

ORIGINAL: Gerry4321

I like the proposal of course. Would be nice to hear what Rico and Chinchin think as they design scenarios.

Is there a way to set up a poll on these forums?

Hi Gerry,
Lock n load does not have a rate of fire like asl or Toth (The rate of fire allows you to shoot opportunely several times on approaching opponents). This is compensated by the appearance of Heroes which complicates the plans of the attacker on a target defined in advance.
So in summary, you need heroes but not too much.
But that's my vision and I also consider that a scenario designer is the only master of his scenario.
Rico, I think like you. LnL HoS is not ASL. LnL HoS has no Subsequent First Defensive Fire, nor does it have Final Protective Fire (FPF), nor MG RF. But I do not know if the Heroes are a "countermeasure" against that deficit.

Although I still do not understand how the FP works in LnL HoS (FP = 0 in a HS is, at least, surprising), it seems clear that if an elite squad (around 14 well-armed and trained men) has an FP = 2, a Hero, that is, an SMC, with FP = 2 is more like "Superman" than a brave and determined soldier who is capable, in a moment of "Heat of Battle," of leading a group of soldiers.

Finally, I have changed in all Heroes with FP = 2 to FP = 1, and in all Heroes with FP = 1 to FP = 0.

I have done all the tests of the Omaha Easy Red scenario with these "new Heroes" and it seems that their influence on the game diminishes, although it is still very important.

I have been hesitating to also suppress his Assault Movement bonus but I finally left it as it was until now.

This change is not all that Gerry proposed but, perhaps, it is a small step forward in the right direction.

Along with other small changes and corrections, I have included the "new Heroes" in release 3.1 of the Core of Heroes and Leaders mod.



Image
Attachments
NewHeroes..Superman.jpg
NewHeroes..Superman.jpg (108.62 KiB) Viewed 1402 times
Semper fidelis
Gerry4321
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RE: Counters Mod for Heroes and Leaders mod

Post by Gerry4321 »

ORIGINAL: asl3d
ORIGINAL: rico21

ORIGINAL: Gerry4321

I like the proposal of course. Would be nice to hear what Rico and Chinchin think as they design scenarios.

Is there a way to set up a poll on these forums?

Hi Gerry,
Lock n load does not have a rate of fire like asl or Toth (The rate of fire allows you to shoot opportunely several times on approaching opponents). This is compensated by the appearance of Heroes which complicates the plans of the attacker on a target defined in advance.
So in summary, you need heroes but not too much.
But that's my vision and I also consider that a scenario designer is the only master of his scenario.
Rico, I think like you. LnL HoS is not ASL. LnL HoS has no Subsequent First Defensive Fire, nor does it have Final Protective Fire (FPF), nor MG RF. But I do not know if the Heroes are a "countermeasure" against that deficit.

Although I still do not understand how the FP works in LnL HoS (FP = 0 in a HS is, at least, surprising), it seems clear that if an elite squad (around 14 well-armed and trained men) has an FP = 2, a Hero, that is, an SMC, with FP = 2 is more like "Superman" than a brave and determined soldier who is capable, in a moment of "Heat of Battle," of leading a group of soldiers.

Finally, I have changed in all Heroes with FP = 2 to FP = 1, and in all Heroes with FP = 1 to FP = 0.

I have done all the tests of the Omaha Easy Red scenario with these "new Heroes" and it seems that their influence on the game diminishes, although it is still very important.

I have been hesitating to also suppress his Assault Movement bonus but I finally left it as it was until now.

This change is not all that Gerry proposed but, perhaps, it is a small step forward in the right direction.

Along with other small changes and corrections, I have included the "new Heroes" in release 3.1 of the Core of Heroes and Leaders mod.



Image
Thanks Julio. And sorry to make work for you. I do hope everyone will enjoy the change.
Gerry4321
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RE: Counters Mod for Heroes and Leaders mod

Post by Gerry4321 »

And a great post by the way.
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asl3d
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RE: Counters Mod for Heroes and Leaders mod

Post by asl3d »

ORIGINAL: Gerry4321

ORIGINAL: asl3d
ORIGINAL: rico21




Hi Gerry,
Lock n load does not have a rate of fire like asl or Toth (The rate of fire allows you to shoot opportunely several times on approaching opponents). This is compensated by the appearance of Heroes which complicates the plans of the attacker on a target defined in advance.
So in summary, you need heroes but not too much.
But that's my vision and I also consider that a scenario designer is the only master of his scenario.
Rico, I think like you. LnL HoS is not ASL. LnL HoS has no Subsequent First Defensive Fire, nor does it have Final Protective Fire (FPF), nor MG RF. But I do not know if the Heroes are a "countermeasure" against that deficit.

Although I still do not understand how the FP works in LnL HoS (FP = 0 in a HS is, at least, surprising), it seems clear that if an elite squad (around 14 well-armed and trained men) has an FP = 2, a Hero, that is, an SMC, with FP = 2 is more like "Superman" than a brave and determined soldier who is capable, in a moment of "Heat of Battle," of leading a group of soldiers.

Finally, I have changed in all Heroes with FP = 2 to FP = 1, and in all Heroes with FP = 1 to FP = 0.

I have done all the tests of the Omaha Easy Red scenario with these "new Heroes" and it seems that their influence on the game diminishes, although it is still very important.

I have been hesitating to also suppress his Assault Movement bonus but I finally left it as it was until now.

This change is not all that Gerry proposed but, perhaps, it is a small step forward in the right direction.

Along with other small changes and corrections, I have included the "new Heroes" in release 3.1 of the Core of Heroes and Leaders mod.



Image
Thanks Julio. And sorry to make work for you. I do hope everyone will enjoy the change.

You're welcome, Gerry.

Expanding a little more the analysis on the Heroes, notice that the Heroes with FP = 1 have a short range, so their biggest influence is in the Close Combat.

However, I see the Heroes as Leaders that emerge during combat. The role of a Leader is fundamental, and the appearance of one or two extra Leaders during the game is a great help.
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CHINCHIN
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RE: Counters Mod for Heroes and Leaders mod

Post by CHINCHIN »

The release 0.4 of Counters Mod is already available in this same thread, in the post # 1:

Update the new FP of the Heroes.
Corrects the shaking face of some German WT.
My native language is Spanish, and no English language mastery, sorry.
CHINCHIN
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Joined: Sun Sep 02, 2012 6:42 am

RE: Counters Mod for Heroes and Leaders mod

Post by CHINCHIN »

Download the FP of the heroes seems very successful. [:)]

But I would also put in the conditions of the scenario Heroes: rare or limited, or even none, because if you have 2 heroes, the maximum possible, you quickly sacrifice one to get another one, and vice versa, you try to avoid the elimination of the opposites so that they do not appear anymore. It has happened to me to eliminate 2 Russian heroes, and in that same turn to appear 2 more Russian heros. I never heal the heroes, if they were scarce if they were interested in healing them.
My native language is Spanish, and no English language mastery, sorry.
t341
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RE: Counters Mod for Heroes and Leaders mod

Post by t341 »

how do your extract the files?
hms
CHINCHIN
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RE: Counters Mod for Heroes and Leaders mod

Post by CHINCHIN »

ORIGINAL: t341

how do your extract the files?

You must have a program to decompress files.
My native language is Spanish, and no English language mastery, sorry.
CHINCHIN
Posts: 674
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RE: Counters Mod for Heroes and Leaders mod

Post by CHINCHIN »

The version 0.5 of Counters Mod is now available in this same thread, in publication # 1:

Add the new Partisan, German, and Russian units.
Corrects error US Power Leader unit on his face shaken.
Corrects error in Units.csv file of Pillboxes unit.
My native language is Spanish, and no English language mastery, sorry.
dwbennett
Posts: 37
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RE: Counters Mod for Heroes and Leaders mod

Post by dwbennett »

ORIGINAL: CHINCHIN

The version 0.5 of Counters Mod is now available in this same "threat", in publication # 1:

Add the new Partisan, German, and Russian units.
Corrects error US Power Leader unit on his face shaken.
Corrects error in Units.csv file of Pillboxes unit.
Thanks for the mod, CHINCHIN. I really like having the counters and they add so much, in my opinion, to asl3d's mod.

Take care,
Don Bennett
Evanston, WY
CHINCHIN
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RE: Counters Mod for Heroes and Leaders mod

Post by CHINCHIN »

Hi dwbennett,

I'm glad you like them.

Soon I will do another update, with the change of the pontoons and an error that I have detected.
My native language is Spanish, and no English language mastery, sorry.
dwbennett
Posts: 37
Joined: Sun Jan 29, 2012 1:43 am

RE: Counters Mod for Heroes and Leaders mod

Post by dwbennett »

ORIGINAL: CHINCHIN

Hi dwbennett,

I'm glad you like them.

Soon I will do another update, with the change of the pontoons and an error that I have detected.
CHINCHIN, I don't know what I've done with the install but I noticed there is "problem" with the turret of the PzIVD.

The turret for the PzIVD is correct but as can seen the area around the actual turret on the counter is shown as "black" on the screen instead of transparent to let the hull of the tank be seen. I checked the turret counter in paint.net and, to my understanding, the counter looks correct so I must have made some mistake in the installation of the mod.

Any ideas?

Thanks much and take care.

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PzIVDwturret.jpg
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Don Bennett
Evanston, WY
CHINCHIN
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RE: Counters Mod for Heroes and Leaders mod

Post by CHINCHIN »

I've checked and it works out well for me. Did you overwrite the file "Units.csv"?
My native language is Spanish, and no English language mastery, sorry.
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asl3d
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RE: Counters Mod for Heroes and Leaders mod

Post by asl3d »

Hi CHINCHIN,

Thank you very much again for your excellent work with the transformation of the counters in "silhouette" mode of Heroes and Leaders mod to the classic mode of "cardboard counters," so much appreciated by many friends of the forum.

As I progress in the development of the scenarios, I'm detecting errors or improvements in the counters already published, so that I proceed to modify the counters “on the fly.” All the changes I make are published "provisionally" in the "counters" folder of the scenario pack, so that the friends who download the scenarios already have the latest version of the modified counters available.

The changes that are now in the scenario pack as well as those that will appear in the new pack (release 4.05), together with the new scenario "Grossdeutschland Yelnya Salient", are as follows:

1 / Modification of the Russian and German pontoon counters (in which you are already working).

2 / Modification of the counters of the second-line Soviet infantry, with more "attractive" drawing.

3 / Modification of the German truck Opel Blitz (until now we were using the original HoS game counter, and now there is a new drawing).

4 / Modification of the German 50mm and 81mm mortar counters (until now we were using the original HoS game counter, and now there is a new drawing).

5 / Modification of the German Machine Gun Teams MG34 and MG42 (until now we were using the original HoS game counter, and now there is a new drawing).

6 / Modification of the German 37Lmm anti-tank gun (until now we were using the original HoS game counter, and now there's a new drawing).

I know this's giving you more work than necessary, and I apologize for abusing your patience.
Semper fidelis
dwbennett
Posts: 37
Joined: Sun Jan 29, 2012 1:43 am

RE: Counters Mod for Heroes and Leaders mod

Post by dwbennett »

ORIGINAL: CHINCHIN

I've checked and it works out well for me. Did you overwrite the file "Units.csv"?
Ok, I must have missed something before because after pasting everything into the correct directories a second time everything is fine. The turret shows up and rotates so all is good.

Thanks again for the mod.

Take care,
Don Bennett
Evanston, WY
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