Advanced Squad to Battalion Leader Command Mod (ASL Tactic)

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welk
Posts: 1226
Joined: Sun Sep 17, 2006 6:41 pm
Location: France

Advanced Squad to Battalion Leader Command Mod (ASL Tactic)

Post by welk »

Started a little WW2 Tactical mod, inspired from Advanced Squad Leader, the great old "paper wargame" know by all wargamers
ASL LOGO.png
ASL LOGO.png (137.77 KiB) Viewed 137 times
Name's mod : Advanced Squad to Battalion Leader (ASL Tactic Command)

The tests I made these days are 1000% positive, more than I did hope, AI plays that perfect and it makes a very good opponent on maps 75 x 75 hex or 125 x 125

Work in progress for german (sections, companies, battalions) : I use large counters, made I think by Sipres (?) some years ago, they come from a mod named "Big Nato" I did find on the forum.

Work is not finished, of course, I have to add lot of other elements on units and not all units are presents in the image (I will use the 5 level of first slot to have differents units)

Graphs of unit come from creations made by Tot, Fairlines and other talentuous creators-modders of the game Civilization III

Size units, quality, moral and logistic will be modelized at 2 levels : manual upgrades and automatic upgrades : by this way, the player will be able to calibrate exactly what he wants in the oob

SIZE = Section, company, battalion
QUALITY = General moral of unit, energy/tiredness, weapons quality, range weapons, etc)
LOGISTIC = Carburant, material, ammo supply)
COMMAND : quality of command/control (officers)

In addition, automatic upgrades system will manage "COMMAND", AIR SUPPORT and HEAVY ARTY SUPPOORT (including naval arty) : depending of scenarios, eachside will have (or not) air superiority and /or heavy arty LR superiority.


=> Only light campaign arty, rockets like Nebelwerfer and mortars will be on map : due to the tactical scale, air and heavy arty are not adapted to be present as units.

I added "medical teams", with a little "house rule" to be observed
Aircrafts at the end of file are "light reco aircrafts" that will be used to observe ennemy oob, and to try to break a little bit fog of war
unit_sprites_nato.png
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welk
Posts: 1226
Joined: Sun Sep 17, 2006 6:41 pm
Location: France

Re: Advanced Squad to Battalion Leader Command Mod (ASL Tactic)

Post by welk »

Here is the global structure of a infantry regiment (Wehrmacht) in the mod

It will be the perfect format to play tactical scenarios in the game, with approx 102 unit for German side (to have fast turns, it's better to limit at 150 max units per side)

HQ regiment and HQ battalion will have different graphs, here is just a first look
OOB_GERMAN_REGIMENT_INFANTRY.jpg
OOB_GERMAN_REGIMENT_INFANTRY.jpg (380.62 KiB) Viewed 99 times
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welk
Posts: 1226
Joined: Sun Sep 17, 2006 6:41 pm
Location: France

Re: Advanced Squad to Battalion Leader Command Mod (ASL Tactic)

Post by welk »

Definitive oob for german forces

Some new units have been added on vanilla units, with specific functions and with their particular parameters. The activate symbol is not correct, just in work. The little point on the railroad is not a unit, just an invisible tip I use on map to modelize eventuel pb of tactical command (player will not see it in game)


Reco aircraft have been erased, they had no real utility
Heavy LR Arty and Aircrafts are not units in the mod : they are modelized by some special parameters, using "upgrade" section : for each scenario, designer will be able to definite which side has best air support and/or best Heavy LR support arty

Graphs of unit come from creations made by Tot, Tanelon, Fairlines and other talentuous creators-modders of the game Civilization II on the Civilization II fan site (some other deco elements come from old games of Battleground serie)
ASL_TACTIC_COMMAND Units.jpg
ASL_TACTIC_COMMAND Units.jpg (435.07 KiB) Viewed 53 times
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