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RE: Core of Heroes and Leaders mod
Posted: Thu Jan 31, 2019 3:31 pm
by asl3d
ORIGINAL: Gerry4321
Hello Julio:
Had a few crashes when playing Barrikady Factory. It may have been like you said, that the AI entered the Rally routine during CC. It crashed, I started again, and the same thing kept happening in the same hex (with the same die rolls - die rolls do not seem random?).
So finally I restarted and went to another hex first and then I could go on.
(there is no withdraw from Melee that require morale checks in HoS is there? If there was then maybe the broken units were trying to withdraw.)
Gerry
Same die roll:
Yes, the "random" die roll is something "suspicious."
Withdraw from Melee:
The rules says that "units that wish to withdraw must pass to Morale Check; Leadership modifiers apply. Failure to pass this MC incurs no penalty but they must immediately fight a Melee round. Units that pass the MC can exit the hex, paying appropriate MP costs. If a player withdraws all the units from the hex, the Melee marker is removed and the remaining enemy units are eligible to Opportunity Fire on the withdrawing units. Note that a player may leave a unit behind as a rearguard to prevent this from occurring" (LocknLoadmanualEBOOK, 9.1, page 60).
This rule is very similar to ASL (or maybe the same), so it is not possible to withdraw from a melee without passing an MC. I have tried several times with disastrous results. Now I try to reinforce the melee and attack again. That is, if I am on the attack, I act accordingly. If I am on the defensive, then I am lost.
I do not remember well but I think there are no broken units in a melee. Broken units are automatically eliminated.
RE: Core of Heroes and Leaders mod
Posted: Fri Feb 01, 2019 3:18 pm
by asl3d
Fourth information panel for Barrikady Ludnikov scenario

RE: Core of Heroes and Leaders mod
Posted: Sat Feb 02, 2019 3:32 pm
by asl3d
Sixth information panel for Barrikady Ludnikov scenario

RE: Core of Heroes and Leaders mod
Posted: Tue Feb 12, 2019 6:26 am
by CHINCHIN
Hello Asl3d!
Thanks for the information you provide, it is very interesting. You are a great expert of the Second World War.
What is the difference between a Spotter unit and a Scout unit?
I already played 16 stages with the German side of Barrikady, the vast majority difficult, exciting, and very funny. Some very easy for Germany, like the "Barrikady Volga", the Russian forces on ships do not disembark, they remain still the whole game. Play with the Russian side and much more fun, although I did not get the victory.
Can new skill cards be modified or added? What file manages this?
Thanks again for your great work, it's wonderful.
RE: Core of Heroes and Leaders mod
Posted: Tue Feb 12, 2019 4:24 pm
by asl3d
Thank you very much for your kind words, Chinchin.
Difference between a Spotter unit and a Scout unit?
The new unit, the Spotter, has its origin in the Thread of a friend of this same forum (post # 9 onwards):
tm.asp?m=4569970
In his post he said that "I think the problem is the Leader activation requirement, Leaders are just too valuable to be bothered, Let the on-board Mortars IF if * anyone * spots the target," and I think he's right.
In Heroes of Stalingrad, the only units that can direct the indirect fire of the onboard artillery and OBA are the Leaders and the Scouts.
Leaders are too valuable to spend their activity in the direction of indirect shooting. In addition, its bonus does not affect the accuracy and efficiency of the attack. I think that many players, among whom I find myself, prefer to dedicate their Leaders in directing their men and rally them.
Something similar can be said about the Scouts. Also, in a defensive position it is not very logical to use Scouts on the battlefield.
So, Spotters are born with an almost unique function in the game, which is to direct the indirect fire of their artillery. You could say that they are more Teams than infantry units, but the most important thing is that they release the Leaders and the Scouts (if any) of this work. Their cost is low, so they do not significantly influence the balance of the game.
German side of Barrikady:
Remember that many scenarios of Barrikady are balanced in favor of one of the sides to make the game more balanced in favor of the AI.
In the case of "Barrikady Volga" it is recommended to play with the Soviet side (in the start menu of the scenario).
If you play with the German side, the poor Soviets have no chance to win. But if you are the Soviet commander, you have to fight with precision if you want to comply with the orders of the Army General Staff. It's not easy, but you can win too.
Can new skill cards be modified or added? What file manages this?
I have not been able to find the Skill Cards file. However, I have not tried hard to investigate either. In my opinion, the Skill Cards affect the balance of the game too much. I guess this is one of the reasons why the designers of the original game limit the number of heroes to two units.

RE: Core of Heroes and Leaders mod
Posted: Thu Feb 14, 2019 3:26 pm
by asl3d
Elevated railways:
Usually, railroads typically have a very gentle gradient, gentle enough not to affect line of sight along them. Nonetheless, Elevated Railroads do change elevation, especially in relation to the other terrain around them
The elevated railroads are located in hexsides.
Elevated railroads are located on a small portion of level 1 hill. That is, elevated railroads are an obstacle of level 1 to the LOS.
Elevated railways provide protection similar to stone walls (TEM +1).
Crossing a hexside elevated railway costs 2 MF to infantry; to full tracked vehicles cost 4 MP; to Half-tracks cost 8 MP; and it is prohibited for vehicles with only wheels.

RE: Core of Heroes and Leaders mod
Posted: Fri Feb 15, 2019 12:45 am
by Gerry4321
Lovely maps as usual!
RE: Core of Heroes and Leaders mod
Posted: Wed Feb 20, 2019 3:50 pm
by asl3d
Typically, the area around an Elevated Railroad Bridge is more built up, with much less room for maneuver, than a similar area involving a road that crosses a stream or gully on a bridge. A vehicle would have a much tougher time moving from up on an elevated railroad to under the bridge (and vice versa) than it would moving from on a road into the gully (or stream) under the bridge (and vice versa).
A Railroad Bridge may also cross a depression hex (e.g., gully, stream, canal, river), in which case the depression terrain continues to exist as a separate Location beneath the Railroad Bridge. The Railroad Bridge crosses the depression on a stone bridge which extends to the hexsides of the two adjoining hexesides, while the depression encompasses the entire Location below.
a) A railroad bridge it's not be at the base Level of the adjacent hexes (i.e., not at the same level as the railroad bridge), but rather would be considered to be at the level that the railroad bridge hexside itself rises or falls from.
b) A railroad bridge is not a location by itself, since it is located along a hexside (like the railway line that supports it).
c) For the effects on the terrain and also of the game, a railway bridge has no effect on the game.
d) There is no additional cost for crossing a railway bridge hexside.
e) A railway bridge also does not affect the LOS drawn at any level.

RE: Core of Heroes and Leaders mod
Posted: Tue Feb 26, 2019 3:38 pm
by asl3d
NARROW STREET
Many European villages and hamlets had very narrow streets, with buildings very close to the roads that cross them. Such streets were notorious for restricting the maneuverability of even average sized vehicles. They also reduced visibility, due to the LOS block of the buildings themselves.
A Narrow Street can be paved or unpaved.
A Narrow Street hex is a road hex for all purposes.
A Narrow Street hex is a road hex with certain building obstacles inside it, similar to road hexes with trees.
Building obstacles can be Level 1 (Narrow Street Level 1) or Level 2 (Narrow Street Level 2).
Building obstacles within a Narrow Street hex block the LOS to level 1 or 2, depending on its nature (Narrow Street Level 1 or 2).
Vehicles have to spend more MP to move through a Narrow Street hex.
A hex of Narrow Street prevent Mortar attack.
A Narrow Street hex allows the Partisan cheap move.
The units are located on the Narrow Street road, and not within the buildings that extend into the Narrow Street hex.
In the image, hexes R6, Q7, and Q8 are Narrow Street. The LOS from Q6 hex to Q8 hex is blocked by the building that "invades" the street in Q7 hex. Similarly, the LOS from R6 hex to Q8 hex would also be blocked by the brown building of Q7 hex.

RE: Core of Heroes and Leaders mod
Posted: Thu Feb 28, 2019 5:13 pm
by Firebri
Has this mod been made self extracting yet ?
RE: Core of Heroes and Leaders mod
Posted: Thu Feb 28, 2019 5:22 pm
by asl3d
Not yet Ferebri, but I've asked some friends to generate the code. Be patien, please.
RE: Core of Heroes and Leaders mod
Posted: Thu Feb 28, 2019 5:29 pm
by Firebri
Many thanks, I will wait [:)]
RE: Core of Heroes and Leaders mod
Posted: Sat Mar 02, 2019 3:21 pm
by asl3d
ROWHOUSE:
Any building that occupies more than one hex can be a Rowhouse structure composed of separate Rowhouses.
In a Rowhouse, the hexside that crosses the multi-hex building is considered a "Blocked Hexside", so no unit can cross that hexside.
It is still possible to trace the LOS to the adjacent hex separated by a hexside of the "Blocked Hexside" type.
The prohibition to cross a hexside of the type "Blocked Hexside" is considered in effect for all levels of the Rowhouse building.
There is no graphic sign that identifies a Rowhouse, so it is necessary to discover this characteristic on the game board itself.
In the attached figure, building S7-T6 is a Rowhouse. The unit in the S7 hex can not directly occupy the T6 hex because it can not cross the S7/T6 hexside of the "Blocked Hexside" type of the Rowhouse. First the unit has to occupy, for example, hex T7, spending 1 MF, and then move to T6, spending another 2 MF.

RE: Core of Heroes and Leaders mod
Posted: Sun Mar 03, 2019 2:05 am
by Gerry4321
Rowhouses like in ASL. You are amazing!
RE: Core of Heroes and Leaders mod
Posted: Mon Mar 04, 2019 4:10 pm
by asl3d
Fortification:
The term Fortification is used to include those elements and structures built in the terrain to prevent or hinder the advance of units through a hex.
Hedgehogs,
Long Post, Roads Blocks, Tetrahedrons, Curved Rails, Belgian gates (Element "C") or Stacks are considered Fortifications.
A Fortification is a set of elements that degrade the LOS traced through them.
A Fortification is considered a Whole Hex for the purposes of LOS.
A Fortification provides protection to the units that are in it of TEM +1.
Tracked vehicles spend 6 MP to enter a Fortification hex.
Off-road vehicles spend 9 MP to enter a Fortification hex.
"Road" vehicles are prohibited from entering a Fortification hex.
The infantry spends 2 MF to enter a Fortification hex.
In the attached image several types of Fortifications are shown.

RE: Core of Heroes and Leaders mod
Posted: Wed Mar 06, 2019 3:50 pm
by asl3d
PILLBOX
A Pillbox is a Fortification counter which has some of the characteristics of the vehicles.
Operationally, a Pillbox is a vehicle with turret, without movement capacity, with a large armor, and located in a bunker hex with a strong protection by terrain effect (TEM).
It is not allowed to enter or exit a Pillbox hex.
The Pillbox has a main weapon that can only fire through the Covered Arc of the Pillbox.
From the Pillbox it is allowed to shoot at any adjacent hex, even if it is not inside its Covered Arc.
Reciprocally, it is allowed to shoot at a Pillbox hex from any adjacent hex, even if it is not within your Covered Arc.
A Pillbox counter must be placed with the gun pointing at a specific hex-spine so as to define the Arc Covered of the pillbox.
A pillbox can vary in size and type of construction as defined by the Strength Factors on the counter.
A pillbox may contain one (but not more that one) Gun.
No vehicle, Personal, or animal may occupy a pillbox.
A pillbox is not an obstacle to LOS.
LOS from inside a pillbox may be traced only within its Arc Covered.
In the attached image, hex A is a Bunker hex.
In the image, the hexes that are inside the Covered Arc by the Bunker are indicated in red.
From A you can not see (shoot) hex B because the obstacle of hex D blocks LOS.
Similarly, from hex C you can not see (shoot) hex B because the obstacle of hex D also blocks LOS.
The LOS is not blocked if from hex A it is fired into the "adjacent" hex D, and vice versa.

RE: Core of Heroes and Leaders mod
Posted: Thu Mar 07, 2019 3:53 pm
by asl3d
PILLBOX (AC 180 degrees)
In the attached image, the Bunker hex has a Covered Arc "expanded" up to 180 degrees.
In the image, the hexes that are inside the Covered Arc by the Bunker are indicated in red.

RE: Core of Heroes and Leaders mod
Posted: Fri Mar 08, 2019 4:43 pm
by asl3d
BLUFF
A bluff is a very steep cliff with a steep slope that can not be climbed if the unit does not have special equipment for climbing.
For a hexside to be considered a bluff there must be a difference of 2 or more levels of height between the two adjacent hexes separated by the hexside of bluff.
It is not necessary that there be an explicit symbol that evidences the existence of a bluff hexside to be considered as such. It is only necessary that there is a difference of 2 or more levels of height between the two adjacent hexes separated by the hexside of bluff.
In the attached image, the hexside that separates hexes A and B is a bluff, so a unit in hex A can not "climb" to hex B.

RE: Core of Heroes and Leaders mod
Posted: Fri Mar 08, 2019 6:25 pm
by delta07d
Love the new artwork for Historical Module Omaha, cant wait to see the finished product. Keep up the great mod.
RE: Core of Heroes and Leaders mod
Posted: Sat Mar 09, 2019 3:29 pm
by Firebri
How soon are you talking ? weeks or months ? [:D]