Page 2 of 2

RE: Dong Ap Bia - Hamburger Hill

Posted: Tue Jan 07, 2014 2:25 pm
by MikeGER
...a few days not looking in the forum ... now that is a nice progress of the project! [8D]

How about noise traveling and size of the units (actual number of men) to 'spot' a unit in that environment?
I fear in that 250m-scale, the visibility in that dense environment still never leaves a single hex, but units might be heard,
depending on the number of men, their discipline/training, movement speed/stance.

A LARP may be able to sit in the same hex as a NVA battalion unnoticed, while a unaware US platoon may be heard some distance away on the march ...when a cherry f*%ks up on noise disziplin[;)]

How will ambushes be handled by the game engine?

RE: Dong Ap Bia - Hamburger Hill

Posted: Tue Jan 07, 2014 5:28 pm
by Mad Russian
When we get to Vietnam, there should be such things as trail watchers, LRRP, Montagnards, ARVN, airmobile, USMC, NVA/VC, sappers, napalm, heat exhaustion, command delays per number of command HQ's involved, booby traps, bunkers, helicopters, AAA, CAS, artillery reworked substantially, etc.

One thing about going to the 250 meter hexes is that is the WWII scale. Where ever we go next that should be implemented.

I chose Hamburger Hill because it's the most imposing terrain I've ever tried to make a map for in the multitude of wargames I've played/done scenarios for over the decades.

Good Hunting.

MR