Hedgerows Mod Beta Available

Panther Games' Highway to the Reich revolutionizes wargaming with its pausable, continuous time game play and advanced artificial intelligence. Command like a real General, under real time pressures to achieve real objectives on a real map all within the fog of war. Issue orders to your powerful AI controlled subordinates or take total control of every unit. Fight the world's most advanced AI opponent or match wits against your friends online or over a LAN. Highway to the Reich covers all four battles from Operation Market Garden, including Arnhem, Nijmegen, Eindhoven and the 30th Corps breakout from Neerpelt.

Moderator: Arjuna

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Willard
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Joined: Sat Feb 07, 2004 8:42 pm
Location: Up the Nung river past Do Lung bridge...
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RE: Hedgerows Mod Beta Available

Post by Willard »

I have been delinquent in my posting here.
Unfortunately I just moved and the house is in shambles with boxes everywhere.
I hope to devote more time to the forum and HTTR gameplay in a few weeks.
This month has just been way too busy.

Anyway, Rooster the mod looks great and I did check out your site which was excellent.
Before the move I was playing with the map editor. The problem I was having was the scale and detail of the map. I simply couldn't find anything appropriate on the internet and I did spend some time looking. Some of the links on you site were good, but it did take some digging before I got some maps with promise...though the detail/elevation was severely lacking in my first attempt.

I do think the reason for the lack of activity here has to do with a couple of issues.

First - The lack of a linked campaign is a drawback to some players. You see alot of one time posters with the same question "Where is the grand campaign."

Two - The lack of hexes turns alot of grognards off. I love the fact that there are no hexes. However the hardcore wargamer still grasps at hexes like a security blanket. There has to be a way to turn the hardcore gamer on to this revolutionary new system.

Three - The campaigns covered. RDOA and HTTR have been covered before in other game systems. COTA is really going to cover a theatre never before covered in a game that I know of (anyone know of one please chime in!). That is good and that is bad. Because Arnhem and the Bulge have been covered alot in previous titles the gamer has a tendency to respond "Oh another Bulge game..." It will be interesting to see the response to COTA.

Four - The solution, IMO --- The best way to fix this would be to release a North Africa game. This system was *MADE* for mobile warfare in the desert. No hexgame has ever been able to realistcally model the movement warfare in the desert like this one could. I think a North Africa game would satisfy everything ---- it would need a campaign game, but the engine would demonstrate that hexes were obsolete.

Five - And finally, I know this has been talked about before, but this system would be great for a brigade level game ---- think Eastern Front Barborossa campaign with this chain of command system of Army Groups-Armies-Corps-Divisions-Brigades. Totally awesome!!! I don't know what the limitations would be, but it seems to me that you would simply need to increase the scale several steps to get the desired result.
ORIGINAL: Rooster

Yeah - I just think a lot of folks aren't posting anything. By my count there's 15 - 20 or so dl's from the site where I'm hosting the mod. Plust the 6 from Tactics's site. So, there ought to be some opinions. But I don't know if most people are the posting type.

Make sure your friends know that this game is getting mods and new scenarios... well worth their $$$$$

[:)]
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Rooster
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RE: Hedgerows Mod Beta Available

Post by Rooster »

ORIGINAL: loyalcitizen
…like it a lot. Played it this weekend. Got into a giant slugfest, then noticed that no points are scored for destroying the enemy. Next time, I'll try maneuver warfare

Thanks! I think your comments are excellent - I will definitely be changing the crossroads VL so that you accrue occupation points. This is a vital link up for the fronts.

Your second comment is interesting and I will definitely look at populating the open terrain with more orchards, light woods etc. I am also thinking about tuning the hedgerow terrain to be less demanding... at least a little bit. Finally, I think that I will put a couple of VLs in the hedgerows to soak up some of the allied units. In the actual battle, they were assigned objectives that were off the beaten path... roads assuredly existed, but just as they are abstracted into the maps I used, they are also abstracted into the hedgerow terrain.

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Rooster
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RE: Hedgerows Mod Beta Available

Post by Rooster »

ORIGINAL: Willard

Two - The lack of hexes turns alot of grognards off. I love the fact that there are no hexes. However the hardcore wargamer still grasps at hexes like a security blanket. There has to be a way to turn the hardcore gamer on to this revolutionary new system.

Hi Willard - interesting. Hopefully other Grogs will evangelize this game a bit. I don't think I qualify as a grog, but the game seems to be built on the kinds of data that's important for realism. It's very detailed - however the game gives the player a choice of how to filter/use the data. The AI is really good too, imho.

Good luck getting moved in! Thanks for the comments.
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