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RE: AAR Oosterbeek Perimeter

Posted: Sun Dec 06, 2015 6:45 pm
by rickier65
ORIGINAL: bo

ORIGINAL: Rick

Thanks for posting this. It appears to play quite straight forward.

Thanks!
Rick

Hi Rick could you please explain what "quite straight forward" means as I am not used to games that look like board games not being snarky just have never played them.

Bo

I did play Squad Leader and from the AAR Xaviar posted, the play looked familiar enough that I think I could play without having to read through pages and pages of rules. Hence straight forward.

Thanks
Rick

RE: AAR Oosterbeek Perimeter

Posted: Sun Dec 06, 2015 6:49 pm
by rickier65
ORIGINAL: Peter Fisla

... maximum is 12 maps together
...

That would make quite a monster! Do you have any scenarios that use one that large?

Thanks
Rick

RE: AAR Oosterbeek Perimeter

Posted: Sun Dec 06, 2015 7:05 pm
by bo
ORIGINAL: Rick

ORIGINAL: bo

ORIGINAL: Rick

Thanks for posting this. It appears to play quite straight forward.

Thanks!
Rick

Hi Rick could you please explain what "quite straight forward" means as I am not used to games that look like board games not being snarky just have never played them.

Bo

I did play Squad Leader and from the AAR Xaviar posted, the play looked familiar enough that I think I could play without having to read through pages and pages of rules. Hence straight forward.

Thanks
Rick


Thanks Rick, I like straight forward, [dont have to read rules[:D]]
Well maybe just a couple [:(] After MWIF there are no rules that would bother me.

Bo

RE: AAR Oosterbeek Perimeter

Posted: Sun Dec 06, 2015 7:10 pm
by Gerry4321
Surprise that in the first screenshot that a unit in a building is visible to the advancing Germans?

RE: AAR Oosterbeek Perimeter

Posted: Sun Dec 06, 2015 7:47 pm
by Peter Fisla
ORIGINAL: Rick

ORIGINAL: Peter Fisla

... maximum is 12 maps together
...

That would make quite a monster! Do you have any scenarios that use one that large?

Thanks
Rick

No but you can build one ;)

RE: AAR Oosterbeek Perimeter

Posted: Sun Dec 06, 2015 9:26 pm
by Missouri_Rebel
Bo, it is indeed modeled to reflect a boardgame of sorts. I'm not involved with the project and have been rather skeptical of it but, after seeing this short AAR have to say that my curiosity is once again peeked. While it 'looks' like a boardgame and is probably programmed along the same lines (stats, chance to hit, shifts/damage effects etc.), it doesn't appear to have dice or algorithms shown. Everything is under the hood. I had preferred to see the mechanics more so it would be more like a boardgame than what it is so but, Peter has designed his game to leave all of that info away from the players eyes. Therefore it plays more like a standard computer game which may be more to your liking.

I'm glad you posted this AAR because the game looks FAR better than I imagined.

What would be really helpful is if Peter or another could aswer some questions here. Some are ones that bo has touched upon. Ill try to phrase them as yes or no except where further explanations would help clarify things.

Thanks in advance.

1) Are there mouse overs or on map display of Hex Numbers either by scrolling across the map or clicking on a hex?

2) Are there sounds when you fire at a unit?

3) Do you have to click on a hex for that unit info panel window to open?

4) In post #2 there are multiple panels open. Did you edit the screen to show multiple instances?

5) Other than visually looking at the map do the popups or unit windows show what terrain units are in?

6) Does the game track the side and segment in a panel to show where the current segment is?

7) Can you show us how los works?

8) Can you click on Enemies to view their range?

Movement?

Los?

9) Is there any kind of information displayed to the player prior to executing an action that gives a percentage or odds of success?

10) Can you click in the message panel to jump to the units?

11) In Post#9 the hex dots are shown to what I assume is where the unit can move to. Given the Leader B as the example it seems he has a movement of 5.

Is his movement hindered by the terrain he moves through? Looks like he can reach any hex within 5 even if one of those hexes is a stone building.

12) Are there different kinds of movement such as dash, crawl, road movement etc.?

13) Are DC's just short ranged weapons or can they;

Can they take out armor?

Breech walls?

My uncertainty about the game the other day has given way to seeing the positives even without more stats given in game. The maps look wonderful imo. The unit counters look great. The information counters look very nice.Great list of scenarios etc. And all this before we get to see how robust the editor is.

Hopefully you can provide the info here for all of us to understand a little better.

Thanks
mo reb













RE: AAR Oosterbeek Perimeter

Posted: Sun Dec 06, 2015 9:45 pm
by Peter Fisla
ORIGINAL: Missouri_Rebel

Bo, it is indeed modeled to reflect a boardgame of sorts. I'm not involved with the project and have been rather skeptical of it but, after seeing this short AAR have to say that my curiosity is once again peeked. While it 'looks' like a boardgame and is probably programmed along the same lines (stats, chance to hit, shifts/damage effects etc.), it doesn't appear to have dice or algorithms shown. Everything is under the hood. I had preferred to see the mechanics more so it would be more like a boardgame than what it is so but, Peter has designed his game to leave all of that info away from the players eyes. Therefore it plays more like a standard computer game which may be more to your liking.

I'm glad you posted this AAR because the game looks FAR better than I imagined.

What would be really helpful is if Peter or another could aswer some questions here. Some are ones that bo has touched upon. Ill try to phrase them ass yes or no except where further explanations would help clarify things.

Thanks in advance.

1) Are there mouse overs or on map display of Hex Numbers either by scrolling across the map or clicking on a hex?

2) Are there sounds when you fire at a unit?

3) Do you have to click on a hex for that window to open?

4) In post #2 there are multiple panels open. Did you edit the screen to show multiple instances?

5) Other than visually looking at the map do the popups or unit windows show what terrain units are in?

6) Does the game track the side and segment in a panel to show where the current segment is?

7) Can you show us how los works?

8) Can you click on Enemies to view their range?

Movement?

Los?

9) Is there any kind of information displayed to the player prior to executing an action that gives a percentage or odds of success?

10) Can you click in the message panel to jump to the units?

11) In Post#9 the hex dots are shown to what I assume is wherer the unit can move 2. Given the Leader B as the example it seems he has a movement of 5.

Is his movement hindered by the terrain he moves through? Looks like he can reach any hex within 5 even if one of those hexes is a stone building.

12) Are there different kinds of movement such as dash, crawl, road movement etc.?

13) Are DC's just short ranged weapons or can they;

Can they take out armor?

Breech walls?

My uncertainty about the game the other day has given way to seeing the positives even without more stats given in game. The maps look wonderful imo. The unit counters look great. The information counters look very nice.Great list of scenarios etc. And all this before we get to see how robust the editor is.

Hopefully you can provide the info here for all of us to understand a little better.

Thanks
mo reb

1) When you move your mouse over the map, the top right corner of the screen will provide information about the current hex mouse is moving.

2) yes, personnel unit inherent fire, machine gun fire, ordnance fire, vehicle fire, off-board artillery fire, etc. In addition, there is fire animation on the target hex, at the same time the source and target hexes are highlighted to show the fire.

3) in order to see what kind of units are in a hex, you can either left click, this will populate the bottom left window (it's called unit control panel) or you can right lick on the hex in which case you see popup window. Showing you graphically all units in the hex.

4) One pop-up window at the time

5) See #1

6) yes, the right side tracks number of turns remaining for a scenario (this can be also setup as random, scenario designer choice) as well as what segment you are in, and which side is in control of the current segment.

7) Line of sight is measured from the centre of the source hex to the centre of the target hex. Note, LOS is traced down to a pixel level.

8) No when you playing against AI.

9) No, war is hard

10) No

11) Each hex a unit can move will be shown either as white, meaning unit can go there and still have movement points left to move from there. If it's orange, this means that's the last hex a unit can move to. If a unit moves on a road the whole segment then that unit gets 1+ hex movement bonus. Terrain hinders movement, also affects how many times enemy can fire at you. (If terrain is low, an enemy unit can only fire once, if medium then 2 times, of heavy then up to 3 times).

12) Assault movement, 1 hex...safest way to move in LOS of enemy units. Movement - reglar movement, Double Time - Running not a good idea in LOS of enemy units in range.

13) DC can only be placed in an adjacent hex. If a DC scores a critical unit on an enemy unit being in a building, the building may collapse into rubble and killing everyone in the building.

14) Yes

No breach walls...

Editor is powerful, yet easy to use all the scenarios in the game were done using the Editor.



RE: AAR Oosterbeek Perimeter

Posted: Sun Dec 06, 2015 9:47 pm
by bo
Hi Reb glad your around, you were always a great influence over at MWIF at least for me, I'm glad he has answered some of your questions as they are all well put.

For some reason, I do not know why, he seems reluctant to answer a few questions that I asked before, maybe he can explain that to me when he has a chance.

Bo

RE: AAR Oosterbeek Perimeter

Posted: Sun Dec 06, 2015 9:56 pm
by Peter Fisla
ORIGINAL: bo

I am totally confused by what I am seeing, will you see actual gunfire as you play, bombs exploding, Los, what! It looks like and seems like it should be played on a board with dice. You have to forgive me Peter and xavutrecht but after MWIF I am leery of everything I see, and being told, but sincerley appreciate your AAR effort as it is not easy to do as I found out the hard way doing AAR's for MWIF.

I know Matrix does have a policy not to put out demo's which I have lambasted them for this, so maybe the proof in the pudding is to watch it played on you tube for a while before purchasing it [:(]

I am looking for a good tacticle game and as of yet not convinced of this one.
Hopefully things will change and give me some hope.

Bo

I think, if you enjoy playing tactical board games you will enjoy it. You can always wait for the tutorial videos the scenario designer is currently working or wait what others have to say.

RE: AAR Oosterbeek Perimeter

Posted: Sun Dec 06, 2015 10:16 pm
by Missouri_Rebel
Thank you. Very impressive answers and pretty much all to my delight. This seems far superior to Squad Battles since there are multiple types of movements, a plethora of unit and SW types and especially the structured turn.

As far as the los, is it an overlay of what you can see or are spotted unit hexes highlighted.? I know youre busy but maybe a post showing a los example?

Not that im much of a modder but, there are some very talented people out there. How much of the game is moddable as far as graphics are concerned? Could one 'clip' the corners or change the icons or maybe buildings?

Cant wait to learn more later about the editor. I envision some great user made scenarios.

Out by Christmas I hope.

mo reb

RE: AAR Oosterbeek Perimeter

Posted: Sun Dec 06, 2015 10:25 pm
by bo
ORIGINAL: Peter Fisla

ORIGINAL: bo

I am totally confused by what I am seeing, will you see actual gunfire as you play, bombs exploding, Los, what! It looks like and seems like it should be played on a board with dice. You have to forgive me Peter and xavutrecht but after MWIF I am leery of everything I see, and being told, but sincerley appreciate your AAR effort as it is not easy to do as I found out the hard way doing AAR's for MWIF.

I know Matrix does have a policy not to put out demo's which I have lambasted them for this, so maybe the proof in the pudding is to watch it played on you tube for a while before purchasing it [:(]

I am looking for a good tacticle game and as of yet not convinced of this one.
Hopefully things will change and give me some hope.

Bo

I think, if you enjoy playing tactical board games you will enjoy it. You can always wait for the tutorial videos the scenario designer is currently working or wait what others have to say.

Thank you, I also asked about if there would be a hard copy, a detailed players manual, and what levels of zoom would be available.

There are many games put out by Matrix, Battlefront and John Tiller etc. now I am not an expert as to able to label good games, soso games, or total bombs, but I read the forums constantly checking all kind of opinions and for many years that one game has seemed to allude true war game players.

I joined MWIF as a beta tester because I felt it would beome the biggest seller, the most enjoyed computer war game ever made, in other words the perfect game, to no one's fault it did not turn out that way, no one is more dissapointed about MWIF than I was.

I and many other dedicated testers put many hours of testing into that game and IMO what hurt it was the enormous amount of rules that had to be applied exactly as the board game, it still might become that game but that remains to be seen.

The reason for my comments above is because I feel the war computer gaming world is still waiting for that kind of a game, a game that can be played over and over with different outcomes, hopefully you might have created that game, but time will tell, so good luck with your endeavour and hopefully it will be very succesful for you and the hungry gameing world.

Bo


RE: AAR Oosterbeek Perimeter

Posted: Sun Dec 06, 2015 10:28 pm
by Missouri_Rebel
He probably didnt see them. I saw in another thread there is no zoom. As far as the hard copy? Not sure but Matrix almost always offers a hard copy. Not sure about a physical manual. The store page doesnt specify. Peter revealed in another thread that it will have a manual so I would expect a pdf one at the least.

If you want me to break down how these types of games run let me know and Ill do my best. I havent seen the game but it should play out in a way that I can relate.


RE: AAR Oosterbeek Perimeter

Posted: Sun Dec 06, 2015 10:30 pm
by Peter Fisla
ORIGINAL: bo

ORIGINAL: Peter Fisla

ORIGINAL: bo

I am totally confused by what I am seeing, will you see actual gunfire as you play, bombs exploding, Los, what! It looks like and seems like it should be played on a board with dice. You have to forgive me Peter and xavutrecht but after MWIF I am leery of everything I see, and being told, but sincerley appreciate your AAR effort as it is not easy to do as I found out the hard way doing AAR's for MWIF.

I know Matrix does have a policy not to put out demo's which I have lambasted them for this, so maybe the proof in the pudding is to watch it played on you tube for a while before purchasing it [:(]

I am looking for a good tacticle game and as of yet not convinced of this one.
Hopefully things will change and give me some hope.

Bo

I think, if you enjoy playing tactical board games you will enjoy it. You can always wait for the tutorial videos the scenario designer is currently working or wait what others have to say.

Thank you, I also asked about if there would be a hard copy, a detailed players manual, and what levels of zoom would be available.

Bo

Digital download only, yes there will be detailed manual. Only one level of zoom, though there will be jump map like in say John Tiller's campagin series.

RE: AAR Oosterbeek Perimeter

Posted: Sun Dec 06, 2015 10:31 pm
by Gerry4321
The only things I am disappointed in are the lack of multi-storey buildings and no factories (thinking of Stalingrad-type scenarios). Hope Peter and Jorgen will reconsider that in the future. Otherwise it looks really good. The scenarios people can create for this are almost limitless.

RE: AAR Oosterbeek Perimeter

Posted: Sun Dec 06, 2015 10:33 pm
by Peter Fisla
ORIGINAL: Missouri_Rebel

Thank you. Very impressive answers and pretty much all to my delight. This seems far superior to Squad Battles since there are multiple types of movements, a plethora of unit and SW types and especially the structured turn.

As far as the los, is it an overlay of what you can see or are spotted unit hexes highlighted.? I know youre busy but maybe a post showing a los example?

Not that im much of a modder but, there are some very talented people out there. How much of the game is moddable as far as graphics are concerned? Could one 'clip' the corners or change the icons or maybe buildings?

Cant wait to learn more later about the editor. I envision some great user made scenarios.

Out by Christmas I hope.

mo reb

The game doesn't highlight what hexes a unit can see, but when you select your unit...all hexes with enemy units in LOS will highlight.

The graphics sprites of the game are all in one PGN file so yes you can modify the terrain, building and unit art.

RE: AAR Oosterbeek Perimeter

Posted: Sun Dec 06, 2015 10:57 pm
by bo
I prefer a hard copy but that is just me, what will be will be, as far as zoom, I just used my windows 7 magnifier and it seemed to work very well as a zoom device on the maps you have provided for the forums.

Bo

RE: AAR Oosterbeek Perimeter

Posted: Mon Dec 07, 2015 2:34 pm
by AlessandroD
Question: is there a way to see the modifiers that will be apply while you are moving or shooting?

RE: AAR Oosterbeek Perimeter

Posted: Mon Dec 07, 2015 2:54 pm
by Peter Fisla
ORIGINAL: AlessandroD

Question: is there a way to see the modifiers that will be apply while you are moving or shooting?

Sorry no, the formulas, shifts + DRMs are hidden...

RE: AAR Oosterbeek Perimeter

Posted: Mon Dec 07, 2015 3:08 pm
by AlessandroD
Terrain cost chart?

RE: AAR Oosterbeek Perimeter

Posted: Mon Dec 07, 2015 3:42 pm
by Peter Fisla
Here is the Terrain Effect Chart

Image