Using Battlefront for tactical early 20th contrary games

Battlefront features the power of battalion-level combat in some of this period's most bloody and intense conflicts: Saipan, Market Garden, Novorossisk, and Gazala. Players will have realistic control over their soldiers, with a tactical scale just large enough to make a telling difference in the strategic picture.

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IAN 1963
Posts: 24
Joined: Wed Apr 20, 2005 9:37 pm

Using Battlefront for tactical early 20th contrary games

Post by IAN 1963 »

Hi

I want to use the battlefront engine to produce a series of scenarios covering tactical combat in the period 1898 -1930. Starting with scenarios from the Russian civil war.

I realise this will take some time because I have only just bought the game, and need to become thoroughly familiar with it before venturing on to what looks like a somewhat complex scenario creation process. However, before I start to put the hours in, it would be helpful to clear up a number of points.

In order to be able to do what I want, I am going to need to create a completely new set of units graphics files. Can I just use renamed copies of the ones, in the “New Game” folder and rework them, colouring in the various boxes differently, providing that I don't stray into the purple/pink, mask coloured area.

Also, I would like to deal with aircraft somewhat differently on occasions, positioning them on the map, or on off map staging areas, as a very long range artillery. What are the issues involved in going down this route, and can off map artillery fire from staging areas outside the map, or do you need to create a special sub maps separated from the main map by impassable hexes, as is done in The Operational Art of War?

Depending on the scenario I am planning to work on a scale of 250 / 333 / 500 mmeters per hex. Weapons ranges and movement rates will therefore need to increase 4/3/2 times depending on the scale used. I will also use this adjustment in scale to give machine-gun units, and some infantry (such as the 1914 British expeditionary Force) the ability to fire at several hexes range.

Units would be either section/platoon-troop/company-battery-squadron/battalion depending on the time period sort of unit, and army. Realise I am lining myself up for a lot of work here, but do people think that I am asking too much of the game's engine to try and do this sort of thing with it?

Many thanks ?
Ian
JSS
Posts: 780
Joined: Wed Oct 15, 2003 3:24 pm

RE: Using Battlefront for tactical early 20th contrary games

Post by JSS »

ORIGINAL: IAN 1963

In order to be able to do what I want, I am going to need to create a completely new set of units graphics files. Can I just use renamed copies of the ones, in the “New Game” folder and rework them, colouring in the various boxes differently, providing that I don't stray into the purple/pink, mask coloured area.

Yep. That's what you do!
Also, I would like to deal with aircraft somewhat differently on occasions, positioning them on the map, or on off map staging areas, as a very long range artillery. What are the issues involved in going down this route, and can off map artillery fire from staging areas outside the map, or do you need to create a special sub maps separated from the main map by impassable hexes, as is done in The Operational Art of War?

Issues involved include:
1) They become all weather aircraft that can fly during the heaviest downpours.
2) They can only strafe one hex (standard air assignments allow you to strafe multiple hexes at once).
3) They become limited to artillery rules (i.e. only two strikes per hex, none after a close combat, etc...)

You can locate them as you wish... on the main map or on an ersatz island. You can limit their local ground movement by not allocating any normal movement. In BII I have used aircraft units in a similar way to what you describe here. I only let them move by extended movement for short relocations (or by rail, truck, or amphibious for longer moves). This creates the feel of the unit being at an airfield (rather than a mobile artillery formation).

Depending on the scenario I am planning to work on a scale of 250 / 333 / 500 mmeters per hex. Weapons ranges and movement rates will therefore need to increase 4/3/2 times depending on the scale used. I will also use this adjustment in scale to give machine-gun units, and some infantry (such as the 1914 British expeditionary Force) the ability to fire at several hexes range.

Movement rates are a factor of both hex size and turn time. Gotta balance the two. Machine guns can either be direct fire (two hex range) or artillery units with range as you desire.
Units would be either section/platoon-troop/company-battery-squadron/battalion depending on the time period sort of unit, and army. Realise I am lining myself up for a lot of work here, but do people think that I am asking too much of the game's engine to try and do this sort of thing with it?

Nope. Engine will do fine. Sounds like a great concept!!!



flintlock
Posts: 358
Joined: Sun Oct 08, 2006 12:33 am

RE: Using Battlefront for tactical early 20th contrary games

Post by flintlock »

I have to agree with JSS, this does sound like a great concept!

The community for the BF and the DB series of games is a wonderful and helpful bunch. I'm sure if you have any additional questions, those with the knowledge to assist will do their best to help. Also, don't forget about SSG's site and their Run5 forums (another terrific resource).



IAN 1963
Posts: 24
Joined: Wed Apr 20, 2005 9:37 pm

RE: Using Battlefront for tactical early 20th contrary games

Post by IAN 1963 »

Hi
Thanks very much for that I have signed up for the Run5 forum and posted more details of what I want to do there.

Ian
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