Modifying terrain values
Posted: Sun Aug 25, 2002 9:27 am
Gentlemen,
I'm currently working on a map of Oosterbeek Holland, which has a railroad culvert and embankment running across the northern edge of the town. This culvert/embankment (part of it is raised above ground and part of the line is in a ravine) played a key part in the fighting by the 4th Parachute Brigade on the 19th of September.
On the northern side of the railroad lies a large open area known as "Johanna Hoeve". This area was a training ground for a Dutch artillery unit before the war. Anyway, the brigade was committed to assaulting dug in German positions on the eastern edge of the field (which would be like a long rectangle lying longways against the railroad culvert/embankment. As the batle progressed, German kampfgruppen began to close on the Brigade from the west and north. This was not good, because there were only a few places where vehicles could get across the embankment/culvert. This led to a mad dash to get the brigade on the other side of the railroad before the Germans could occupy those crossing points.
Now, the question is, can someone remind me which byte-values in S8 are responsible for movement values of hexes on the map? I want to make sure that vehicles are only able to cross the railroad where they were historically able, but don't want to have to use cliff terrain, as this would prevent infantry from being able to cross as well, would it not? (plus it just don't look right, as the culvert has dirt sides, not rocks)I want to recreate a steep embankment that would be too steep for vehicles to go up or down it, but not have a movement value that would prohibit infantry from "scooting" down and "scrambing" up the other side, as the paras historically did.
Thanks for your help,
David Boutwell
"Out of ammunition. God save the King."
I'm currently working on a map of Oosterbeek Holland, which has a railroad culvert and embankment running across the northern edge of the town. This culvert/embankment (part of it is raised above ground and part of the line is in a ravine) played a key part in the fighting by the 4th Parachute Brigade on the 19th of September.
On the northern side of the railroad lies a large open area known as "Johanna Hoeve". This area was a training ground for a Dutch artillery unit before the war. Anyway, the brigade was committed to assaulting dug in German positions on the eastern edge of the field (which would be like a long rectangle lying longways against the railroad culvert/embankment. As the batle progressed, German kampfgruppen began to close on the Brigade from the west and north. This was not good, because there were only a few places where vehicles could get across the embankment/culvert. This led to a mad dash to get the brigade on the other side of the railroad before the Germans could occupy those crossing points.
Now, the question is, can someone remind me which byte-values in S8 are responsible for movement values of hexes on the map? I want to make sure that vehicles are only able to cross the railroad where they were historically able, but don't want to have to use cliff terrain, as this would prevent infantry from being able to cross as well, would it not? (plus it just don't look right, as the culvert has dirt sides, not rocks)I want to recreate a steep embankment that would be too steep for vehicles to go up or down it, but not have a movement value that would prohibit infantry from "scooting" down and "scrambing" up the other side, as the paras historically did.
Thanks for your help,
David Boutwell
"Out of ammunition. God save the King."