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Designing Great War Scenarios for TOAOW IV using a 250 meters per hex scale

Posted: Sun Mar 05, 2023 12:13 pm
by Hoplite1963
Hi Guys
I have had the various versions of this game since it was published by Talonsoft and played it quite a bit over the years, but until now I have never got into the scenario design and moding side of the game.

However, I am now looking at using it to design some Great War era scenarios using the 250 meter per hex scale. I think I can live with and get round the fact that direct fire can only be into adjacent hexes with the exception of HMG’s and have a couple of ideas on how I might deal with this and wanted to see what people think.

Firstly, create a new HMG weapon in the artillery weapon class and give it the requisite range say 2 Km. After all they were used extensively for indirect fire during this period anyway.

Secondly live with the 1 hex range for HMG’s but increase their lethality to reflect the casualties they would have inflicted on an approaching unit before it closed to a 1 hex range. After all with a minimum time per turn of 1 hour there would be time to set up an HMG before firing although I guess units already set up in a hex get an advantage here which is correct.

Which of these options would be the best to go with here or should I use a mixture of both. Also wondered if I should use method 2 for some infantry units such as those in the BEF in 1914 to reflect their ability to engage targets at a longer range, “the mad minute factor” and the fact that the SMILE had 10 rather than 5 rounds in its magazine and could be quickly reloaded with 5 round clips ?

Any thoughts guys?

Kind regards
Ian

Re: Designing Great War Scenarios for TOAOW IV using a 250 meters per hex scale

Posted: Sun Mar 05, 2023 12:45 pm
by Lobster
At 250 meters per hex two hexes is far too short for a heavy machine gun firing indirectly. A Vickers Mk I could fire 4100 meters.

Re: Designing Great War Scenarios for TOAOW IV using a 250 meters per hex scale

Posted: Sun Mar 05, 2023 1:34 pm
by Hoplite1963
Yes you right, but going down this route would be a compromise to get they to have a range of more than 1 hex since as far as I know you don't have the facility to direct fire at more than one hex.

Guess for early war HMG's and units incorporated in infantry battalions later I could go for a 1 hex range and enhanced lethality while for the UK Machine Gun Corps & the German Machinegun Marksman units i could make them longer range indirect fire ones.

Thanks for your input

Kind regards
Ian

Re: Designing Great War Scenarios for TOAOW IV using a 250 meters per hex scale

Posted: Mon Mar 06, 2023 10:09 am
by Hoplite1963
Getting further into the workings of the editor now and see you can alter the range of infantry weapons as well. Has anybody tried this and if wo what was the result? I was thinking of perhaps setting some infantry squads to a range of 0.5 Km or 2 hexes in the 250 meters per hex range ?

Kind regards
Ian

Re: Designing Great War Scenarios for TOAOW IV using a 250 meters per hex scale

Posted: Fri Mar 10, 2023 7:25 pm
by golden delicious
How are you handling line of sight?

Re: Designing Great War Scenarios for TOAOW IV using a 250 meters per hex scale

Posted: Sun Mar 12, 2023 1:16 pm
by Hoplite1963
I will be working on the basis that all fire over 1 hex range is indirect fire and cut in half the basic attack strength per weapon in consequence. I also at least initially plan to use the “Infantry Gun” icon slot for the units so that I will have access to the hard coded factors allowing bombardment.

Any ideas feedback and experience of doing this sort of thing would be very welcome.

Kind regards
Ian