Designing Great War Scenarios for TOAOW IV using a 250 meters per hex scale
Posted: Sun Mar 05, 2023 12:13 pm
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
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