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PostPosted: Thu Nov 01, 2007 3:53 am
by yeti_c
sangfroid wrote:Given it's a small scale map, I'd consider introducing another layer of complexity and reality.

If a unit is attacked from the flank (with enemy units on two sides OR attacked from East or West since the battle lines are arrayed north/south) then they are enfilladed, which would require say a -1 modifier on their highest defense roll. This would reflect their inability to bring all their guns to bear on their target,

This was standard tactics in the firearms era and produced collossal casualties when executed correctly. There are other possiblities I could suggest, but this would be one of the easier ones to implement.

Thoughts??


I love the idea -> but dice modifiers aren't available at CC (atm)

C.

PostPosted: Thu Nov 01, 2007 6:55 am
by cairnswk
I had started working on this in the direction below, but i think this is crap?

Image

PostPosted: Thu Nov 01, 2007 8:25 am
by onbekende
do we get bonus points if we agree it is crap? :D

sorry about the pions one, blame my english (more do that)

Waterloo Version 3

PostPosted: Thu Nov 01, 2007 12:54 pm
by cairnswk
onbekende wrote:do we get bonus points if we agree it is crap? :D
in this instance...YES!

Version 3 Update

And now for something i had started preparing a little earlier...... :)

Below is the how i had started previously laying out the battle scene in line with the standard RISK style play.

According to the poll above, there is a call for different shapes to represent the three forces....so i will have to adapt this below.

Image

PostPosted: Thu Nov 01, 2007 8:08 pm
by mibi
I dunno Cairns, some of you maps look like a technicolor Rorschach test...a little too cerebral and not enough of a hook for me... but this will be an interesting development.

PostPosted: Thu Nov 01, 2007 9:27 pm
by cairnswk
mibi wrote:I dunno Cairns, some of you maps look like a technicolor Rorschach test...a little too cerebral and not enough of a hook for me... but this will be an interesting development.


Thanks Mibi for that comment :) ....
perhaps I can say the same of your Supermax colour scheme. :twisted:

For anyone interested this is an excellent article on Mibi's reference to the Rorschach test. Even I had to look it up.

I'd like to hear the day Mibi, when you actually have something pleasant to say about my maps, even something encouraging; :roll: and not aimed at judgement but rather a contribution.

PostPosted: Fri Nov 02, 2007 3:53 am
by yeti_c
Meh -> Mibi's managed to rattle the normally serene Cairns!!!!

C.

PostPosted: Fri Nov 02, 2007 4:21 am
by asl80
hey cairns - version 3's looking better than the first, but why the explorer helmet inlay(thingy), maybe keep it as an open playing field?

your probably already on the way to this - but giving the map a clear wellington-napoleon oppositional gameplay would be best?

hopefully will have a feel similar to pearl harbour, which is a beautiful map.
(i.e. even if it's within territories, you could have figures with army circles beside - not too sure about the army no.s within the figures like the attempt above)

PostPosted: Fri Nov 02, 2007 5:21 am
by cairnswk
yeti_c wrote:Meh -> Mibi's managed to rattle the normally serene Cairns!!!!

C.


He's not the first yeti_c....----i had that honour way back when...now back to the map please.

PostPosted: Fri Nov 02, 2007 6:06 am
by yeti_c
asl80 wrote:hey cairns - version 3's looking better than the first, but why the explorer helmet inlay(thingy), maybe keep it as an open playing field?


I concur...

C.

PostPosted: Fri Nov 02, 2007 8:54 am
by cairnswk
yeti_c wrote:
asl80 wrote:hey cairns - version 3's looking better than the first, but why the explorer helmet inlay(thingy), maybe keep it as an open playing field?


I concur...

C.


OK guys...i'll keep it in mind...somewhere :wink:

The helmut thingy is an outline of Napoleon's Hat, and i wanted to use the outside area for bonuses and game play instructions....see what happens eh?!

PostPosted: Fri Nov 02, 2007 8:56 am
by yeti_c
Ah I see... hmmm -> perhaps blur it a bit or make it less stark then or something?!

FYI

Image

C.

PostPosted: Fri Nov 02, 2007 9:24 am
by asl80
asl80 wrote:hey cairns - version 3's looking better than the first, but why the explorer helmet inlay(thingy), maybe keep it as an open playing field?

your probably already on the way to this - but giving the map a clear wellington-napoleon oppositional gameplay would be best?

hopefully will have a feel similar to pearl harbour, which is a beautiful map.
(i.e. even if it's within territories, you could have figures with army circles beside - not too sure about the army no.s within the figures like the attempt above)


[EDIT]: P.S. - i voted for B thinking of something different - consider it changed to C, which i left alone picturing something like Gazala which i'm still a little unsure of (lines all over the place) ... pearl harbour has a greater focus on imagery and setting, as opposed to just schemata, though recreates the attack routes, and positions held, likely to have taken place. (Don't take the Gazala points to seriously though - have t go back and have a look at it {and still like it})

The point been, that it is getting the overall setting right that is most important, i.e. out on a field - assuming it was indeed so (or did they fight virtual wars back then too?), as well as making the player feel like they are holding a position, i.e. napolean, and advancing in his shoes with his army - assuming that the gameplay is organised so it is best to try and take sides so this can be recreated.

Would a possible way for making the taking of sides more likely be to have a few small bonuses at each end of the map (prob. northwestish and southeastish in this context), then some larger ones in the middle, followed by some medium ones that either side would ultimately contest for in the end to gain the upper hand in the balancing of power?

PostPosted: Fri Nov 02, 2007 3:39 pm
by cairnswk
asl80 wrote:Would a possible way for making the taking of sides more likely be to have a few small bonuses at each end of the map (prob. northwestish and southeastish in this context), then some larger ones in the middle, followed by some medium ones that either side would ultimately contest for in the end to gain the upper hand in the balancing of power?


That might be possible with the artilllery grouping used in this map.

PostPosted: Sat Nov 03, 2007 8:03 am
by cairnswk
Still Version 3

Below is still Version....just an idea of where this is heading.

Image

PostPosted: Sat Nov 03, 2007 8:12 am
by militant
i have no knowledge of waterloo, but i looked at the poll and noticed the option for different shapes for infantry and artillary. anyway is it possible to add a certain amount of armies to them territories every turn.
For example Add 3 armies to artillary
Add 1 armies to infanty

PostPosted: Sat Nov 03, 2007 1:31 pm
by cairnswk
militant wrote:i have no knowledge of waterloo, but i looked at the poll and noticed the option for different shapes for infantry and artillary. anyway is it possible to add a certain amount of armies to them territories every turn.
For example Add 3 armies to artillary
Add 1 armies to infanty


Yes i was thinking along those lines. :)

Image

PostPosted: Sat Nov 03, 2007 1:40 pm
by onbekende
EDIT: nvm, I demand my browser auto-updates a page

PostPosted: Sat Nov 03, 2007 1:46 pm
by onbekende
1 question for now: Artillary like Clinton (CA1 - CA3) can attack all of there color band or all of the next color band? And what about territories who fell in 1 sections? RC2 for example (far left).

PostPosted: Sat Nov 03, 2007 2:13 pm
by cairnswk
onbekende wrote:1 question for now: Artillary like Clinton (CA1 - CA3) can attack all of there color band or all of the next color band? And what about territories who fell in 1 sections? RC2 for example (far left).


Probably badly worded for now and needs changing...
but the idea is that artillary like CA1 can only bombard terts two sections ahead....not in their own section nor the section immediately in front, but the one after the one in front.

RC2 is Cavalry so they can't bombard....but i am thinking they might be able to attack two terts ahead as was suggested in this thread.

PostPosted: Sat Nov 03, 2007 5:39 pm
by onbekende
cairnswk wrote:
onbekende wrote:1 question for now: Artillary like Clinton (CA1 - CA3) can attack all of there color band or all of the next color band? And what about territories who fell in 1 sections? RC2 for example (far left).


Probably badly worded for now and needs changing...
but the idea is that artillary like CA1 can only bombard terts two sections ahead....not in their own section nor the section immediately in front, but the one after the one in front.

RC2 is Cavalry so they can't bombard....but i am thinking they might be able to attack two terts ahead as was suggested in this thread.
aaaaah, indeed is good idea but better wording required

and that RC2 was just an example

Version 4 Update.

PostPosted: Mon Nov 05, 2007 4:41 am
by cairnswk
Version 4 update

OK....this is pretty well the layout for this map.

Busy...yes...what else can you expect from me :shock:

But i think that this is another like Pearl Harbor - one of those important historical battles that deserves historical correctness.

Anyway...let me know what you think.

Large Version 4
Image

PostPosted: Mon Nov 05, 2007 5:32 am
by yeti_c
Cavalry stuff isn't programmable...

You can either attack or not -> you can't have the ability to attack determined by the holding of another territory!!

C.

PostPosted: Mon Nov 05, 2007 5:56 am
by cairnswk
yeti_c wrote:Cavalry stuff isn't programmable...

You can either attack or not -> you can't have the ability to attack determined by the holding of another territory!!

C.



Thanks yeti_c...i'll have to rethink that one then.

Perhaps...."Cavalry can attack two territories ahead"

PostPosted: Thu Nov 08, 2007 5:53 pm
by cairnswk
OK....i want to move ahead with this one....any suggestions/complaints/ideas for graphics or gameplay.