Game 2: VictoryFirst (Axis) vs barnee (Allies) - G40 House Rule Expansion by The Captain
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@VictoryFirst Updated 1.4 with the finishing touches same link https://github.com/beelee1/global_40_expansion_uhd
You can just power slam the whole thing in again after the rename :)
Right Arm :muscle: @Black_Elk Thanks Brother ! :)
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Game History
Round: 3 Purchase Units - Germans Germans buy 5 GermanUBoats, 1 Panzer_General, 2 Waffen_Obersts, 1 armour, 1 elite, 2 german_paras, 5 infantry and 2 waffen_infantrys; Remaining resources: 0 PUs; Place Units - Germans Units in Germany being upgraded or consumed: 2 infantry and 2 waffen_infantrys 2 Waffen_Obersts and 2 waffen_infantrys placed in Germany Combat Move - Germans Trigger RailMovementAutoPlaceGermans: Germans has 2 Rails placed in Germany 1 GermanUBoat moved from 112 Sea Zone to 104 Sea Zone 1 tactical_bomber moved from Holland Belgium to 104 Sea Zone 1 fighter moved from Holland Belgium to 104 Sea Zone Combat - Germans Battle in 104 Sea Zone Germans attack with 1 GermanUBoat, 1 fighter and 1 tactical_bomber French defend with 1 destroyer Germans roll dice for 1 GermanUBoat in 104 Sea Zone, round 2 : 1/1 hits, 0,33 expected hits French roll dice for 1 destroyer in 104 Sea Zone, round 2 : 0/1 hits, 0,33 expected hits 1 destroyer owned by the French lost in 104 Sea Zone Germans win with 1 GermanUBoat, 1 fighter and 1 tactical_bomber remaining. Battle score for attacker is 7 Casualties for French: 1 destroyer Non Combat Move - Germans Trigger RailMovementAutoPlaceRemoveGermansItalyTakeover: has removed 2 Rails owned by Germans in Germany Trigger Urals Tank Unit: Russians has 1 armour placed in Urals 1 fighter and 1 tactical_bomber moved from 104 Sea Zone to Holland Belgium 5 armour moved from Germany to Slovakia Hungary 1 armour moved from Slovakia Hungary to Germany 2 armour moved from Greater Southern Germany to Germany 1 armour moved from Western Germany to Germany 1 Panzer_General3 moved from Germany to Slovakia Hungary 1 mech_infantry moved from Greater Southern Germany to Slovakia Hungary 2 mech_infantrys moved from Germany to Slovakia Hungary 1 Waffen_Arty, 1 Waffen_Oberst and 2 waffen_infantrys moved from Germany to Slovakia Hungary 1 Waffen_Arty, 1 Waffen_Oberst and 2 waffen_infantrys moved from Germany to Slovakia Hungary 2 waffen_infantrys moved from Germany to Slovakia Hungary 3 german_paras moved from Germany to Romania 3 infantry moved from Germany to Poland 1 elite moved from Germany to Poland 1 battleship, 1 cruiser and 1 destroyer moved from 112 Sea Zone to 110 Sea Zone 1 battleship, 1 cruiser and 1 destroyer moved from 110 Sea Zone to 112 Sea Zone 1 GermanUBoat moved from 119 Sea Zone to 108 Sea Zone 1 GermanUBoat moved from 119 Sea Zone to 117 Sea Zone 2 GermanUBoats moved from 112 Sea Zone to 119 Sea Zone 2 GermanUBoats moved from 112 Sea Zone to 109 Sea Zone 1 GermanUBoat moved from 109 Sea Zone to 107 Sea Zone 1 GermanUBoat moved from 109 Sea Zone to 112 Sea Zone 1 infantry moved from Western Germany to 112 Sea Zone 1 infantry moved from 112 Sea Zone to Norway 1 infantry moved from Norway to Finland Place Units - Germans 1 Panzer_General and 1 armour placed in Germany 3 GermanUBoats placed in 93 Sea Zone 2 GermanUBoats placed in 112 Sea Zone 1 elite, 1 german_para and 4 infantry placed in Germany 1 infantry placed in Western Germany 1 german_para placed in Germany Turning on Edit Mode EDIT: Adding units owned by Germans to Germany: 1 Panzer_General3 EDIT: Removing units owned by Germans from Germany: 1 Panzer_General EDIT: Turning off Edit Mode Turning on Edit Mode EDIT: Adding units owned by Germans to 93 Sea Zone: 1 Wolfpack EDIT: Turning off Edit Mode Turn Complete - Germans Germans collect 44 PUs; end with 44 PUs Trigger Germans AdvancedProduction: Germans met a national objective for an additional 12 PUs; end with 56 PUs Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 61 PUs Objective Germans 1 Trade with Russia: Germans met a national objective for an additional 5 PUs; end with 66 PUs
Combat Hit Differential Summary :
French regular : -0,33 Germans regular : 0,67
By the way, I created this text file for myself to keep track of the armies and army groups. I thought it might be an idea to update the file after each turn and include it in our posts. Unless you prefer to use the Comment Log of course, but I thought the comment log becomes a bit messy when the armies move, or when the mines get stated there as well…
Let me know what you think!
Hehe, the war goes on with the German U-boats scattering across the Atlantic…
This game is so fun, especially with the new map! I am having such a blast! I am really glad I can finally play this game against a human opponent :) As you always say, right army brother :muscle:I cleaned up my table by the way. The 1943 setup was lying there for so long, almost untouched (I only did G1), so I decided to clean it all up and set up the 1940 scenario instead. During this, I became so allergic to all the dust, I cleaned up my entire room as well lol. Spent the entire day cleaning up and throwing away all the old and unnecessary stuff. It is unbelievable how much dust a room can have! It is still far from done though. Gonna spend the next few days finishing the clean-up, and then I will start another tabletop 1940 game of the House Rule Expansion. I will make a nice game report on the game report thread, with pictures.
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I also was thinking about how we can manage the representation of the armies on board, and make it as clear as possible. As a first step, we could represent the Panzer/Tank armies by a token or flag, because a Panzer Army always consists of the same units. This will save space, and it will be easier to move around as well. And when you use them in battle, you can edit the tanks back in.
Not sure how to handle the other Armies though. It might become a bit messy when you have to check every time what’s in the Army, and editing the units back in could also lead to problems. I still think creating a separate section/space on the map could be interesting. This section could function like the Army Board in a real game. For example, the units from the 1st Waffen Army in Slovakia could be placed/edited into the 1st Waffen Army territory (which could be either above the map or below). Then, you place a token of the 1st Waffen Army into Slovakia, and you only have to look at the territory to see what’s in there.
This would need some graphic artwork though, and I know you said graphics aren’t your thing. Neither is mine, but I still think I can be of assistance in this process. I know how to work with GIMP, so I could try to make some tokens there. Then we can see if it works in triplea.
Might this be an idea?
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@victoryfirst I’ll reply in more detail when I have time but … :) Go to the triplea site https://triplea-game.org/download/ and go to map making. You’ll see the first three pinned topics by Elk. They contain a Mountain of information. I haven’t gone through them myself in detail yet as all my time was helping get UHD done :) I plan on diving before too long
Also there is a thread “How to modify borders on an existing map” that has a ton of useful information as well and probably closer to what you’re after, although Elk may have addressed it also.
Check out ebbe’s “WWII Oil and Snow April 1941” you’ll see the boxes at the top. So you’d still have to edit the dudes back in before battle but that should work. Might even be able to drag those units directly to any tty as well w/out edit. Not sure. More in a bit
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@VictoryFirst The reason why I like comment log is because it gives an in game record. Posting it again when you post your end turn is fine as well and something I tend to do if it looks questionable. If a document makes that easier for you, that’s fine with me.
Mostly I can tell by just looking at the map. Like you have 1st Pnzr in Slovakia Active and 2 Waffen Armies that probably each have 1 Arty and 2 Inf Inactive. You also have enough units there to make an Army Group but since russia isn’t/can’t attack, it’s not that important. You can always activate it at the beginning of your combat move.
I’ll try and bust out russia real quick and get back to later with a more in depth answer
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Game History
Round: 3 Purchase Units - Russians Note to players Russians: <body><b>It is Early 1941 and The Soviet Union has Formed 2 Tank Armies.<br />You may purchase 1 Tank General per turn.<b></body> Note to players Russians: <body><b>It is Early 1941 and The Soviet Union has Tankograd Up and Running !<br />Russia receives 1 Free Tank per turn as long as they control the Urals.<b></body> Trigger TankGeneral: buyTank_General added to productionRussians Russians buy 1 Soviet_Commisar, 3 artilleries, 1 elite, 3 infantry and 8 mine_unarmeds; Remaining resources: 0 PUs; Combat Move - Russians Trigger RailMovementAutoPlaceRussians: Russians has 1 Europe_Rail and 2 Rails placed in Russia Non Combat Move - Russians Trigger RailMovementAutoPlaceRemoveRussians: has removed 1 Europe_Rail and 2 Rails owned by Russians in Caucasus 1 submarine moved from 123 Sea Zone to 116 Sea Zone 1 mech_infantry moved from Belarus to Russia 1 aaGun and 1 elite moved from Bryansk to Ukraine 1 infantry moved from Ukraine to Rostov 2 infantry moved from Western Ukraine to Ukraine 1 artillery and 4 infantry moved from Western Ukraine to Bryansk 1 Soviet_Commisar_3, 2 aaGuns, 2 armour, 2 artilleries, 15 infantry and 1 mech_infantry moved from Belarus to Bryansk 1 elite moved from Russia to Bryansk 1 infantry moved from Russia to Smolensk 1 armour moved from Urals to Russia 8 mine_unarmeds moved from Russia to Bryansk 1 Europe_Rail and 2 Rails moved from Russia to Yakut S.S.R. 1 Europe_Rail, 2 Rails and 3 infantry moved from Yakut S.S.R. to Caucasus 6 infantry moved from Yenisey to Timguska 2 infantry moved from Yakut S.S.R. to Yenisey Place Units - Russians 2 artilleries and 1 infantry placed in Ukraine 2 infantry placed in Volgograd 1 artillery placed in Novgorod 1 Soviet_Commisar, 1 elite and 8 mine_unarmeds placed in Russia Turn Complete - Russians Russians collect 37 PUs; end with 37 PUs
Combat Hit Differential Summary :
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@VictoryFirst yea i thought Elk had it all laid out step by step. Go to the triplea site and you want his “A brief guide to the map creator tools (Utilities)”.
So splitting a SZ is basically the same, I’m not sure how to make it land, but I know you can. It might just be in the xml. Then you have the new TTys, connect to All Land TTys or whatever ones needed. That would allow you to move units from the Box/TTy to anywhere. You wouldn’t need edit.
It’s just a matter of putting the Boxes to where they don’t obliterate the Arctic. Now they wouldn’t have to be very big, 1 unit for an Army Group, 2 for a Panzer/Tank Army and 4 for Waffen and Corps and Desert Armies.
There are however, a lot of em. South Atlantic and IO would be fine, because wgaf ? right ? It all looks the same and nobody goes there anyway. Be fine for US and UK.
Germany and russia would be better up North where you could see them without having to scroll or very much.
But anyway, that’s the answer :) I’ll look around for likely spots. Basically each box becomes a Land TTy for whoever’s it is :)
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@VictoryFirst yea you do it in the xml to change to land after you make your new tty.
So I added up our number of spaces needed and we’d have plenty of room to put G in the impassable part of Greenland and then above siberia for the soviets.
We could throw Germany’s Desert Army South too. We give the Boxes to Changer and make his Country White so the Arctic still looks cool.
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@VictoryFirst actually USA and Canada plenty big to stick there boxes. Just throw russia in the northern central TTys that got plenty of space. G to Greenland and S pacific i’d say and were there.
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well i thought I had it. The centers worked I checked centers.txt and 1st Waffen was in there. then I ran polygrabber
but I didn’t notice till the second time that the prompt asking me “1st Waffen” never came up. I checked polygons and it wasn’t in there.
when I ran it the first try I got this
lol
@Black_Elk any ideas ? :) I’ll try it again and be more meticulous with every step. Centers worked easy so I just blazed ahead lol
Heres hoping 3rd times a charm :)
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Discovered another one! Here, sz 34 and sz 44 shouldn’t be adjacent. This one looks a bit tougher to fix though.
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Found one more in China. Tsinghai and Suiyuyan have an invisible impassable mountain range :)
They should not be connected.
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Game History
Round: 3 Purchase Units - Japanese Japanese buy 2 Japan_destroyers, 2 armour, 1 artillery, 1 elite and 7 infantry; Remaining resources: 1 PUs; 6 SuicideAttackTokens; Combat Move - Japanese Trigger RailMovementAutoPlaceJapanese: Japanese has 2 Rails placed in Kiangsu 2 infantry moved from Chahar to Suiyuyan 1 artillery and 1 infantry moved from Hopei to Suiyuyan 1 artillery and 3 infantry moved from Kweichow to Yunnan 1 infantry moved from French Indo China to Shan State 1 artillery moved from Malaya to Shan State 2 fighters and 1 tactical_bomber moved from Kwangsi to Shan State 1 bomber, 1 fighter and 1 tactical_bomber moved from Kwangsi to Yunnan 1 bomber moved from Kwangsi to 41 Sea Zone 1 transport moved from 35 Sea Zone to 34 Sea Zone 2 infantry moved from Paulau Island to 34 Sea Zone 2 infantry and 1 transport moved from 34 Sea Zone to 35 Sea Zone 2 infantry moved from 35 Sea Zone to Philippines 1 transport moved from 37 Sea Zone to 36 Sea Zone 2 infantry moved from Kwangsi to 36 Sea Zone 2 infantry and 1 transport moved from 36 Sea Zone to 43 Sea Zone 2 infantry moved from 43 Sea Zone to Borneo 1 artillery moved from Malaya to 37 Sea Zone 1 artillery and 1 transport moved from 37 Sea Zone to 44 Sea Zone 1 artillery moved from 44 Sea Zone to Celebes 1 artillery and 1 infantry moved from Malaya to 37 Sea Zone 1 artillery, 1 infantry and 1 transport moved from 37 Sea Zone to 42 Sea Zone 1 artillery and 1 infantry moved from 42 Sea Zone to Java 1 fighter and 1 tactical_bomber moved from 37 Sea Zone to Java 1 fighter and 1 tactical_bomber moved from 35 Sea Zone to Borneo 1 battleship moved from 35 Sea Zone to 42 Sea Zone 1 Japan_destroyer moved from 35 Sea Zone to 42 Sea Zone 1 carrier moved from 37 Sea Zone to 42 Sea Zone 1 cruiser moved from 37 Sea Zone to 43 Sea Zone 1 Japan_destroyer moved from 37 Sea Zone to 44 Sea Zone 1 cruiser moved from 35 Sea Zone to 44 Sea Zone 1 carrier moved from 35 Sea Zone to 44 Sea Zone 1 Japan_destroyer moved from 6 Sea Zone to 16 Sea Zone 1 fighter and 1 tactical_bomber moved from 6 Sea Zone to 16 Sea Zone 2 fighters moved from Japan to 16 Sea Zone 1 tactical_bomber moved from 35 Sea Zone to Borneo 1 fighter moved from 35 Sea Zone to Java Combat - Japanese Battle in Philippines Battle in Celebes Battle in 41 Sea Zone Japanese attack with 1 bomber British defend with 1 transport Japanese roll dice for 1 bomber in 41 Sea Zone, round 2 : 1/1 hits, 0,67 expected hits 1 transport owned by the British lost in 41 Sea Zone Japanese win, taking Philippines from Americans, taking Celebes from Dutch with 1 bomber remaining. Battle score for attacker is 6 Casualties for British: 1 transport Battle in Borneo Japanese attack with 1 fighter, 2 infantry and 2 tactical_bombers British defend with 1 Fortification and 1 infantry Japanese roll dice for 1 cruiser in Borneo, round 2 : 1/1 hits, 0,50 expected hits Japanese roll dice for 1 fighter, 2 infantry and 2 tactical_bombers in Borneo, round 2 : 1/5 hits, 2,00 expected hits British roll dice for 1 Fortification and 1 infantry in Borneo, round 2 : 0/1 hits, 0,50 expected hits 1 Fortification owned by the British and 1 infantry owned by the British lost in Borneo Japanese win, taking Borneo from British with 1 fighter, 2 infantry and 2 tactical_bombers remaining. Battle score for attacker is 4 Casualties for British: 1 Fortification and 1 infantry Battle in Suiyuyan Japanese attack with 1 artillery and 3 infantry Chinese defend with 1 infantry Japanese roll dice for 1 artillery and 3 infantry in Suiyuyan, round 2 : 2/4 hits, 1,00 expected hits Chinese roll dice for 1 infantry in Suiyuyan, round 2 : 0/1 hits, 0,33 expected hits 1 infantry owned by the Chinese lost in Suiyuyan Japanese win, taking Suiyuyan from Chinese with 1 artillery and 3 infantry remaining. Battle score for attacker is 3 Casualties for Chinese: 1 infantry Battle in Yunnan Japanese attack with 1 artillery, 1 bomber, 1 fighter, 3 infantry and 1 tactical_bomber British defend with 1 aaGun; Chinese defend with 3 infantry British roll AA dice in Yunnan : 1/3 hits, 0,50 expected hits 1 fighter owned by the Japanese lost in Yunnan Japanese roll dice for 1 artillery, 1 bomber, 3 infantry and 1 tactical_bomber in Yunnan, round 2 : 1/6 hits, 2,17 expected hits Chinese roll dice for 1 aaGun and 3 infantry in Yunnan, round 2 : 2/4 hits, 1,17 expected hits 2 infantry owned by the Japanese and 1 aaGun owned by the British lost in Yunnan Japanese roll dice for 1 artillery, 1 bomber, 1 infantry and 1 tactical_bomber in Yunnan, round 3 : 1/4 hits, 1,83 expected hits Chinese roll dice for 3 infantry in Yunnan, round 3 : 2/3 hits, 1,00 expected hits 1 infantry owned by the Japanese, 1 artillery owned by the Japanese and 1 infantry owned by the Chinese lost in Yunnan 1 tactical_bomber owned by the Japanese and 1 bomber owned by the Japanese retreated Chinese win with 2 infantry remaining. Battle score for attacker is -14 Casualties for Japanese: 1 artillery, 1 fighter and 3 infantry Casualties for British: 1 aaGun Casualties for Chinese: 1 infantry Battle in Shan State Japanese attack with 1 artillery, 2 fighters, 1 infantry and 1 tactical_bomber British defend with 2 infantry Japanese roll dice for 1 artillery, 2 fighters, 1 infantry and 1 tactical_bomber in Shan State, round 2 : 4/5 hits, 2,33 expected hits British roll dice for 2 infantry in Shan State, round 2 : 0/2 hits, 0,67 expected hits 2 infantry owned by the British lost in Shan State Japanese win, taking Shan State from British with 1 artillery, 2 fighters, 1 infantry and 1 tactical_bomber remaining. Battle score for attacker is 6 Casualties for British: 2 infantry Battle in 42 Sea Zone Japanese attack with 1 Japan_destroyer, 1 battleship, 1 carrier and 1 transport ANZAC defend with 1 destroyer Japanese roll dice for 1 Japan_destroyer, 1 battleship, 1 carrier and 1 transport in 42 Sea Zone, round 2 : 1/2 hits, 1,00 expected hits ANZAC roll dice for 1 destroyer in 42 Sea Zone, round 2 : 0/1 hits, 0,33 expected hits 1 destroyer owned by the ANZAC lost in 42 Sea Zone Japanese win, taking 42 Sea Zone from ANZAC with 1 Japan_destroyer, 1 battleship, 1 carrier and 1 transport remaining. Battle score for attacker is 7 Casualties for ANZAC: 1 destroyer Battle in 16 Sea Zone Japanese attack with 1 Japan_destroyer, 3 fighters and 1 tactical_bomber Americans defend with 1 submarine Japanese roll dice for 1 Japan_destroyer, 3 fighters and 1 tactical_bomber in 16 Sea Zone, round 2 : 4/5 hits, 2,50 expected hits Americans roll dice for 1 submarine in 16 Sea Zone, round 2 : 0/1 hits, 0,17 expected hits 1 submarine owned by the Americans lost in 16 Sea Zone Japanese win with 1 Japan_destroyer, 3 fighters and 1 tactical_bomber remaining. Battle score for attacker is 6 Casualties for Americans: 1 submarine Battle in Java Japanese attack with 1 artillery, 2 fighters, 1 infantry and 1 tactical_bomber ANZAC defend with 1 Fortification, 1 aaGun and 1 infantry ANZAC roll AA dice in Java : 0/3 hits, 0,50 expected hits Japanese roll dice for 1 artillery, 2 fighters, 1 infantry and 1 tactical_bomber in Java, round 2 : 3/5 hits, 2,33 expected hits ANZAC roll dice for 1 Fortification, 1 aaGun and 1 infantry in Java, round 2 : 0/2 hits, 0,67 expected hits 1 Fortification owned by the ANZAC, 1 infantry owned by the ANZAC and 1 aaGun owned by the ANZAC lost in Java Japanese win, taking Java from ANZAC with 1 artillery, 2 fighters, 1 infantry and 1 tactical_bomber remaining. Battle score for attacker is 9 Casualties for ANZAC: 1 Fortification, 1 aaGun and 1 infantry Non Combat Move - Japanese Trigger RailMovementAutoPlaceRemoveJapanese: has removed 2 Rails owned by Japanese in French Indo China 2 fighters moved from 16 Sea Zone to Japan 1 fighter moved from 16 Sea Zone to 6 Sea Zone 1 Japan_destroyer moved from 6 Sea Zone to 7 Sea Zone 1 tactical_bomber moved from 16 Sea Zone to 6 Sea Zone 1 fighter and 1 tactical_bomber moved from Borneo to 35 Sea Zone 1 tactical_bomber moved from Borneo to 44 Sea Zone 1 fighter moved from Java to 44 Sea Zone 1 tactical_bomber moved from Java to 42 Sea Zone 1 fighter moved from Java to 42 Sea Zone 1 bomber moved from 41 Sea Zone to Siam 1 bomber moved from Yunnan to Siam 1 fighter and 1 tactical_bomber moved from Shan State to Siam 2 infantry moved from Kwangtung to Kwangsi 2 Rails moved from Kiangsu to Korea 2 Rails and 2 infantry moved from Korea to French Indo China 1 infantry moved from Anhwe to Hunan 1 infantry moved from Anhwe to Kweichow 1 infantry moved from Anhwe to Hopei 1 infantry moved from Anhwe to Kweichow 1 aaGun moved from Anhwe to Kweichow 1 tactical_bomber moved from Yunnan to Kwangsi 1 fighter moved from Shan State to French Indo China 2 transports moved from 35 Sea Zone to 19 Sea Zone Place Units - Japanese 2 Japan_destroyers placed in 6 Sea Zone 1 armour and 2 infantry placed in Kiangsu 1 armour and 2 infantry placed in Shantung 1 artillery, 1 elite and 3 infantry placed in Japan Turning on Edit Mode EDIT: Adding units owned by Japanese to Japan: 1 Japanese_LCV EDIT: Turning off Edit Mode Turning on Edit Mode EDIT: Removing units owned by Japanese from Korea: 1 Japanese_LCV EDIT: Turning off Edit Mode Turn Complete - Japanese Japanese collect 54 PUs; end with 55 PUs Trigger Japanese Controls Celebes Pacific Expanded: Japanese met a national objective for an additional 1 PUs; end with 56 PUs Trigger Japanese Controls Philippines Pacific Expanded: Japanese met a national objective for an additional 3 PUs; end with 59 PUs Trigger Japanese AdvancedProduction: Japanese met a national objective for an additional 8 PUs; end with 67 PUs
Combat Hit Differential Summary :
Chinese regular : 1,50 Americans regular : -0,17 Japanese regular : 2,67 British AA : 0,50 ANZAC AA : -0,50 ANZAC regular : -1,00 British regular : -1,17
Those Chinese are tougher than tough… now it’s their turn to get drunk in Yunnan!
Hope you can’t destroy my transports in sz 19… checked if the US bomber was around but couldn’t find it lol.
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@barnee Thanks for letting me know about the threads by @Black_Elk. I didn’t know these existed! I’ve always wanted to dive into map-making, but I never got to understand how it works. I will certainly take a look at them, and I hope I can be of any assistance to you in this project. It would be so great if the separate Army Areas would work out, cool you are busy with it already :)
I think I will read through the thread “how to make units” first, and I’ll try to make a nice-looking token for the Panzer/Tank armies.
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@victoryfirst Nice work! OK, another pair of corrections to make ASAP haha. I’ll get a fix for those going tonight. Should be a little faster this time to adjust in GIMP since I saved it out in layers the other day. Far as I know, this is the first actual game to be played using the new map design, so I guess it makes sense that I’d have missed the forest from the trees more than once here lol. Part of the charm of trying to make a couple maps from the same basic projection simultaneously hehe. I think I got a ready solution for the sz 34/44 and Tsinghai connect. Making the base adjustments now. Should have something for ya in a few hours.
Thanks again for the finer toothed comb! We’ll get it dialed :)
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OK back in business. Readiest solution was basically just to enlarge Kansu, since the center of the board has a fair of distortion anyway, few more places for units in that TT now, which probably works out well enough. For the sea added a lip where the connections were off. Hopefully does the trick.
For adding inset boxes for the expansion map, probably easiest would be to expand the canvas and but a grid of rectangles along the top/bottom. I can give that a crack sometime this weekend. To get the those spots to do what you want might need a bit of xml work. Like depending on if you want the squares to be mobilization boxes, or overflow boxes like false tiles. The difference would be in how you set up the connections, whether it takes an actual movement go between the box and the associated tile, or if the box is meant to be the same tile if that makes sense.
I’ll shoot ya the updated materials in a sec
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Here’s a baseline with some rectangles added at the top/bottom. There are 11 of each. Not sure if something like that is what you had in mind, it just expands the height to 6000px. You could arrange/assign them however, just wanted to get you something simple to riff on.
https://www.dropbox.com/s/aox5xnthi8ctu1g/baseline_uhd_global_1940_new_4-19 - Exp.png?dl=0
Hopefully the map is good to go, but keep an eye. Have fun!
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@VictoryFirst ok back in action. https://github.com/beelee1/global_40_expansion_uhd
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This map looks great! Isn’t this exactly what we want, @barnee ?
If we count up everything:Armies:
Germany:
(3 Panzer Armies)
4 Waffen-SS Armies
1 Desert ArmySoviet Union:
(2 Tank Armies)
3 Soviet Army CorpsUnited States:
(2 Tank Armies)
1 Desert ArmyUnited Kingdom:
(1 Tank Army)
1 Desert Army
1 D-Day ArmyArmy Groups:
Germany:
3 Army GroupsSoviet Union:
2 Army GroupsUnited States:
1 Army GroupAlright, long story short, the minimum amount of boxes we need is 17. The Tank Army boxes aren’t really necessary, since it is always clear what’s in them. If we do include them, we come out with 25 boxes.
In any case, 11 will not be enough, so I propose we should add boxes to the sides of the map too. It does look much better than placing the boxes in the North and South Pole IMO, which is I think harder, but it also looks messier. What do you think, barnee?
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@victoryfirst I forgot to put the updated place in. I’ll send it in a bit
Those boxes will be more than enough. there 1000 pixels wide I’m not sure how tall for sure but he said you can fit the entire roster into one :)
Will fine tune it