Re: Making my own WW1 game…
Hey, y’all. I was wondering how y’all made games, like this one. Please reply if you have an answer!
General 6 Stars 1941 WW2 Game
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Working on a new map. Do colors look good ?
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@general-6-stars The cartography as ghastly. Try and spend more time drawing the coastline with overlay of actual map that has opacity set at 50% of so, and really do the areas well. the trick is keeping Europe huge and not squeezing Africa too much. Connections to the middle east may prove tricky as well. Asia should be easier
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@imperious-leader said in General 6 Stars 1941 Global War Game:
@general-6-stars The cartography as ghastly. Try and spend more time drawing the coastline with overlay of actual map that has opacity set at 50% of so, and really do the areas well. the trick is keeping Europe huge and not squeezing Africa too much. Connections to the middle east may prove tricky as well. Asia should be easier
All I did so far is change colors. Haven’t done any borders or terrain. Can’t really make less territories and such in Asia based on game play. It would affect to much stuff
If I made Europe bigger it would throw everything off. I did make Africa a lot smaller before.What do you mean by cartography as ghastly?
What’s opacity at 50% ? -
@general-6-stars Cartography among other things is the accuracy of the coastline. Its not just blobs of land without any character. Even if you were to fake it if just shows a lack of care and goes into the Jr. High school project category. It must be accurate to a fault, but with due consideration to convenience to the playing situation ( larger Europa). It should take 1000 hrs+ to draw this, not 2 hours. If you care about what your doing, follow that guideline. Remember how well you altered my map 1942.2? do the same here!
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The colors are not really good. Check google they have a accurate template of colors representing the nations. Its not Axis and Allies related, but i think they want to convey colors used for wargame colors, or maps of the period. The search might take a while, its kinda obscure.
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It seems to me, that the colors are clear enough to distinguish between the Nations.
Also, with those colors it is easy to see the playing pieces on the map.
The more colors, text, details etc. the more difficult it is to see the playing pieces.
Most importantly - the Territories and Sea Zones will determine how Game Play works and set the standard for the time players need to complete a game.
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Ya Captain. I’m just making a newer map for my game that won’t be as dark as the last one.
Removing some territories from 2 to 1.
So game play doesn’t change based on 4 years now.
Colors probably going to be lighter one way or the other and may put back the old strict neutral color instead of each having own color.
Wider territory and sea zone borders -
@general-6-stars
We experienced - playing your game - that Germany easily gets crowded - and so do also a few other Key Terrirories on the Eastern Front.Also a few Atlantic Sea Zones can easily get crowded.
What are your own experiences?
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@the-captain said in General 6 Stars 1941 Global War Game:
@general-6-stars
We experienced - playing your game - that Germany easily gets crowded - and so do also a few other Key Terrirories on the Eastern Front.Also a few Atlantic Sea Zones can easily get crowded.
What are your own experiences?
Pretty much crowed in Europe for Germany and Russia some.
Did try to make the territories around Moscow bigger based volume of pieces in my game gonna be mostly avoidable. Moscow even have to chip up…I tried making Europe bigger but then it throws everything off in Med and Middle East.
Best option take away a territory to make 2 to 1 would change the game to much.
What sea zones you referring too ?
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The Sea Zones in Baltic Sea and Atlantic Sea Zones adjacent to Denmark & Norway.
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OK. I’ll see what I can do. Thanks
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Here’s an idea. Since Ger wolf packs get a bonus or some have less cost and I’m thinking of not adding another ship to game is for every 3 destroyers they get to roll an extra dice. Be first round only against only subs.
This would represent escorts in game.
So in my game subs can dive on first round if they survive a Tac bomber first strike hit and just destroyers attacking and in my game destroyers each get a depth charge drop.
So say 3 US destroyers attacking 2 German subs in a convoy box. Subs dive then the 3 destroyers would roll 4 dice instead of 3 and attack @3. This would represent a escort in the anti sub attack. Roll only first round.Keep in mind the destroyer also gets a ship shot if there’s other surface ships in a battle to
but the 1 bonus dice is just against subs. -
It sounds interesting.
I’ll add a few comments to the rules that we use:
The German U-Boat rule, Wolf Pack rule and the Escort (Convoy) rule that we have adapted in the Axis & Allies Global 1940 House Rules Expansion originate from the 1991 Gamers Paradise - Axis & Allies Expansion.
Since that Expansion was designed for Axis & Allies Classic, we adjusted the rules to fit in for the newer Axis & Allies versions - including G40.
- The German U-Boat production during World War II was by far the highest Submarine production by any Nation during the early years of the War.
This Historic U-Boat Production is reflected in the game by a reduced German U-Boat Cost.
- The German U-Boat Tactics were superior to any known tactics - and resulted in massive losses of Allied shipping.
The Wolf Pack rule reflects this Historic Superior Tactic.
- From Late 1941, the Allies started to protect their Trans-Atlantic Convoys with increased numbers of Destroyers and Destroyer-Escorts.
This Convoy System is reflected in the game by the Escort Unit, that has the defense value increased when protecting Transports.
These rules are easy to play with, since a German U-Boat unit always costs 4 IPC, (3 or more) German U-Boats always attack at “3” in the first round of Combat - and an Escort unit is an independant unit that can serve one primary purpose: to protect Transports.
Based on our Play Testing Results back in the Early 90’s we have kept the rules as they were since then.
We used those rules in your 1941 Global War Game - and it worked just fine.
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Kind a an update on new map. Not set on land texture but maybe. Sea zones done with some minor high lights probably.
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Looks great:+1:
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Just checkin to see how it looks so far.
Looks a bit different here compared to my screen. Ha
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“Operation Travis” today. Starting setup
Well allies win even though they lost Moscow. Allies moved into Med and did some damage. But Russia can take back Moscow.
Was great to finally see Patton in Greece.US attacked Jap fleet but Japan held out and has decent control in pacific but Germany just got to over whelmed
Great game. Got to see some new stuff. -
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Hey. What Atlantic Wall gun looks better ?
Have 2 types in Normandy
For me it’s like the taller one. But prefer maybe in between. Lol -
@general-6-stars I like the taller one too. The barrels are more pronounced. Denmark is a good shot of it
Edit
Looks like Baltic Sea needs an Air Traffic Controller:joy: -
@barnee said in General 6 Stars 1941 Global War Game:
@general-6-stars I like the taller one too. The barrels are more pronounced. Denmark is a good shot of it
Edit
Looks like Baltic Sea needs an Air Traffic Controller:joy:Lol Just moved planes back from last game.
Ya rule is one gun in each of the 7 territories on setup and can build up to 3 per territory so you see max strength. Cost is 2 icps each. For each gun Defends @4 and boost 1 inf on defense +1
Can take as a casualty.