@Imperious-Leader Thx, I will wait your link
World War One
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Well, it appears that I have lost my orginial great map that I started for this project a long time ago. Must admit it was really good, I made it in 2004 but I think I lost it due to computer hardware crash. I will keep looking.
Anyhow I have started this project back up. Things to look foward to:
1. Expect a game that takes 8+ hours to play. Must be this long to stimulate the very slow advancement of troops due to trench warfare.
2. Limited America, America enters via a card that has the forces on it for a certain turn.
3. Calvary will be apart of it.
4. A map that is most likely going to be a mix of hexagons and other areas. Hexagons for trench warfare heavy areas.I will keep you guys posted on the progress.
Pictures of a map: Below
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Whenever I hear the word “Hexagon” I reach for my uzis.
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Actually Hexagons are the most effective way to stimulate Trench Warfare. As the lost of one trench or line would cause the defender to just move back to another line or counter attack. Hexagons allow for this to occure.
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Anyhow a rough draft on some rules and Units
Based off 12 sided Dice
Infantry: Cost 2 IPCs, Defend at 6 or less, Attack at 2 or less. Movement 1
Calvary: Cost 3 IPCs, Defends at 5 or less, Attacks at 3 or less. Movement 2
Artillery: Cost 5 IPCs, Defend at 8 or less, Attack at 2 or less. Movement 1
Tanks: Cost 15 IPCs, Defend at 9 or less, Attack at 9 or less. (Requires Tech) Movement 1
Fighters: Cost 5 IPCs, Defend at 3 or less, Attack at 3 or less. Range 4.
Bombers: Cost 8 IPCs, Defend at 2 or less, Attack at 5 or less. Range 6.Those are the land units.
Fighters and Bombers cannot be located in Hexagons/boarders boardering the Enemy.
Each unit gets one die for each type of unit. For example, if player A attacks player B. Player A has 1 Infantry, 1 Artillery, and 1 Fighter they would get 3 dice for each unit. Does not matter if the person is defending or attacking.If a person attacks from multiple sides, they gain a flanking advantage which grants the attacker +1 to all land units attacking the area.
Trench Rules: All land units defending in a trench (Marked by the respected symbol) recieve a +2 to their defense value.
Victory Condictions:
Central Powers - Take Paris or London or Rome. OR Take knock Russia out within 10 turns.
Allies - Last for at least 25 Turns and only have at least 1 terrority under Central Power Control. -
Link of my map in progress. Note that this is the Western Front. The Eastern Front is not going to be shapes and straight lines most likely. The point of the shapes on the Western Front is to stimulate the slow pace movement and hard aspect of trying to brake a battle line.
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Actually Hexagons are the most effective way to stimulate Trench Warfare. As the lost of one trench or line would cause the defender to just move back to another line or counter attack. Hexagons allow for this to occure.
There are some other methods - check out Paths of Glory by GMT games, which uses ‘point-to-point’ movement. This is my favourite World War 1 game, followed by the new release of ‘Great War in Europe’ deluxe edition, also by GMT games - although this is a ‘monster-game’ - and though simple enough, requires a good deal of time to play through.
There are some good WW1 games listed on Board-game-Geek, where you might be able to get some more ideas…
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I would reduce you Airoplanes ranges a little, don’t forget they are flying in Pine and Canvas machines, and it was the begining of flight for mankind.
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This is inspired from a game that never came out, and i changed it completely and added lot of extras…
ok here you go:
use these rules, maps, and player aids and cards, play tested 60 times at least by different groups over the last 2-3 years.
I also have a map extension that includes the campaign in Africa.
I finally release this to the general public in its glory…
Rules:
http://www.mediafire.com/?9ymptd0nlenMap:
http://www.mediafire.com/?1r0fmrxmoyzExtended map for Africa:
http://www.mediafire.com/?0nmmwbgjeywrules for Africa map:
http://www.mediafire.com/?6nxishhcjd9Unit force pool (player aid):
http://www.mediafire.com/?5jxjjxpmifnset ups:
http://www.mediafire.com/?0wnk9dm2ytpCentral Powers Cards:
http://www.mediafire.com/?dvw1ckxcw2n
http://www.mediafire.com/?0cbw3mdolpb
http://www.mediafire.com/?0lsn1mmjm7vAllied Cards:
http://www.mediafire.com/?70mcntz2jx0
http://www.mediafire.com/?5vod4nb0m4y
http://www.mediafire.com/?edjnjk1ld4xGeneral cards:
http://www.mediafire.com/imageview.php?quickkey=bvhviglf2sb&thumb=4
http://www.mediafire.com/imageview.php?quickkey=cmoytn37430&thumb=4
http://www.mediafire.com/imageview.php?quickkey=6tmgs2vzxm4&thumb=4Battleboard:
http://www.mediafire.com/imageview.php?quickkey=6xjdwdt4emk&thumb=4 -
Is it possible to have the maps in PNG form. Thanks.
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PM tekkyy i dont think it can be done because the map is 34 MB and PNG can only goto 12 or so MB.
Get abobe viewer. its free DL at least you will be able to see most of it.
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I don’t know if the MB sizes are related.
But there is a maximum bound (width resolution x height resolution) for PNG export in Illustrator.The larger (inches) the artwork, the lower the dpi resolution.
I just tried to do a PNG export of “IMP Games Great War I Remastered copy copy copy copy copy copy copy.ai”.
It gave me an “unknown error”. Tried it again at lower res, same error.The operation cannot complete because of an unknown error. [IMer]
I have Illustrator CS2. Maybe someone with Illustrator CS3 can give it a go.
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but you can view it correct?
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yes I can view it
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well can you PNG it or JPeg for others?
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lol didn’t I just say I got an error? :-P
The operation cannot complete because of an unknown error. [IMer]