FOW/Intelligence

Gary Grigsby’s War in the East: The German-Soviet War 1941-1945 is a turn-based World War II strategy game stretching across the entire Eastern Front. Gamers can engage in an epic campaign, including division-sized battles with realistic and historical terrain, weather, orders of battle, logistics and combat results.

The critically and fan-acclaimed Eastern Front mega-game Gary Grigsby’s War in the East just got bigger and better with Gary Grigsby’s War in the East: Don to the Danube! This expansion to the award-winning War in the East comes with a wide array of later war scenarios ranging from short but intense 6 turn bouts like the Battle for Kharkov (1942) to immense 37-turn engagements taking place across multiple nations like Drama on the Danube (Summer 1944 – Spring 1945).

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morvael
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RE: FOW/Intelligence - 2nd part of the map

Post by morvael »

Panther Games' games either use very tiny hexes or very tiny squares... After all the position of units in 2D space must be recorded [:)]
There is no escape from THE GRID.
Mehring
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RE: FOW/Intelligence - 2nd part of the map

Post by Mehring »

ORIGINAL: morvael

Panther Games' games either use very tiny hexes or very tiny squares... After all the position of units in 2D space must be recorded [:)]
There is no escape from THE GRID.
I'm curious about that. Their units occupy a variable space depending on size and formation/deployment mode so although I guess the map must ultimately be composed of some kind of shaped "atoms," a Panther Games unit occupies a varied number of them at any time rather than a single one. In that way, aren't the grid limits overcome, or is a unit's location still based upon single hex/square occupancy?
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morvael
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Location: Poland

RE: FOW/Intelligence - 2nd part of the map

Post by morvael »

My guess it's about 2d geometry, shape with location and rotation. Then it's a question of intersections (with terrain features which are also shapes, and other units), ranges between closest points, and centers of weight etc.
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