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RE: Map & counter mod

 
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RE: Map & counter mod - 9/24/2007 2:08:17 AM   
capitan


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quote:

ORIGINAL: FrankHunter
the Russian Civil War and the Spanish Civil War


Yes please


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Post #: 61
RE: Map & counter mod - 9/24/2007 3:08:03 AM   
FrankHunter

 

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See, I knew there were guys that wanted to see someone cover more esoteric subjects.  Thanks capitan  :-)

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Post #: 62
RE: Map & counter mod - 9/24/2007 3:19:33 AM   
SMK-at-work

 

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Why not just make a wargame of early 20th century Europe??!!

< Message edited by SMK-at-work -- 9/24/2007 3:20:28 AM >

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Post #: 63
RE: Map & counter mod - 9/24/2007 4:26:47 AM   
ejs6263


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SPI used to make great board games on more esoteric subjects. The ones I loved were Search & Destroy (Vietnam), South Africa (basically a hypo of a Rhodesia-type insurgency in South Africa against the apartheid government), and Fulda Gap (Soviet invasion of West Germany). I remember they had ones about the Russo-Japanese War of 1905 and the Russian Revolution. They kept us elementary and junior high school nerds busy back in the day. It's a shame that no one ever really picked up that mantle (beyond what Operations Art of War does).

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Post #: 64
RE: Map & counter mod - 9/24/2007 8:34:52 AM   
Lascar

 

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The Russian Civil War would be the natural sequel to Guns of August. A fascinating and neglected period of history.

(in reply to FrankHunter)
Post #: 65
RE: Map & counter mod - 9/24/2007 11:46:28 AM   
capitan


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quote:

ORIGINAL: Lascar

The Russian Civil War would be the natural sequel to Guns of August. A fascinating and neglected period of history.


Indeed. I did play a boardgame called 1917 or somesuch which was quite interesting. Kinda like WIF but could surely be transformed into GOA style as well.

(in reply to Lascar)
Post #: 66
RE: Map & counter mod - 9/24/2007 12:48:08 PM   
SMK-at-work

 

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I had a board game of hte Russian Civil War perhaps from Avalon Hill??  It was boxed, and I well revall the purges, counterpurges and assasinations.  Everyone commanded troops from every faction and the game was exactly 6 turns long......but it packed a lot into 6 turns!! :)

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Post #: 67
RE: Map & counter mod - 9/24/2007 3:20:30 PM   
hjaco

 

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I concur with the Russian civil war.

Other exotic areas I could find very interesting are the Boer wars and especially the Imperial expansions during Pax Britannica. The boardgame was unique http://www.costik.com/pb.html.

I must admit I had to do a little checking up on what the Chaco War was all about

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Post #: 68
RE: Map & counter mod - 9/25/2007 7:51:10 AM   
GJK


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I've just uploaded what I think is the final versions of both the map and counters. I have rolled these up into one zip. IF you want to use both the counters AND the map, then simply extract this into your Guns of August install directory. IF you do not want to use either the counter OR the map, then extract this to a temporary folder and then just copy over either the map or the counters - they are in their respective folders.

Changes to the COUNTERS:
1. AH counters are a lighter shade of gray with a blue(r) NATO symbol to more easily distinguish them from Germans.

2. U.S. Inf, Shock and Cav are now Brigades instead of Corps (should be Brigade (+) I suppose).

Changes to the MAP:
1. None - so if you're using the map only, you don't need this update.

Download the file HERE (6.86mb)

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Post #: 69
RE: Map & counter mod - 9/25/2007 8:02:52 AM   
FrankHunter

 

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Why are US corps now brigades?  A 40 strength brigade?  Those units represent 2+ divisions.



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Post #: 70
RE: Map & counter mod - 9/25/2007 8:11:31 AM   
GJK


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quote:

ORIGINAL: FrankHunter

Why are US corps now brigades?  A 40 strength brigade?  Those units represent 2+ divisions.





Correction, I meant division. Should they remain a Corps (-) ?

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Post #: 71
RE: Map & counter mod - 9/25/2007 8:22:10 AM   
FrankHunter

 

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Yes, there's 15 US infantry units in the game whereas they had 40+ divisions in France by Sept 1918. 



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Post #: 72
RE: Map & counter mod - 9/25/2007 8:34:29 AM   
GJK


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Ok, I've changed the US units back to Corps where appropriate (Inf, Shock, Cav). Download link is the same as above.

(in reply to FrankHunter)
Post #: 73
RE: Map & counter mod - 9/25/2007 11:18:33 AM   
JudgeDredd


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Great map GJK, and thx.

I'm going to run with your map and IronX counters as I rpefer his counter look, but your map is awesome...thx


_____________________________

JudgeDredd
I AM the Law!

(in reply to GJK)
Post #: 74
RE: Map & counter mod - 9/25/2007 9:37:54 PM   
hobbes


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I just downloaded the map - it looks great.
Many thanks GJK!


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Post #: 75
RE: Map & counter mod - 9/26/2007 5:11:28 PM   
cavalry

 

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This map and counters are a big step forward - Matrix should take note .

For me Matrix games are always a bit lacking on graphics . Much better to stick with maps and counters that look like they should be displayed in a military way rather then painted soldiers or worse still soldiers on stands on a hex map etc . I think that the graphic people at Matrix are always trying to serve the visual fest over neat presentation , the result is a muddle Battle In Italy is a particular example - horrible.

Well done indeed

Michael

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Post #: 76
RE: Map & counter mod - 9/26/2007 11:28:39 PM   
Blackhorse06


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Your map absolutely rocks! You are to be commended on super nice work. Well done.

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Post #: 77
RE: Map & counter mod - 9/26/2007 11:37:51 PM   
gambler

 

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Just as a note for those who dislike 'NATO' style... At least the Cavalry, Infantry and Artillery symbols date back to the Napoleonic era (NATO just kinda appropriated them).  

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Post #: 78
RE: Map & counter mod - 9/26/2007 11:56:21 PM   
GJK


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quote:

ORIGINAL: gambler

Just as a note for those who dislike 'NATO' style... At least the Cavalry, Infantry and Artillery symbols date back to the Napoleonic era (NATO just kinda appropriated them).  


And they date back to 1976 when used in the boardgame of the same namesake. :)

It's just a personal preference. I gather that many "old timers" will want to use the NATO style as that's what we had/have with board wargames. Many more will probably prefer the colorful look of actual men and material. As I mentioned before, the scale doesn't work for me when I see 1 man on a counter that represents a Corps, but that's me. I think it's great that we have a number of people working on different styles of counters, we can all pick and choose. And frankly, I think the originals looked just fine, except for the gradient coloring which I didn't care for.

< Message edited by GJK -- 9/26/2007 11:58:43 PM >

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Post #: 79
RE: Map & counter mod - 9/27/2007 12:28:42 AM   
SMK-at-work

 

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quote:

ORIGINAL: gambler

Just as a note for those who dislike 'NATO' style... At least the Cavalry, Infantry and Artillery symbols date back to the Napoleonic era (NATO just kinda appropriated them).  


Some sort of symbols do - the Germans had some from teh early 1800's, but I'd be interested in a reference for this.

Germany used quite different symbols that yuo can find on the 'net, and the fact htat infantry "X" represents crossbelts, the artillery "dot" a cannonball, etc does nt mean they were actually thought of at the time AFAIK.

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Post #: 80
RE: Map & counter mod - 9/27/2007 12:42:41 AM   
J P Falcon

 

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I know I should not plug another game here but I'm working on a Russian Civil War mod for SC2, so yes there are many people interested in more diverse historical gaming, and besides, Frank would do a much better job than me....

apologies in advance.........



< Message edited by J P Falcon -- 9/27/2007 1:06:47 AM >

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Post #: 81
RE: Map & counter mod - 10/5/2007 10:10:41 AM   
Hanno Meier


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Hello Gary, I really like to use your Map & Counter mod. With 1.2 there were some changes to fort status (especially in France).

Do you plan to update your map with these new forts? This would be really great.

Thanks Hanno

(in reply to J P Falcon)
Post #: 82
RE: Map & counter mod - 10/6/2007 1:18:52 AM   
GJK


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Hi Hanno,

Yup, sure will update the map. I'm still using 1.1 until 1.2 comes out. Where there added forts or some cities are no longer forts? What were the changes?

Nevermind, I just read the 1.2 beta 2 release notes and I see that they've added some forts. I'll wait for 1.2 final to come out in case some more are added or they change their minds about the new ones. I should be able to update it over the weekend if the patch comes out tonight or tomorrow.

< Message edited by GJK -- 10/6/2007 1:22:57 AM >

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Post #: 83
RE: Map & counter mod - 10/6/2007 7:41:34 AM   
SMK-at-work

 

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How do you upload something to the members file area?

(in reply to GJK)
Post #: 84
RE: Map & counter mod - 10/8/2007 5:52:48 AM   
SMK-at-work

 

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bump...anyone??

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Post #: 85
RE: Map & counter mod - 10/8/2007 6:52:39 AM   
Walloc

 

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Think u have to speak to Erik Rutins and give him it. He will put it up then/makes the decision if its worthy.

Kind regards,

Rasmus

< Message edited by Walloc -- 10/8/2007 6:56:07 AM >

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Post #: 86
RE: Map & counter mod - 10/8/2007 6:53:50 AM   
SMK-at-work

 

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Ah...thanks - that might be why I can't figure it out!! :)

(in reply to Walloc)
Post #: 87
RE: Map & counter mod - 10/9/2007 6:36:00 AM   
daywalker

 

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The map looks great.....just downloaded it.

Thanks

(in reply to FrankHunter)
Post #: 88
RE: Map & counter mod - 10/14/2007 3:08:34 PM   
Krasny

 

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the download links are broken

(in reply to Lava)
Post #: 89
RE: Map & counter mod - 10/14/2007 7:17:54 PM   
GJK


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The link in post #69 still works for me.

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Post #: 90
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