aspqrz
Posts: 599
Joined: 7/20/2004 Status: offline
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I hope the following link will lead to a DC Case Blue map based on The Gamers boardgame of Case Blue, which is @ 8 klicks per hex. Those areas that are not covered by the original Boardgame map are either shown as Black (Neutral) areas (top right corner and right side of the map) or have been extrapolated from the DC Case Blue Map ... however, because the map from the Computer game is only theoretically 10 klicks across and is squoze in weird ways, the locations, all of them, in those areas are, basically, done by sight ... there was no logical way I could fit them in to a hex grid that wasn't squoze in quite the same way. There are two such areas, basically west of Nikopol (more or less) and north of Cherson in the top right and south of Ochamchire and Makhach Kala along the South map edge at the eastern half of the bottom of the map. Some other things that need to be noted ... Odessa won't fit on the west edge of the map north of the Crimea any way I try ... the distortions from the differences in N-S and E-W scale in the DCCB map compared to this map make it insanely difficult (feel free to try!), and it has been placed south of the Crimea, approximately the correct voyage time from the Crimea ... but not from Kherson or Nikolaev. Regard this as a likely, but not certain, change for a future revision. The map comes with some of the underying date from the Long Case Blue scenario ... no sftypes, units or historical units, though ... but the towns/urban areas etc. on the map are nothing but placeholders ... they need to be given VP and other values, which will be the next step, and also have their changed hexgrid locations entered into the underlying game engine wherever I can find that they should be. Along the top right edge and the eastern edges, where roads and rail lines run off the map, there are a series of Village dots that are un-named. The intention is to make these required garrisonable hexes (assuming I can figure out how to do this, of course!), eventually, and have a failure to garrison them trigger the appearance of Russian (east of the start line) or German (west of the start line) off map forces ... as, as a number of players have noticed, otherwise there is the possibility of players acting in a strategically mad way ... The eventual plan is to include the deployment from the Summer Offensive (South) Secnario from The Gamers boardgame, which is significantly different from that in the computer game, including changes to the overall OOB (inlcuding a lot of Security and rear area units for the Germans, for a start), changed/additional sftypes for both sides, and changed TO&Es for the Germans and their Allies as well as for the Russians. Thence, adapt all this to the underlying events and etc, if possible, and attempting to make it a viable campaign ... if this proves beyond me (sadly all too likely ... "Hello World" in BASIC is about the limit of my programming ability ) then, at the very least, it is hoped that it will make a viable PBEM campaign structure. Feel free to modify the map in any way you see fit, and, of course, post any comments (and mention any ways to improve it ... like correcting spelling of place names, etc.) in this thread. I hope it is of some interest and use ... https://dl.dropbox.com/u/105764401/Gamers%20Case%20Blue%20mod%204ab.dc2 Phil
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Author, Space Opera (FGU); RBB #1 (FASA); Road to Armageddon; Farm, Forge and Steam; Orbis Mundi; Displaced (PGD) ---------------------------------------------- Email: aspqrz@tpg.com.au
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