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RE: Stalingrad sneak peeks

 
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RE: Stalingrad sneak peeks - 12/14/2012 7:36:27 PM   
Gerry

 

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Really beautiful map.

Gerry

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RE: Stalingrad sneak peeks - 12/14/2012 9:03:18 PM   
Ratzki

 

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That looks absolutly fantastic !
I hope that you kept some notes on the short cuts that you used and what not. Maybe a little sticky could be created to show some off the processes that you used to others so that we can get some more great map/scenario projects from others out there.

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Post #: 32
RE: Stalingrad sneak peeks - 12/15/2012 4:37:01 AM   
Jamm


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Thanks all for the encouragement.
Here's a couple pics of Bread Factory #2 scenario I'm currently testing





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Post #: 33
RE: Stalingrad sneak peeks - 12/15/2012 4:40:25 AM   
Jamm


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The fighting is quite a bit different.
Short LOS's make for close in fights and the terrain gives a lot of defensive bonuses





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< Message edited by Jamm -- 12/15/2012 1:27:50 PM >


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Post #: 34
RE: Stalingrad sneak peeks - 12/15/2012 3:35:35 PM   
Ichili

 

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Amazing. This takes the game to an entirely new level.

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RE: Stalingrad sneak peeks - 12/15/2012 4:45:15 PM   
Erik Rutins

 

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Looks awesome, kudos to you Jamm.

Regards,

- Erik

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Post #: 36
RE: Stalingrad sneak peeks - 12/15/2012 6:48:06 PM   
Gerry

 

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Erik, Eric:

Wondering if it is possible to change the way the game shows lack of LOS. Right now it darkens the hexes you cannot see. But it is so dark that to me it partially ruins one of the best things about the game, i.e. the beautiful maps. Jamm's map above is a good example. Maybe tone down the darkness. Or make it something we can toggle with a keystroke?

Gerry

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Post #: 37
RE: Stalingrad sneak peeks - 12/15/2012 10:14:15 PM   
Chris Merchant


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^ +1 I agree with Gerry, toggle would be nice.

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RE: Stalingrad sneak peeks - 12/16/2012 10:44:48 PM   
ericbabe


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It is possible to change the way the game shows fog of war.

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RE: Stalingrad sneak peeks - 12/17/2012 2:48:47 PM   
Jamm


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For the scenario cards, I went for the COH look.
Here's the one for The Bread Factory.
Should have something ready for download soon,
just in time for Christmas
[image][/image][image][/image]




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< Message edited by Jamm -- 12/17/2012 2:53:41 PM >


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Post #: 40
RE: Stalingrad sneak peeks - 12/17/2012 3:33:27 PM   
Gerry

 

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Hello Jamm:

Meant to mention earlier that someone created a series of template documents for the layout of firefights. See:
http://www.boardgamegeek.com/article/10105790#10105790

Looks like you came up with your own.

He is also developing a scenario design toolkit:
http://www.boardgamegeek.com/article/9998441#9998441

Gerry

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Post #: 41
RE: Stalingrad sneak peeks - 12/17/2012 5:04:45 PM   
Jamm


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Thanks Jerry,
From what I'm reading, it looks like those take a lot more work with digital pictures and so forth.
I was able to whip up a template in about an hour after studying COH firefight cards, so future cards should be a snap.

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Post #: 42
RE: Stalingrad sneak peeks - 12/18/2012 10:19:41 PM   
Jamm


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Another scenario being tested





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Post #: 43
RE: Stalingrad sneak peeks - 12/18/2012 10:25:58 PM   
Jamm


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,..




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When the going gets weird,... the weird turn pro
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Post #: 44
RE: Stalingrad sneak peeks - 12/19/2012 1:56:52 AM   
Gerry

 

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Hello Jamm:

Does rubble block LOS? And do you have debris too (I have a faint recollection of this from ASL).

Thanks,

Gerry

(in reply to Jamm)
Post #: 45
RE: Stalingrad sneak peeks - 12/19/2012 10:18:50 PM   
Jamm


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Hey Jerry,
Yes the rubble blocks LOS
There is a lot of debris on the Red Barricades map but if I recall it only hinders movement and may bog vehicles.
I didn't have a coh terrain tile for that effect so I left it out.
For the stone rubble I used the stone ruins tile which hinders movement, +2AP foot and +4AP tracked with chance of immobilization, +2 Def modifier
For wood rubble I used the wood ruins tile which is +2AP foot and +3AP tracked, +1 Def modifier
Both allow no wheeled movement
I could've added a bunch of debris for show with no underlying effects like the shellholes, but I figured it might clutter things up too much and become a bit confusing.
So any of the hexes which show rubble, have the corresponding terrain effect.

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Post #: 46
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