bcgames
Posts: 2475
Joined: 6/2/2010 From: Bramble Rose Farm, KS Status: offline
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We are agreed that 2500 meters in the best scale for the Eastern Front Game...at least for the APLHA. So now comes the big map making exercise. Those familiar with the Desert War Editor know we have provided to scenario designers the means to extract smaller maps from the larger"mega-maps". Desert War has three mega-maps (1940, 1941, 1942). The Eastern Front game will have three mega-maps as well...only this time each mega-map will represent a weather condition (Good, Mud, Frozen). The area to be mapped centers on the German 6th Army's area operation circa August-December 1942. This region is typically represented in board games as a flat plain--an open steppe. I don't think that's accurate. A casual study of the region shows gentle rolling hills and ridge lines that cry out for reverse slope defenses--put mother Earth between you and high velocity rounds...and observartion of the depths of your defenses. With this in mind, I used the Editor to start plotting/categorizing terrain for the first scenario using 2500 meters per hex. To do the job, we've added new terrain types--City, Open Steppe and Rolling Steppe. City terrain will increase stacking by two. Open Steppe is 1.25 MPs per hex; it acts like Desert terrain. Rolling Steppe costs 1.5 MPs per hex. This coupled with ridge line hexsides helps to replicate the reverse slope defense capability of the Russian steppe. New prototype hexsides include Major River, Major River Bridge (plus bridge destroyed), River, Stream, Bridge, and Pontoon. Here's how it is going so far with the tile-based map. So pop the cork and have a nice warm glass of Glantz...
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