Core of Heroes and Leaders mod
RE: Core of Heroes and Leaders mod
WOOD DEBRIS
A "Wood Debris" represents an area of the board devastated by a fire or artillery barrage, where there was previously a Forest (level 1 or 2), or Wood (level 1 or 2), or Jungle (level 1 or 2), or Light Jungle, or wooden building, or Hut.
An infantry unit needs to spend 3MF to enter a Wood Debris hex.
It cost 4 MP for fulltracked vehicles to enter a Wood Debris hex.
Halftracked vehicles can't enter a Wood Debris hex.
Vehicles with only wheels can't enter a Wood Debris hex.
A Wood Debris hex provides a TEM +1.
A Wood Debris isn't a LOS hindrance or obstacle, so doesn't Degrading or Blocking the LOS traced at the same level between the firer and target.
Vehicle Overrun against a Wood Debris hex isn't permitted.
A Wood Debrishex is a Whole hex for the purposes of the LOS drawn through it.
Bunkers, Fortress, Roadblock and Minefield are allowed in a Wood Debris hex.
Wire, Panjis and Barricades aren't allowed in a Wood Debris hex.
During a scenario, a Blaze or Smoke are allowed to be declared at a Wood Debris hex, and also it's possible that a Blaze or Smoke exists in a Wood Debris hex from the beginning of a scenario.
A "Wood Debris" represents an area of the board devastated by a fire or artillery barrage, where there was previously a Forest (level 1 or 2), or Wood (level 1 or 2), or Jungle (level 1 or 2), or Light Jungle, or wooden building, or Hut.
An infantry unit needs to spend 3MF to enter a Wood Debris hex.
It cost 4 MP for fulltracked vehicles to enter a Wood Debris hex.
Halftracked vehicles can't enter a Wood Debris hex.
Vehicles with only wheels can't enter a Wood Debris hex.
A Wood Debris hex provides a TEM +1.
A Wood Debris isn't a LOS hindrance or obstacle, so doesn't Degrading or Blocking the LOS traced at the same level between the firer and target.
Vehicle Overrun against a Wood Debris hex isn't permitted.
A Wood Debrishex is a Whole hex for the purposes of the LOS drawn through it.
Bunkers, Fortress, Roadblock and Minefield are allowed in a Wood Debris hex.
Wire, Panjis and Barricades aren't allowed in a Wood Debris hex.
During a scenario, a Blaze or Smoke are allowed to be declared at a Wood Debris hex, and also it's possible that a Blaze or Smoke exists in a Wood Debris hex from the beginning of a scenario.
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- Wood Debris.jpg (175.64 KiB) Viewed 1405 times
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RE: Core of Heroes and Leaders mod
PUNJIS
Punjis are split bamboo stakes about half meter long, sharpened and driven into the ground at an angle of 45 degrees facing in the same direction. They were usually emplanted to form a dense belt of stakes perhaps one meter and a half in width. The function of a Punji belt was akin to that of wire: to channel or impede movement. While wire was a more effective impediment, it was often unavailable. Moreover, Punjis were more dangerous to cross, especially when hidden in the undergrowth.
Punjis are Fortification that can be set up (to a maximum of one per hex) only prior to the start of a Pacific scenario.
A Fortification of Punjis does not create a new Location in its hex; the term "Punji Location" used herein simply refers to a Location that contains a Fortification of Punjis.
Each Fortification of Punjis creates three covered hexsides in its hex.
An infantry unit needs to spend 3MF to enter a hex through a hexside whit Punjis Fortification (plus normal hex entry cost).
It cost 2 MP for fulltracked vehicles to enter a hex through a hexside whit Punjis Fortification(plus normal hex entry cost).
Halftracked vehicles can't enter a hex through a hexside whit Punjis Fortification.
Vehicles with only wheels can't enter a hex through a hexside whit Punjis Fortification.
A hexside whit Punjis Fortification not provides any TEM.
A hex with Punjis hexsides isn't a LOS hindrance or obstacle, so doesn't Degrading or Blocking the LOS traced at the same level between the firer and target.
A hex with Punjis hexsides isn't a Whole hex for the purposes of the LOS drawn through it.
Vehicle Overrun against a hexside whit Punjis isn't permitted.
Punjis Fortification may be set up in any non-subterranean terrain other than Building, Rubble, Marsh, Rawa Jungle Swamp, Road/Langkah Jungle Trail/Mountain Track, Crag, Water, Sungai Jungle River, Barricades, Bocage, Hedges, Stone Wall, Anti-Tank Ditch, Cliff, Train, Stream or Caves.
Bunkers, Wire, Roadblocks, Mines and Fortress are allowed in a hex with hexsides whit Punjis.
During a scenario, a Blaze or Smoke are allowed to be declared at a hex with Punjis hexsides, and also it's possible that a Blaze or Smoke exists in a hex with Punjis hexsides from the beginning of a scenario.
Punjis are split bamboo stakes about half meter long, sharpened and driven into the ground at an angle of 45 degrees facing in the same direction. They were usually emplanted to form a dense belt of stakes perhaps one meter and a half in width. The function of a Punji belt was akin to that of wire: to channel or impede movement. While wire was a more effective impediment, it was often unavailable. Moreover, Punjis were more dangerous to cross, especially when hidden in the undergrowth.
Punjis are Fortification that can be set up (to a maximum of one per hex) only prior to the start of a Pacific scenario.
A Fortification of Punjis does not create a new Location in its hex; the term "Punji Location" used herein simply refers to a Location that contains a Fortification of Punjis.
Each Fortification of Punjis creates three covered hexsides in its hex.
An infantry unit needs to spend 3MF to enter a hex through a hexside whit Punjis Fortification (plus normal hex entry cost).
It cost 2 MP for fulltracked vehicles to enter a hex through a hexside whit Punjis Fortification(plus normal hex entry cost).
Halftracked vehicles can't enter a hex through a hexside whit Punjis Fortification.
Vehicles with only wheels can't enter a hex through a hexside whit Punjis Fortification.
A hexside whit Punjis Fortification not provides any TEM.
A hex with Punjis hexsides isn't a LOS hindrance or obstacle, so doesn't Degrading or Blocking the LOS traced at the same level between the firer and target.
A hex with Punjis hexsides isn't a Whole hex for the purposes of the LOS drawn through it.
Vehicle Overrun against a hexside whit Punjis isn't permitted.
Punjis Fortification may be set up in any non-subterranean terrain other than Building, Rubble, Marsh, Rawa Jungle Swamp, Road/Langkah Jungle Trail/Mountain Track, Crag, Water, Sungai Jungle River, Barricades, Bocage, Hedges, Stone Wall, Anti-Tank Ditch, Cliff, Train, Stream or Caves.
Bunkers, Wire, Roadblocks, Mines and Fortress are allowed in a hex with hexsides whit Punjis.
During a scenario, a Blaze or Smoke are allowed to be declared at a hex with Punjis hexsides, and also it's possible that a Blaze or Smoke exists in a hex with Punjis hexsides from the beginning of a scenario.
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- PacificPunjis.jpg (163.26 KiB) Viewed 1405 times
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RE: Core of Heroes and Leaders mod
SUNGAI JUNGLE RIVER FORD
A Sungai Ford represents an area within a Sungai Jungle River hex where the Depression's sides have a gentler slope and the streambed itself is level and lies near the surface.
A Sungai Ford is still at the same elevation as that Sungai Jungle River hex, and is treated as a Sungai Jungle River hex except as amended below.
Movement into a ford stream hex from any direction is treated as if the water depth were shallower.
An infantry unit needs to spend 2 MF to enter a Sungai Ford hex.
It cost 3 MP for fulltracked vehicles to enter a Sungai Ford hex.
It cost 6 MP for halftracked vehicles to enter a Sungai Ford hex.
It cost 12 MP to vehicles with only wheels to enter a Sungai Ford hex.
A Sungai Ford hex does not provide any TEM.
A Sungai Ford is not a LOS hindrance or obstacle, so does not Degrading or Blocking the LOS traced at the same level between the firer and target.
Vehicle Overrun against a Sungai Ford hex is not permitted.
Fortifications, Wire, Minefield, Barricades or Roadblock, are not allowed in Sungai Ford hex.
During a scenario, a Blaze or Smoke is not allowed to be declared at a Sungai Ford hex.
A Sungai Ford represents an area within a Sungai Jungle River hex where the Depression's sides have a gentler slope and the streambed itself is level and lies near the surface.
A Sungai Ford is still at the same elevation as that Sungai Jungle River hex, and is treated as a Sungai Jungle River hex except as amended below.
Movement into a ford stream hex from any direction is treated as if the water depth were shallower.
An infantry unit needs to spend 2 MF to enter a Sungai Ford hex.
It cost 3 MP for fulltracked vehicles to enter a Sungai Ford hex.
It cost 6 MP for halftracked vehicles to enter a Sungai Ford hex.
It cost 12 MP to vehicles with only wheels to enter a Sungai Ford hex.
A Sungai Ford hex does not provide any TEM.
A Sungai Ford is not a LOS hindrance or obstacle, so does not Degrading or Blocking the LOS traced at the same level between the firer and target.
Vehicle Overrun against a Sungai Ford hex is not permitted.
Fortifications, Wire, Minefield, Barricades or Roadblock, are not allowed in Sungai Ford hex.
During a scenario, a Blaze or Smoke is not allowed to be declared at a Sungai Ford hex.
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- SungaiJun..verFord.jpg (186.63 KiB) Viewed 1405 times
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RE: Core of Heroes and Leaders mod
New Core Pack, release 20210114, is coming
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- NewCoreP..scoming.jpg (353.64 KiB) Viewed 1405 times
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RE: Core of Heroes and Leaders mod
The release 5.0 of Heroes and Leaders mod is already available in this same "thread", in the post # 1:
tm.asp?m=4354865#
The main news contained in current release of Heroes and Leaders mod are:
Imperial Japanese Army
US Marines
New terrain file for Heroes and Leaders Expansion "Pacific"
New Sprites File
New event file
New folder "Hexes"
New Units file
New rules
Complete scenarios of Heroes and Leaders Historical Module "Großdeutschland"
Complete scenarios of Heroes and Leaders mod Expansion "Partizani"
Complete panels for "Großdeutschland" and "Partizani"
Errata modifications and corrections.
tm.asp?m=4354865#
The main news contained in current release of Heroes and Leaders mod are:
Imperial Japanese Army
US Marines
New terrain file for Heroes and Leaders Expansion "Pacific"
New Sprites File
New event file
New folder "Hexes"
New Units file
New rules
Complete scenarios of Heroes and Leaders Historical Module "Großdeutschland"
Complete scenarios of Heroes and Leaders mod Expansion "Partizani"
Complete panels for "Großdeutschland" and "Partizani"
Errata modifications and corrections.
Semper fidelis
RE: Core of Heroes and Leaders mod
Amphibious landing
The rules governing amphibious landing are provided in the "Units Expansion" manual contained in the "Documents" pack.
Here is an example about the real mechanics during the movement of the amphibians over the ocean as well as their landing on the beach.
On water, an amphibious vehicle is a combination of an "Amphibious barge" and an "Amphibious vehicle."
(Figure 1 shows an "Amphibious barge" and an "Amphibious vehicle").
The "Amphibious vehicle" travels on board the "Amphibious barge", and the infantry units travel on board the "Amphibious vehicle".
(Figure 2 shows an "Amphibious vehicle" with its passengers, embarked on an "Amphibious barge" during its advance towards the beach).
When an amphibious unit is attacked in a water hex, both the "Amphibious barge" and the "Amphibious vehicle" can be wrecked.
(Figure 3 shows a direct hit in a water hex on an "Amphibious vehicle" embarked on an "Amphibious barge").
When an "Amphibious vehicle" sinks in the water it becomes the usual destroyed vehicle, and the "Amphibious barge" still remains above the water.
(Figure 4 shows a destroyed "Amphibious vehicle" in the water along with its surviving "Amphibious barge").
If the "Amphibious barge" is sunk in the water, then the "Amphibious barge" is removed from the board and the "Amphibious vehicle" still remains above the water. Although the "Amphibious vehicle" still remains in the water, it can no longer travel to the beach and remained stranded in that hex.
(Figure 5 shows an "Amphibious vehicle" stranded in a water hex after the "Amphibious barge" carrying it to the beach has sunk).
When the "Amphibious barge" manages to reach the beach, the "Amphibious vehicle" lands in the usual way.
(Figure 6 shows the hex where the "Amphibious vehicle" can land once the "Load/Unload" button has been pressed).
Once the "Amphibious vehicle" has managed to land on the beach, it can continue its movement on land, taking with it the infantry units it has on board. Also in the usual way, the embarked units can get off the "Amphibious vehicle" that transports them at any time.
(Figure 7 shows an "Amphibious vehicle" already landed on the beach and carrying its passengers into inland terrain).
The rules governing amphibious landing are provided in the "Units Expansion" manual contained in the "Documents" pack.
Here is an example about the real mechanics during the movement of the amphibians over the ocean as well as their landing on the beach.
On water, an amphibious vehicle is a combination of an "Amphibious barge" and an "Amphibious vehicle."
(Figure 1 shows an "Amphibious barge" and an "Amphibious vehicle").
The "Amphibious vehicle" travels on board the "Amphibious barge", and the infantry units travel on board the "Amphibious vehicle".
(Figure 2 shows an "Amphibious vehicle" with its passengers, embarked on an "Amphibious barge" during its advance towards the beach).
When an amphibious unit is attacked in a water hex, both the "Amphibious barge" and the "Amphibious vehicle" can be wrecked.
(Figure 3 shows a direct hit in a water hex on an "Amphibious vehicle" embarked on an "Amphibious barge").
When an "Amphibious vehicle" sinks in the water it becomes the usual destroyed vehicle, and the "Amphibious barge" still remains above the water.
(Figure 4 shows a destroyed "Amphibious vehicle" in the water along with its surviving "Amphibious barge").
If the "Amphibious barge" is sunk in the water, then the "Amphibious barge" is removed from the board and the "Amphibious vehicle" still remains above the water. Although the "Amphibious vehicle" still remains in the water, it can no longer travel to the beach and remained stranded in that hex.
(Figure 5 shows an "Amphibious vehicle" stranded in a water hex after the "Amphibious barge" carrying it to the beach has sunk).
When the "Amphibious barge" manages to reach the beach, the "Amphibious vehicle" lands in the usual way.
(Figure 6 shows the hex where the "Amphibious vehicle" can land once the "Load/Unload" button has been pressed).
Once the "Amphibious vehicle" has managed to land on the beach, it can continue its movement on land, taking with it the infantry units it has on board. Also in the usual way, the embarked units can get off the "Amphibious vehicle" that transports them at any time.
(Figure 7 shows an "Amphibious vehicle" already landed on the beach and carrying its passengers into inland terrain).
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- Amphibious..Figures.jpg (414.45 KiB) Viewed 1405 times
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RE: Core of Heroes and Leaders mod
FOREST BRANCH
Many of the "roads" in the Ardennes sector were Forest Branch, a muddy mountain roads that are quite difficult to navigate with vehicles, especially cars equipped with wheels.
An infantry unit needs to spend 1 MF to enter a Forest Branch hex.
It cost 1 MP for fulltracked vehicles to enter a Forest Branch hex.
It cost 2 MP for halftracked vehicles to enter a Forest Branch hex.
It cost 4 MP for vehicles with only wheels to enter a Forest Branch hex.
A Forest Branch hex provides a TEM +1.
A Forest Branch is a same level hindrance to the LOS.
A Forest Branch is not a LOS obstacle, but it does Degrading the LOS traced at the same level between the firer and target.
A Forest Branch hex is a Whole hex for the purposes of the LOS drawn through it.
Vehicle Overrun against a Forest Branch hex is permitted.
Fortifications, Wire, Minefield, Barricades or Roadblock, are allowed in Forest Branch hex.
During a scenario, a Blaze or Smoke is not allowed to be declared at a Forest Branch hex, although it is possible that a Blaze or Smoke exists in a Forest Branch hex from the beginning of a scenario.
Many of the "roads" in the Ardennes sector were Forest Branch, a muddy mountain roads that are quite difficult to navigate with vehicles, especially cars equipped with wheels.
An infantry unit needs to spend 1 MF to enter a Forest Branch hex.
It cost 1 MP for fulltracked vehicles to enter a Forest Branch hex.
It cost 2 MP for halftracked vehicles to enter a Forest Branch hex.
It cost 4 MP for vehicles with only wheels to enter a Forest Branch hex.
A Forest Branch hex provides a TEM +1.
A Forest Branch is a same level hindrance to the LOS.
A Forest Branch is not a LOS obstacle, but it does Degrading the LOS traced at the same level between the firer and target.
A Forest Branch hex is a Whole hex for the purposes of the LOS drawn through it.
Vehicle Overrun against a Forest Branch hex is permitted.
Fortifications, Wire, Minefield, Barricades or Roadblock, are allowed in Forest Branch hex.
During a scenario, a Blaze or Smoke is not allowed to be declared at a Forest Branch hex, although it is possible that a Blaze or Smoke exists in a Forest Branch hex from the beginning of a scenario.
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- ForestBranch.jpg (236.7 KiB) Viewed 1405 times
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RE: Core of Heroes and Leaders mod
RIVER FORD
A River Ford represents an area within a River hex where the Depression's sides have a gentler slope and the streambed itself is level and lies near the surface.
A River Ford is still at the same elevation as that River hex, and is treated as a River hex except as amended below.
Movement into a River Ford hex from any direction is treated as if the water depth were shallower.
An infantry unit needs to spend 2 MF to enter a River Ford hex.
It cost 3 MP for fulltracked vehicles to enter a River Ford hex.
It cost 6 MP for halftracked vehicles to enter a River Ford hex.
It cost 12 MP to vehicles with only wheels to enter a River Ford hex.
A River Ford hex does not provide any TEM.
A River Ford is not a LOS hindrance or obstacle, so does not Degrading or Blocking the LOS traced at the same level between the firer and target.
Vehicle Overrun against a River Ford hex is not permitted.
Fortifications, Wire, Minefield, Barricades or Roadblock, are not allowed in River Ford hex.
During a scenario, a Blaze or Smoke is not allowed to be declared at a River Ford hex.
A River Ford represents an area within a River hex where the Depression's sides have a gentler slope and the streambed itself is level and lies near the surface.
A River Ford is still at the same elevation as that River hex, and is treated as a River hex except as amended below.
Movement into a River Ford hex from any direction is treated as if the water depth were shallower.
An infantry unit needs to spend 2 MF to enter a River Ford hex.
It cost 3 MP for fulltracked vehicles to enter a River Ford hex.
It cost 6 MP for halftracked vehicles to enter a River Ford hex.
It cost 12 MP to vehicles with only wheels to enter a River Ford hex.
A River Ford hex does not provide any TEM.
A River Ford is not a LOS hindrance or obstacle, so does not Degrading or Blocking the LOS traced at the same level between the firer and target.
Vehicle Overrun against a River Ford hex is not permitted.
Fortifications, Wire, Minefield, Barricades or Roadblock, are not allowed in River Ford hex.
During a scenario, a Blaze or Smoke is not allowed to be declared at a River Ford hex.
- Attachments
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- RiverFord.jpg (145.5 KiB) Viewed 1405 times
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RE: Core of Heroes and Leaders mod
New Heroes and Leaders Core Pack is coming...
- Attachments
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- NewHeroes..oming....jpg (388.84 KiB) Viewed 1405 times
Semper fidelis
RE: Core of Heroes and Leaders mod
The release 6.0 of Heroes and Leaders mod is already available in this same "thread", in the post # 1:
tm.asp?m=4354865#
The main news contained in current release of Heroes and Leaders mod are:
New terrain file for Heroes and Leaders Historical Module "Ardennes"
New Sprites file
New event file
New folder "Hexes"
New Units file
New rules
Complete scenarios of Heroes and Leaders Expansion "Pacific"
Errata modifications and corrections.
tm.asp?m=4354865#
The main news contained in current release of Heroes and Leaders mod are:
New terrain file for Heroes and Leaders Historical Module "Ardennes"
New Sprites file
New event file
New folder "Hexes"
New Units file
New rules
Complete scenarios of Heroes and Leaders Expansion "Pacific"
Errata modifications and corrections.
Semper fidelis
- RAUBKATER1
- Posts: 146
- Joined: Mon Aug 24, 2009 1:55 am
- Location: Originally Hanover,Germany now Harvard, Il. USA
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