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How to assess a topographical map for WW2 game
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How to assess a topographical map for WW2 game
Hello,
I am looking at topo maps with the idea of setting up a play by email game. I am having a bit of trouble deciding what terrain I would consider to have an effect on play (movement, combat, defensive benefit) The set of rules are for WW2 CORP, Division command with the maneuver element as Battalions. (British Army Tactical Wargame 1956)
Rivers-yes
Roads-yes
Railways-yes
Woods ~2km in size or more- yes (no wheeled/tracked vehicles?)
Cities- yes
Major Towns- yes
Marsh- no wheeled/tracked vehicles
Elevation changes-??? Help!
I am considering tracing the appropriate detail as a stand alone map or just using the topo map as is, with some markings to show restricted terrain.
Any suggestions on how to determine what terrain is needed and what can be ignored would be greatly appreciated.
Bill
I am looking at topo maps with the idea of setting up a play by email game. I am having a bit of trouble deciding what terrain I would consider to have an effect on play (movement, combat, defensive benefit) The set of rules are for WW2 CORP, Division command with the maneuver element as Battalions. (British Army Tactical Wargame 1956)
Rivers-yes
Roads-yes
Railways-yes
Woods ~2km in size or more- yes (no wheeled/tracked vehicles?)
Cities- yes
Major Towns- yes
Marsh- no wheeled/tracked vehicles
Elevation changes-??? Help!
I am considering tracing the appropriate detail as a stand alone map or just using the topo map as is, with some markings to show restricted terrain.
Any suggestions on how to determine what terrain is needed and what can be ignored would be greatly appreciated.
Bill
B Betts- Posts : 23
Join date : 2011-04-29
Re: How to assess a topographical map for WW2 game
For me keep it simple and don't get hung up in detail. From the players POV they just need to make choices on approach. So if steep contours no vehicles otherwise all movement as per off road.
Ultimately it is all under the hood and the players don't really need to know, they just need to know where their units are and tell you what they want them to do, so you can make the decision on how far they progress or not...
The key to any Kreig is player choices and what choices they make, not what mechanics are supporting it...
So in direct answer to the question just use the topos and if there is any terrain that is obviously too steep for vehicles mention it to players...
Ultimately it is all under the hood and the players don't really need to know, they just need to know where their units are and tell you what they want them to do, so you can make the decision on how far they progress or not...
The key to any Kreig is player choices and what choices they make, not what mechanics are supporting it...
So in direct answer to the question just use the topos and if there is any terrain that is obviously too steep for vehicles mention it to players...
MJ1- Posts : 724
Join date : 2009-01-04
Re: How to assess a topographical map for WW2 game
Thank-you MJ1,
Topo map it is, if you have any other advice for running an email game, feel free to offer it!
Bill
Topo map it is, if you have any other advice for running an email game, feel free to offer it!
Bill
B Betts- Posts : 23
Join date : 2011-04-29
Re: How to assess a topographical map for WW2 game
Definitely keep the detail under the hood - give the results and maybe any very visible terrain effects (like, 'they are holding the high ground and putting down a withering fire').
Beyond that, try to set a realistic update pace you think you can stick to... and then allow yourself another day or two for each update for the inevitable surprises that will get in your way!
Any last thoughts? I guess just try not to overcomplicate the turn resolution process for yourself - as long as it does the job, simpler is usually better.
Beyond that, try to set a realistic update pace you think you can stick to... and then allow yourself another day or two for each update for the inevitable surprises that will get in your way!
Any last thoughts? I guess just try not to overcomplicate the turn resolution process for yourself - as long as it does the job, simpler is usually better.
Khryses- Posts : 291
Join date : 2012-04-26
Re: How to assess a topographical map for WW2 game
Thanks Khryses good advice,
I'm looking to have a Red versus Blue WW2 battle done by Christmas. I will have a vassal module designed to keep track of units positions, posture, casualties, (Very easy to do by the way) so keeping track of moves, combats etc is not to difficult. Players will keep track of their own units, and what they see of the enemy on maps printed off, or I can send the vassal module. They of course will not see the GM's map.
With that in mind, how many players can a game handle? I am hoping to have a chain of command, 1 CORP and 3 Division commanders per side. Is this practical?
Bill
I'm looking to have a Red versus Blue WW2 battle done by Christmas. I will have a vassal module designed to keep track of units positions, posture, casualties, (Very easy to do by the way) so keeping track of moves, combats etc is not to difficult. Players will keep track of their own units, and what they see of the enemy on maps printed off, or I can send the vassal module. They of course will not see the GM's map.
With that in mind, how many players can a game handle? I am hoping to have a chain of command, 1 CORP and 3 Division commanders per side. Is this practical?
Bill
B Betts- Posts : 23
Join date : 2011-04-29
Re: How to assess a topographical map for WW2 game
Anything is possible it just comes down to time you have to do turns...
It takes me around 1 to 2 hours sometimes longer to process commands from 6 players.
Also you have to factor in waiting for turn info from the players and at what break points you want to update players?
I am doing daily turns which seem about OK for the Vietnam game..
I would be interested to hear more on how you use vassal to deal with the maps? I am keeping master maps based upon written commands...
It takes me around 1 to 2 hours sometimes longer to process commands from 6 players.
Also you have to factor in waiting for turn info from the players and at what break points you want to update players?
I am doing daily turns which seem about OK for the Vietnam game..
I would be interested to hear more on how you use vassal to deal with the maps? I am keeping master maps based upon written commands...
MJ1- Posts : 724
Join date : 2009-01-04
Re: How to assess a topographical map for WW2 game
MJ1,
Vassal is very easy to use.
Creat a module (two clicks of a mouse)
load any map file (.jpeg .png .bmt file) (two clicks of a mouse)
create unit counters in paint or an online utility load them
add text function to units to add name of unit and track casualties/strength
Then use the module as you would a map and units for a live Kriegsspiel. The benefit is this is stored on your computer so saves space and it allows you to save each turn if you wish for an AAR report, player debrief/review after the game etc.
I could post a photo if someone would explain how.
If you like, I could upload a module to Vassal so you could look at it, and play around with it, or we could both look at it at the same time so we could discuss it. Quite honestly though if you just want to investigate this yourself you will find it quite easy to do.
Bill
Vassal is very easy to use.
Creat a module (two clicks of a mouse)
load any map file (.jpeg .png .bmt file) (two clicks of a mouse)
create unit counters in paint or an online utility load them
add text function to units to add name of unit and track casualties/strength
Then use the module as you would a map and units for a live Kriegsspiel. The benefit is this is stored on your computer so saves space and it allows you to save each turn if you wish for an AAR report, player debrief/review after the game etc.
I could post a photo if someone would explain how.
If you like, I could upload a module to Vassal so you could look at it, and play around with it, or we could both look at it at the same time so we could discuss it. Quite honestly though if you just want to investigate this yourself you will find it quite easy to do.
Bill
B Betts- Posts : 23
Join date : 2011-04-29
Re: How to assess a topographical map for WW2 game
Hi, that does sound really easy and something I need to investigate.
Perhaps too late for the Vietnam game I am running but maybe a good route for any further games I run in the future.
The ability to store the stats in the Vassal module is great. Saves me running several XLS sheets.
Also means the players get to see the stats as they go along..
You don't need to post anything for me as that is enough of an explanation and I use Vassal to play games on (a year or two ago) so it is enough to point me in right direction...
I had not realised you could just load a JPEG on the site.
Perhaps too late for the Vietnam game I am running but maybe a good route for any further games I run in the future.
The ability to store the stats in the Vassal module is great. Saves me running several XLS sheets.
Also means the players get to see the stats as they go along..
You don't need to post anything for me as that is enough of an explanation and I use Vassal to play games on (a year or two ago) so it is enough to point me in right direction...
I had not realised you could just load a JPEG on the site.
MJ1- Posts : 724
Join date : 2009-01-04
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