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When you wish upon a star.
https://wargame.ch/board/cc/viewtopic.php?f=6&t=5719
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Author:  Al Amos [ Sun May 08, 2005 5:22 pm ]
Post subject:  When you wish upon a star.

This thread is for engine changes. That way we can keep Rich H's patch thread clean (hopefully.) Anyone with an engine change post in that thread is welcomed to delete that one, and repost it here. Maybe we can make Rich's life a bit easier.

I'll start with a few changes I'd like to see.
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Map issues:

1) SHALLOW WATER hex - I would like a shallow water hex type that would permit 'boats' or 'troops with boats' to move in, but not allow SHIPS to move in. The new water hex could then be used for rivers, and coastal water too shallow for ships.

2) RAPIDS hex side - This feature would be used to represent rapids in rivers, etc, and would have a base percentage for accidents. If an accident happened the unit or passenger unit would become disrupted, and take up to 100% damage. The campaigns along the St Lawrence River during the French & Indian War and the War of 1812 would benefit from this addition.

3) WOODS hex - This feature would represent wooded terrain less dense than FOREST hexes. This type of hex could be used to show the edges of woods. LOS into this type of hex would extend 125 yards (3 hexes). In addition an LOS change for the current ORCHARD hex extending 250 yards (6 hexes) would be added. LOS into FOREST hexes would still be only 1 hex. This would allow some limited visibility through LIGHT WOODS and ORCHARD hexes. For example if a unit's LOS crossed an ORCHARD hex then it would stop 6 hexes later (counting the ORCHARD hex.) It is my opinion that visibility through and beyond LIGHT WOODS and ORCHARDS would be more than currently allowed.

4) MAN MADE FEATURES - This request would see a major overhaul in the current method of handling man made features. I would like to see ALL man made feature added to maps in the SCENARIO EDITOR in a manner that breastworks and brides currently are. A major benefit of this would be the usefulness of the base maps. Players could, for example, take a base map of a wooded area and 'clear the land', then place a farm, or village, place some fields, trails, roads, fences, walls, etc, etc.

The 'clear the land' step would be similar to Tiller's Vietnam game where one can destroy jungle in the editor. CLEARED LAND would have tree stumps, etc, etc so would cost a bit more in movement than a normal OPEN hex.

ALL man-made hexes could be damaged or repaired during a game.

(Below there is mention of units being designated 'has engineering tools.' This status can only be added in the Scenario Editor in a manner as 'has boats' is currently done.)

Man made features would be limited to:

HEXES - Building, Bridge, Ditch, Entrenchments. and Abbatis.

HEX SIDES - Fence, Hedge, Stone Wall, Wooden Palisade, Earthen Berm, Fortress Wall, Trail, Road, Breastwork, Barricade, and Gate.

These features would have STRENTGH POINTS to allow their destruction or repair. Features being destroyed would render some of the feature's benefit to be removed.

BUILDINGS: (Houses, Barns, Town or Village Buildings, etc, etc,)

Effects: Provide negative modifier to ranged combat or melee against occupying units equal to its current strength, Increase movement penalty for units moving in hex with building. Buildings count against stacking limits depending upon size: Small - 25 men, Medium - 50, and Large - 100. Medium and Large Buildings block LOS. Small and RUBBLE do not.

Strength Point range: Three sizes - Small: 10 - 39; Medium: 40 - 69; and Large: 70 - 99. Can only be added in Scenario Editor.

Effects of feature's removal: Small buildings are simply removed, no benefits or penalties. Medium and Large Buildings are replaced by RUBBLE icon when strength falls to 39 or less. All Small building penalties apply to RUBBLE.

Destruction: Buildings can be destroyed by Artillery Fire, or by units assigned to DESTROY FEATURE. Artillery fire will reduce Buildings by 1 strength point if occupying unit is hit, or Building can be targeted if empty with 1 strength point reduced if hit. Units assigned to DESTROY FEATRUE will reduce the Building's strength 1 point per turn working on it if generated random number is lower than number of men in unit assigned. A unit's number of men is doubled if unit 'has engineering tools'. Unit must be adjacent to hex of building, and may not use any movement points, or fire, or be involved in a melee or fail a morale test that turn. The building must be unoccupied.

Repairable during a game: NO.

Campaign carry over: Existence, position, and strength of building is carried from one battle to next IF listed in the ORG file.

Information on status of building could be displayed by right-clicking on building.


BRIDGES: (Wood, Stone or Pontoon)

Effects: Allows units without boats to cross water hexes. Bridges would have three STATES which would determine what type of troops could cross. RICKETY - Only Infantry, or Leaders on foot; WEAK - Only Infantry, Leaders on foot, Cavalry, or Mtd Leaders; or STOUT: All units. Units on bridges cannot fire. Only one unit on a bridge at a time. Units can rout across a bridge. Bridges do not block LOS.

Strength Point range: Rickety: 10 - 19; Weak: 20 - 49; and Stout: 50 - 99. Can be added in scenario editor, or during a game. To add a new bridge in during a game, a unit is assigned REPAIR FEATURE, and the unit MUST be designated with 'has engineering tools.' Units creating a new bridge will create the bridge as if repairing it, see below. A new Bridge's strength starts at 0.

Effects on feature's removal: Units would not be able to cross water hex.

Destruction: Bridges can be destroyed by Artillery Fire, or by units assigned to DESTROY FEATURE. Artillery fire will reduce Bridges by 1 strength point per if occupying unit is hit, or Bridges can be targeted if empty with 1 strength point reduced if hit. Units assigned DESTROY FEATURE will reduce the Bridge's strength 1 point per turn working on it if the generated random number is lower than the number of men in the unit assigned. A unit's number of men is doubled if unit 'has engineering tools.' Unit must be adjacent to entry/exit hex of bridge, and may not use any movement points, or fire, or be involved in a melee or fail a morale test that turn. The bridge must be unoccupied.

Repairable during a game: YES. Unit assigned REPAIR FEATURE may repair 1 Strength Point per turn if the generated random number is lower than the number of men in the unit assigned. A unit's number of men is doubled if unit 'has engineer tools.' Unit assigned must be adjacent to entry/exit hex of bridge, and may not use any movement points, or fire, or be involved in a melee or fail a morale test that turn. The bridge must be unoccupied.

Campaign carry over: Existence, position, and strength of bridge is carried from on battle to the next IF listed in the ORG file.

Information on status of bridge could be displayed by right-clicking on bridge.

DITCH: (Obstacle to slow enemy's movement)

Effects: Drops elevation of hex by 1 level. Causes automatic disruption if entered. Ditches do not block LOS. (Normal LOS rules for elevation applies.)

Strength Point range: This feature does not have strength points. Can be added in Scenario Editor, or during a game. To dig a Ditch during a game, a unit is assigned REPAIR FEATURE, and the unit MUST be designated with 'has engineering tools.' Units creating a new ditch will create the ditch as if repairing it, see below. A new Ditch's elevation is equal to the hexes original elevation.

Destruction: Ditches can be destroyed by units 'filling' it in. Units assigned DESTROY FEATURE will raise the Ditch's elevation by 1 level per turn it is working on it, if the generated random number is lower than the number of men in the unit assigned. A unit's number of men is doubled if a unit 'has engineer tools.' Units assigned must be adjacent to the Ditch, and may not use any movement points, or fire, or be involved in a melee, or fail a morale test that turn. The ditch must be unoccupied. A ditch can never be raised higher than its original elevation.

Repairable during a game: YES. Units assigned REPAIR FEATURE may repair, "dig", a 1 level elevation ditch per turn if the generated number is lower than the number of men in the unit assigned, and the unit MUST be designated with 'has engineering tools.' A unit's number of men is doubled if the unit 'has engineering tools.' Ditches' elevation can never be less than Level 0.

Campaign carry over: Existence, position and elevation of ditches is carried over from one battle to the next, IF listed in the ORG file.

Information on status of ditch could be displayed by right-clicking on ditch.

ENTRENCHMENTS: (Defensive position to protect occupants)

Effects: Provide negative modifier to ranged combat or melee against occupying units equal to its current strength, Increase movement penalty for units moving in hex with entrenchments. Entrenchments count against stacking limits depending upon size: Hasty - 25 men, Prepared - 50, and Fortified - 100.Causes disruption if entered.

Strength Point range: Three types - Hasty: 10 - 39; Prepared: 40 - 69; and Fortified: 70 - 99. Can only be added in Scenario Editor, or during a game. To add a new entrechment during a game, a unit is assigned REPAIR FEATURE, and the unit MUST be designated with 'has engineering tools.' Units creating a new bridge will create the bridge as if repairing it, see below. A new Bridge's strength starts at 0.

Effects of feature's removal: Hasty entrenchments are simply removed, no benefits or penalties. Prepared and Fortified entrenchments are replaced by RUBBLE icon when strength falls to 39 or less. All Hasty entrenchment penalties apply to RUBBLE.

Destruction: entrenchments can be destroyed by Artillery Fire, or by units assigned to DESTROY FEATURE. Artillery fire will reduce entrenchments by 1 strength point if occupying unit is hit, or entrenchment can be targeted if empty with 1 strength point reduced if hit. Units assigned to DESTROY FEATRUE will reduce the entrenchment's strength 1 point per turn working on it if generated random number is lower than number of men in unit assigned. A unit's number of men is doubled if unit 'has engineering tools'. Unit must be adjacent to hex of entrenchment, and may not use any movement points, or fire, or be involved in a melee or fail a morale test that turn. The entrenchment must be unoccupied.

Repairable during a game: YES. Unit assigned REPAIR FEATURE may repair 1 Strength Point per turn if the generated random number is lower than the number of men in the unit assigned. A unit's number of men is doubled if unit 'has engineer tools.' Unit assigned must be adjacent to hex of entrenchment, and may not use any movement points, or fire, or be involved in a melee or fail a morale test that turn. The entrenchment must be unoccupied.

Campaign carry over: Existence, position, and strength of entrenchment is carried from one battle to next IF listed in the ORG file.

Information on status of entrenchment could be displayed by right-clicking on building.

ABBATIS:

Effects: Provide negative modifier to ranged combat or melee against occupying units equal to its current strength, Increase movement penalty for units moving in hex with entrenchments. Abbatis count against stacking limits depending upon size: Hasty - 25 men, Prepared - 50, and Fortified - 100.Causes disruption if entered.

Strength Point range: Three types - Hasty: 10 - 39; Prepared: 40 - 69; and Fortified: 70 - 99. Can only be added in Scenario Editor, or during a game. To add a new abbatis during a game, a unit is assigned REPAIR FEATURE, and the unit MUST be designated with 'has engineering tools.' Units creating a new bridge will create the bridge as if repairing it, see below. A new Abbatis' strength starts at 0.

Effects of feature's removal: Hasty entrenchments are simply removed, no benefits or penalties. Prepared and Fortified abbatis are replaced by RUBBLE icon when strength falls to 39 or less. All Hasty abbatis penalties apply to RUBBLE.

Destruction: entrenchments can be destroyed by Artillery Fire, or by units assigned to DESTROY FEATURE. Artillery fire will reduce entrenchments by 1 strength point if occupying unit is hit, or entrenchment can be targeted if empty with 1 strength point reduced if hit. Units assigned to DESTROY FEATRUE will reduce the abbatis' strength 1 point per turn working on it if generated random number is lower than number of men in unit assigned. A unit's number of men is doubled if unit 'has engineering tools'. Unit must be adjacent to hex of abbatis, and may not use any movement points, or fire, or be involved in a melee or fail a morale test that turn. The abbatis must be unoccupied.

Repairable during a game: YES. Unit assigned REPAIR FEATURE may repair 1 Strength Point per turn if the generated random number is lower than the number of men in the unit assigned. A unit's number of men is doubled if unit 'has engineer tools.' Unit assigned must be adjacent to hex of Abbatis, and may not use any movement points, or fire, or be involved in a melee or fail a morale test that turn. The abbatis must be unoccupied.

Campaign carry over: Existence, position, and strength of abbatis is carried from one battle to next IF listed in the ORG file.

Information on status of entrenchment could be displayed by right-clicking on abbatis.

I'll post the hex side features a bit later on, but they will run along the same guidelines. One interesting thing would be the ability to 'fell trees' along trails and roads to impede movement. Also, breaching and repairing of walls, etc would be fun.

I think if we model the physical environment correctly we can enhance our battles. This is why I started here. I'll touch on troop issues in later posts.

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