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Hi all.
Based on a anonymous SCW scenario modified by Jose Galdon/Juan Manuel Panadero i'm planning to make a SCW big one. This is my first scen design so wish me luck.
My goals are:
1st) Increase the map scale and make it four times bigger... or in other words, decrease scale by 2.
2nd) Ground units are just infantry brigades-regiments-battallions and tank or cavalry battallions...My plan is to split them into infantry, tanks, AT, HQ, arty, engineeres, reccon units, etc...like most scenarios are designed.
3rd) Naval and air units name and OOB are too generic. Every single warship from battleship from destroyer will have its own unit with historical name. Air units name are also planned to be named historically and given accurate number and materials.
To do so:
1st) I'm making a new map from scratch.
2nd) I've got some pdf TOE to rebuild units at a lower scale and I've exported the scenario OOB to my project.
3rd) Naval units new OOB almost finished, only I've got to finish the republican destroyers...
Any comments, help will be highly apreciated.
I include the scenario I'm trying to modify and the progress
Bdr.Mallette
19 May 04, 21:02
Study how to represent the naval aspect of your scenario.
I wanted to do a Pacific Theater scenario but can't think of a way to properly show the naval strengths and such.
I was planning doing each ship individually but in battle tests, either one side was evaporated during combat or the other side was. Almost always, the defender was destroyed.
I wanted to represent each ship as a strength(i.e. Battleship has strength 9, so put 9 Battleships in the unit called "Arizona",
Cruiser would have strength of 4 or 5 (light or heavy) so I would put 4 cruisers in the unit called "Mikuma"
The naval aspect is weak for TOAW at least from what I have read or tried during design.
The above is a possible fix and seemed to work well Navy versus Navy, the problem I encountered was when those naval units would confront Air or Land power. Total misrepresentations of strengths.
Good luck man, it's frustrating sometimes but can be rewarding.
Check out some articles before you start, thats a GOOD idea.
Document well and keep a pad of posties nearby.
Bomber
Secadegas
20 May 04, 04:50
Hi all.
Based on a anonymous SCW scenario modified by Jose Galdon/Juan Manuel Panadero i'm planning to make a SCW big one. This is my first scen design so wish me luck.
(...)
1st) I'm making a new map from scratch.
You're gonna need much more than luck...
Don't spend any of your time before checking JMS scenario "Agonia y Victoria"
There you can find an excellent peninsula map (hard to match...) and a lot of other things like OOB and TOE's that might be usefull. It doesn't cover all SCW period but who will want to play 300 and something turns?? :hush:
You're gonna need much more than luck...
Don't spend any of your time before checking JMS scenario "Agonia y Victoria"
There you can find an excellent peninsula map (hard to match...) and a lot of other things like OOB and TOE's that might be usefull. It doesn't cover all SCW period but who will want to play 300 and something turns?? :hush:
Thanks for the praise. I was about to get a go to a 1936 scenario, but now I can just sit back and relax :cool:
Ideas and feed-back from random thoughts ever since:
1) At the get go, you can use events to add some randomness to the military units and who joins which side. The events worked out like this:
First of all, cities were under Republican possesion.
In the first turn an individual event defined wether each city (actually, they were garrison cities) rebelled or not (which required 2 events: News event->Event activated/ownership of hex X/Y changes). Activation of the news event triggers the entry of reinforcements.
If the event is not activated, Republican reinforcements enter normally in turn 2 (IIRC)
This requires that all forces start with fixed orders to avoid having one player taking advantage.
There is one downside, though. If possesion of the entry hexes changes, reinforcements originally destined there enter inmediately, something to remember.
2) Naval forces. While I normally would be in favor of more detail, their inclusion could have a significant effect, as ships weren't used for shore bombardment at a tactical level (Off the top of my head, only in Malaga 1937) because the Republicans were at Cartagena for most of the war for lack of officers and the Nationalists had too few and had to blockade a loooong coastline.
3) Air forces. In 1936 just give them all to the Republicans at least until the Condor Legion and the italians arrive. In any case they are going to be of little relevance.
The TOEs for Agonia y Victoria are going to be useful for the later period of the War, though the Republicans may serve for the Brigades formed from Oct.36 and after.
Finally some good resources:
The Army in 1936:
http://www.orbat.com/site/ww2/drleo/080_spain/__spain.html
The armies 1936-1939, although in Spanish:
http://www.gefrema.org/odb-gce/
For TOEs (also in Spanish)
http://personal.menta.net/stonewall/docs/gc/gc3.pdf
http://personal.menta.net/stonewall/
More stuff from yours truly:
http://www.orbat.com/site/toe/index.html
Odds and ends
http://guerracivil.iespana.es/guerracivil/index2.htm
http://www.guerracivil1936.galeon.com/
http://worldatwar.net/chandelle/
Eugen Pinak
20 Jul 04, 08:47
Good day,
As a big SCW fan I wish you good luck - you'll need it as battalion/company SCW scenario will surely consume all 2000 units slots. So you have a great piece of work :)
Now several questions:
1. How do you plan to show militarization of militions - I don't like the way they did it in the original scenario?
2. And the same question about reorganizations - I see no way to represent, for example, battalion shifting between international brigades.
All the best,
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