buser333
Senior Member
Why do the cave counters not move with a selected stack like level counters do?
The VASL handling of caves seems cumbersome to me. Say you have a hex with a cave on each hexside and units in each of these caves. Throw in Acq counters, fire markers, etc. and the stacks can be so tall when expanded you can't even reach the top unit to select it. It seems easiest sometimes to remove the whole stack from the board and put it off to the side to do so, but when this is done the cave counters themselves remain behind and thus the need to remember which units were in which cave. Is there a cave complex function in VASL to get around this?Caves shouldn't be moving once place. There's usually one per hexside .. if you got into the Cave Complex they go offboard.
Is this what you mean to be asking about?
Rgds Jack
I do little “HIP” perimeters (ex 2 Hex radius dotted line hex as my Cave Complex) on the side of the map to put my HIP’d counters in. Those are the folks who went into the Cave Complex. You can of course put labels on the Cave counters to help associate them with the Cave Complex etc.The VASL handling of caves seems cumbersome to me. Say you have a hex with a cave on each hexside and units in each of these caves. Throw in Acq counters, fire markers, etc. and the stacks can be so tall when expanded you can't even reach the top unit to select it. It seems easiest sometimes to remove the whole stack from the board and put it off to the side to do so, but when this is done the cave counters themselves remain behind and thus the need to remember which units were in which cave. Is there a cave complex function in VASL to get around this?
The level counters are supposed to not move too but that had to be changed to support the way counters are drawn in a stack so VASL is in this halfway state of trying to act like cardboard and trying to add computer enhancements to cardboard.Why do the cave counters not move with a selected stack like level counters do?