Manilla?

apbills

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Anonymous

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To the guys who designed Manila...
oh my lord :shock: - this looks pretty cool
I think this map measures about 100x100hexes.
Bless you lads, but has anyone at MMP (or HOB for that matter) given the green light to produce and print this monster?
Was the entire area really fought over?
Can you elaborate a bit on the topic of Manila?
 

syfaulk

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WOW- :shock: :)

That looks ultra cool. Hopefully it's also chalk full of some Japanese tank rarities that fought in late war Luzon/Manila, like the Ho-Ro etc...
Anyhow, I think this is Brian Blad and Co.'s project, anyone know if he's on the forum? Also, are there smaller CGs included? 'Cuz that sucker looks monstrous.

-Scott
 
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To see more about this game and it being published go over to Consimworld in the ASL folder. Most of the discussion is before June 10, 2003
 

Chris Milne

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syfaulk said:
Anyhow, I think this is Brian Blad and Co.'s project, anyone know if he's on the forum? Also, are there smaller CGs included? 'Cuz that sucker looks monstrous.
-Scott
Certainly is Brian Blad & co's effort (sorry to the 'co' - not meant to diminish your contribution, I just don't know who you are :roll: ). Anyway, looks beautiful enough for a sizable chunk of people on Consimworld to say that they'd consider paying about $85 for a pre-order.

I believe, but haven't checked old Consimworld posts to confirm, that Brian Blad stated that there were currently about 5 different CGs and 20 scenarios. How many make it into the final product is, of course, a different matter.

Personally, I just love the look of it. A city fight with plenty of open space. And nine-level buildings. And the Japanese. And ... and ... and :)
 

Johnny Canuck

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My kids and their friends would love to have a look at this game as well.

Unfortunately, it might not look the same when they were done with it. I have to assume that these folks don't have any kids hanging around.

:D
 

Fred Ingram

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It's hard wenough to get building control on a 2 level building. A game would have to be 30 turns long to even hope to gain control a nine level building
 

syfaulk

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Nine levels?!?!?
Can you imagine the stacking nightmare :!: :!:

I wonder if they will have a sheet similar to the playaid for Dogs of War to represent those "skyscrapers". I mean, I consider myself okay when it comes to tweezer skills, but that's just a really complicated game of Jenga to stack counters up nine levels....

Ah, who am I kidding, I'm still gonna get it.

-Scott
 

Chris Milne

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Fred Ingram said:
It's hard wenough to get building control on a 2 level building. A game would have to be 30 turns long to even hope to gain control a nine level building
Or you could just set fire to the bottom level. Maybe a whole bunch of DCs would help too :)

A more serious question, while I think about it: is there not a case for limiting the effects of Area Fire against such a structure? If so, how? Would such fire be able to affect only three 'adjacent' levels, for example, and would the firer choose which ones?
 

Fred Ingram

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I hope they are not taking the nuber of fools in a building literally as levels in that CG. As we all know, a "level" really can represent more than one actual "floor" in a structure.
 

Fred Ingram

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Obviously I meant number of floors and not number of fools (although I have been included in the latter more than once)
 
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