GeorgeBates
Elder Member
So about the size of a womp rat, right? I hear they're not much bigger than two meters...
It does seem a good idea. But the impression I get is that the designers have cut back on the amount of fortifications on map and so there are probably less fortifications in the CG then there were in real life. Historically the area was awash with trenches, wire and mines (I believe) but this has been reduced in the CG for playabilities sake.I like the idea of the map dots if for no other reason than to allow persons who would want to try to play it more historically that option.
Honza you missed the point completely.It does seem a good idea. But the impression I get is that the designers have cut back on the amount of fortifications on map and so there are probably less fortifications in the CG then there were in real life. Historically the area was awash with trenches, wire and mines (I believe) but this has been reduced in the CG for playabilities sake.
Playing the CG with historically placed fortifications would alter the balance.
Not when they could have easily accounted for such the first time around. Plus transferring the journal data to the make then would rely on my time putting little red dots in the hexes, when that could easily have been on the original production side of the house, using the remaining 5% of time/effort still required (see up stream).Or make a journal article with nice maps and leave the game board alone
Interesting idea for sure.[/QUOTE]Could the map still not have a small symbol (EX red hex center dot, normal size) to indicate where historically a tench was? Thus giving a nod to those in the 'on map camp' for reasons they noted above.
Andy
+1. +2 in fact.Or make a journal article with nice maps and leave the game board alone
Perhaps the soda can and the fan are being playtested as Random Events Generators to potentially replace the sniper counters which a few people seem to have a problem with.If using chits for OBA you do need an opaque container! NOTE ALSO: What seems to likely be a fan at the top of the picture to help blow counters around.
No new SSR on them - there will be both AT Ditches and Trenches.New topic maybe. Will the AT Trench / Ditch rules stay the same as in the rulebook or will there be some kind of SSR on them for this HASL?
Not related to the OP theme of 'sunken road' but rather an innate flaw in AT-Ditches being treated as trenches unless noted otherwise. This is serious. As a result of ASLRB, an AT-Ditch can be bypassed along a hex side to woods and/or building. That should be NA...the AT Ditch effect for Bypass should be treated as the same as a Roadblock...where the restriction for bypass ties into the "obstacle".No new SSR on them - there will be both AT Ditches and Trenches.
There's just so much territory that you can cover in a HASL...After reading several Ponyri ref books, I was disappointed that the areas to the east and west of Ponyri are not really included. A lot of the events in Ponyri were influenced by the battles close to the village.
What, you want the map to be BIGGER?After reading several Ponyri ref books, I was disappointed that the areas to the east and west of Ponyri are not really included. A lot of the events in Ponyri were influenced by the battles close to the village.
Hey just sayin...........would have been a good idea. And the trench lines should be on the map.........the aerial photos do show the established trench lines. So the German tactics were set due to the known trench lines and wire. I have the photo book with all the day to day events.
It is a challenge that is not always successfully met.I think one can disconnect the two concepts. One can be uncompromising about map accuracy yet making sure the CG/scenarios is/are playable.