Where are these boards from?

ibncalb

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I think that a lot of details like those described above can be dealt with by each player asking

"are we playing for money?"
 

M.Netto

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Well, if that is the criteria, we can change rules at will, after all it is just a game and discussion on rules' details here would be futile. In fact, I'm trying to use those boards; I'm just calling attention to the fact that, in some instances, it can change game balance. People are free to do whatever they like.
 

ibncalb

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Well, if that is the criteria, we can change rules at will, after all it is just a game and discussion on rules' details here would be futile. In fact, I'm trying to use those boards; I'm just calling attention to the fact that, in some instances, it can change game balance. People are free to do whatever they like.
That's the spirit!
 

von Marwitz

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I've played a lot on his LFT boards and his variant VASL boards. I've never had an issue.

In fact I find it hard to go back to the regular PTO boards after the LFT variants.
I think that the boards with hills and woods look especially fine.

Yet, after initial excitement, I have (at least for me) come to the conclusion, that the shadows are troublesome. This is especially true if you have to play in an area with is not optimally lit (which happens now and then at tournaments).

With regard to the colors, I prefer the hues of the original geo boards. Personally, I did not like the PTO boards' colors of the LFT 16 Magazine. In fact, the inclusion of these board variants were a reason to skip the magazine for the first time. Being AH/MMP clones, they add nothing new with regard to the terrain and the colors/shadows don't suit me. The price for the magazine was much higher than usual due to the boards, though.

This was a pity. I would have bought the LFT16 magazine without the maps at lower cost, because the LFT magazines are usually finely made with good content and many good scenarios.

von Marwitz
 

von Marwitz

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I agree that the shadows should be left off.
As it is now, the shadows always define which direction is either east or south.
Now, that is a smart remark! ;)👍

Likely not only that but also the time of the day.

von Marwitz
 

pensatl1962

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For comparisons of official artwork to this mod:

Map Legend Comparison

I would have to say that I fall in the camp of the utility from MMP wins in form and function over realistic artwork, it could be I have almost 40 years of looking at the official boards and am biased.
The artwork is pretty to look at, but I’m in the functionality camp, preferring the utility of the tried-and-true classic boards. I suspect Edward Tufte would agree.
 

asloser

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Yeah, I think some people just hate change. :D
Some people prefer to play ASL with functional ASL maps.

I love the Hatten map. It is something that puts new look and feel to an ASL map and gives better immersve experence - while being fully functoinal unambigius ASL map.

So you can have both, eye candy and functionality.
 
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pensatl1962

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Some people prefer to play ASL with functional ASL maps.

I love the Hatten map. It is something that puts new look and feel to an ASL map and gives better immersve experence - while being fully functoinal unambigius ASL map.

So you can have both, eye candy and functionality.
It also helped that they made the hexes a little bit bigger. 👍
 

Blaze

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Some people prefer to play ASL with functional ASL maps.

I love the Hatten map. It is something that puts new look and feel to an ASL map and gives better immersve experence - while being fully functoinal unambigius ASL map.

So, you can have both, eye candy and functionality.
The HIF map is art scheme is still employing the "Less is More" function. Start adding tank tracks art, shadows and 3d tree art and then I'll have a headache. Of course, I agree that today's printing technology makes impressive looking maps and counters. I think there is a point where too much graphic immersion in a boardgame becomes a distraction to gameplay. I really love the old school basic colors of the maps and counters. It helps make them pop with a contrast which to me, lets my (feeble) brain focus on gameplay.

The artwork is pretty to look at, but I’m in the functionality camp, preferring the utility of the tried-and-true classic boards. I suspect Edward Tufte would agree.
Jim, I chocked on my coffee laughing. TIMES 10 triple score for the Tufte reference. I suspect you're in a good mood due to the "Division Leading Steelers" ?!?!?

It also helped that they made the hexes a little bit bigger. 👍
I think those are the perfect size hexes for ASL. Less is more doesn't apply here!
 

Alessandro D.

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They look very nice and I like to see improvement in the artwork field (like colored counters, especially AFV, made by TPPs) but this time it is a pass for me.
Too confusing for a game where you have to use a thread for checking LOS (inherent terrains excluded), especially if you are playing in a room not perfectly illuminated.
 

pensatl1962

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The HIF map is art scheme is still employing the "Less is More" function. Start adding tank tracks art, shadows and 3d tree art and then I'll have a headache. Of course, I agree that today's printing technology makes impressive looking maps and counters. I think there is a point where too much graphic immersion in a boardgame becomes a distraction to gameplay. I really love the old school basic colors of the maps and counters. It helps make them pop with a contrast which to me, lets my (feeble) brain focus on gameplay.



Jim, I chocked on my coffee laughing. TIMES 10 triple score for the Tufte reference. I suspect you're in a good mood due to the "Division Leading Steelers" ?!?!?



I think those are the perfect size hexes for ASL. Less is more doesn't apply here!
Tufte was our go to for how to present statistical data in meaningful, user-friendly ways. Love his term “chart junk”: unnecessary fluff that detracts from the user’s ability to understand the message. I saw a corollary to ASL.
And yes, Here We Go… :)
 

Vic Provost

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I think that the boards with hills and woods look especially fine.

Yet, after initial excitement, I have (at least for me) come to the conclusion, that the shadows are troublesome. This is especially true if you have to play in an area with is not optimally lit (which happens now and then at tournaments).

With regard to the colors, I prefer the hues of the original geo boards. Personally, I did not like the PTO boards' colors of the LFT 16 Magazine. In fact, the inclusion of these board variants were a reason to skip the magazine for the first time. Being AH/MMP clones, they add nothing new with regard to the terrain and the colors/shadows don't suit me. The price for the magazine was much higher than usual due to the boards, though.

This was a pity. I would have bought the LFT16 magazine without the maps at lower cost, because the LFT magazines are usually finely made with good content and many good scenarios.

von Marwitz
Totally agree, delete the shadows and I would play on them but yes, they define east-west and are not appropriate if aligned in a different way, it would not look right to me. Just my $.02 cents, otherwise nice artwork.
 

Actionjick

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I really like his boards. The shadows don't bother me and notice that they are much darker in the picture below than in the actual printed board. Yet, the thing that really bothers me is that they actually change terrain features functionally. Usually, Batisse boards have smaller buildings and contracted woods limits, which will change LOS and VBM possibilities as you can see below. Also, I could catch some errors while tweaking those boards for print, like the inexistent hedge in V1-W2. Apart from that, I think they are very nice and a really impressive work, since he has more than 600 boards available (some are variants of a same board, in fact).
View attachment 30043View attachment 30044
The artwork looks nice but the shadows are unnecessary and the building sizes are quite different from the original boards. Good looking but functionally inaccurate.
 

DonWPetros

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I'm also for functionality here - and that can be achieved while still providing good graphics. MMP with Charlie K's involvement achieves both and lets hope Charlie continues his work. His work shows that the detail in graphics can be achieved in certain ways that keep functionality intact. For instance, his providing interior building artwork with a lot of detail (ie. building damage) works well.

My focus is on how the board's artwork provides a good balance between realistic looking places, and places where an ASL game is practical or fun. Some maps are well executed, but don't really seem to reflect a place that seems real (road networks leading nowhere, poor balance between space and object, etc.).
 

Treadhead

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The artwork is pretty to look at, but I’m in the functionality camp, preferring the utility of the tried-and-true classic boards. I suspect Edward Tufte would agree.
Yes!

I own and have studied one of his books, Envisioning Information. I pulled it off the shelf and have it right in front of me.

In my opinion, ASL maps are the best in the business at what they do. Game maps which attempt to portray the board as a satellite photo are simply awful.
 
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