Post by Zach on Jun 10, 2019 19:15:07 GMT
This is a concept picture for a game that I'm very slowly working on (although in point of fact work on it has sort of slowed recently!).

This is an area control game, where the dark green lines represent positions that are also even horizons that control movement. The command bases contain secret strength ratings. The infantry strips represent positions that both hold terrain and serve as the limit of the enemy commanders knowledge. In other words, when facing the enemy across an area, you know that he's taken up positions, but you're not sure of his strength. When the enemy moves into the area that has an enemy unit occupying one of its edges, then the moving player would have to reveal the strength of the troops moved into the area. The total strength from the HQ unit is not revealed, however.
If I ever got this game up and running, the idea would be to provide a number of maps like this (but obviously better) in a spiral bound flip book. The maps contain enough variety that they can be replayed a lot. Extra details would include annotations in the areas to indicate which areas are slops that aid artillery fire.
The advantage of playing on a map like this in a microscale is that you don't need to worry about figuring out what the terrain means. Even elevation areas are represented here; indeed,the idea behind this sort of map is that the areas let you know exactly what you can and cannot see from the obvious tactical positions that one would take up. I didn't invent this sort of game, but I think the idea behind it is very sound and really underrated. My new twist is to create generic maps and an open-ended system, so that it has as much replay value as a traditional table-top war game.

This is an area control game, where the dark green lines represent positions that are also even horizons that control movement. The command bases contain secret strength ratings. The infantry strips represent positions that both hold terrain and serve as the limit of the enemy commanders knowledge. In other words, when facing the enemy across an area, you know that he's taken up positions, but you're not sure of his strength. When the enemy moves into the area that has an enemy unit occupying one of its edges, then the moving player would have to reveal the strength of the troops moved into the area. The total strength from the HQ unit is not revealed, however.
If I ever got this game up and running, the idea would be to provide a number of maps like this (but obviously better) in a spiral bound flip book. The maps contain enough variety that they can be replayed a lot. Extra details would include annotations in the areas to indicate which areas are slops that aid artillery fire.
The advantage of playing on a map like this in a microscale is that you don't need to worry about figuring out what the terrain means. Even elevation areas are represented here; indeed,the idea behind this sort of map is that the areas let you know exactly what you can and cannot see from the obvious tactical positions that one would take up. I didn't invent this sort of game, but I think the idea behind it is very sound and really underrated. My new twist is to create generic maps and an open-ended system, so that it has as much replay value as a traditional table-top war game.