Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

RE: Map & counter mod

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [Current Games From Matrix.] >> [World War I] >> Guns of August 1914 - 1918 >> RE: Map & counter mod Page: <<   < prev  1 2 [3] 4 5   next >   >>
Login
Message << Older Topic   Newer Topic >>
RE: Map & counter mod - 9/24/2007 2:08:17 AM   
jesperpehrson


Posts: 1052
Joined: 7/29/2006
Status: offline

quote:

ORIGINAL: FrankHunter
the Russian Civil War and the Spanish Civil War


Yes please


(in reply to FrankHunter)
Post #: 61
RE: Map & counter mod - 9/24/2007 3:08:03 AM   
FrankHunter

 

Posts: 2111
Joined: 3/26/2004
Status: offline
See, I knew there were guys that wanted to see someone cover more esoteric subjects.  Thanks capitan  :-)

(in reply to jesperpehrson)
Post #: 62
RE: Map & counter mod - 9/24/2007 3:19:33 AM   
SMK-at-work

 

Posts: 3396
Joined: 8/28/2000
From: New Zealand
Status: offline
Why not just make a wargame of early 20th century Europe??!!

< Message edited by SMK-at-work -- 9/24/2007 3:20:28 AM >

(in reply to FrankHunter)
Post #: 63
RE: Map & counter mod - 9/24/2007 4:26:47 AM   
ejs6263


Posts: 239
Joined: 6/6/2005
Status: offline
SPI used to make great board games on more esoteric subjects. The ones I loved were Search & Destroy (Vietnam), South Africa (basically a hypo of a Rhodesia-type insurgency in South Africa against the apartheid government), and Fulda Gap (Soviet invasion of West Germany). I remember they had ones about the Russo-Japanese War of 1905 and the Russian Revolution. They kept us elementary and junior high school nerds busy back in the day. It's a shame that no one ever really picked up that mantle (beyond what Operations Art of War does).

(in reply to FrankHunter)
Post #: 64
RE: Map & counter mod - 9/24/2007 8:34:52 AM   
Lascar


Posts: 489
Joined: 10/7/2000
Status: offline
The Russian Civil War would be the natural sequel to Guns of August. A fascinating and neglected period of history.

(in reply to FrankHunter)
Post #: 65
RE: Map & counter mod - 9/24/2007 11:46:28 AM   
jesperpehrson


Posts: 1052
Joined: 7/29/2006
Status: offline
quote:

ORIGINAL: Lascar

The Russian Civil War would be the natural sequel to Guns of August. A fascinating and neglected period of history.


Indeed. I did play a boardgame called 1917 or somesuch which was quite interesting. Kinda like WIF but could surely be transformed into GOA style as well.

(in reply to Lascar)
Post #: 66
RE: Map & counter mod - 9/24/2007 12:48:08 PM   
SMK-at-work

 

Posts: 3396
Joined: 8/28/2000
From: New Zealand
Status: offline
I had a board game of hte Russian Civil War perhaps from Avalon Hill??  It was boxed, and I well revall the purges, counterpurges and assasinations.  Everyone commanded troops from every faction and the game was exactly 6 turns long......but it packed a lot into 6 turns!! :)

(in reply to jesperpehrson)
Post #: 67
RE: Map & counter mod - 9/24/2007 3:20:30 PM   
hjaco

 

Posts: 872
Joined: 3/23/2007
Status: offline
I concur with the Russian civil war.

Other exotic areas I could find very interesting are the Boer wars and especially the Imperial expansions during Pax Britannica. The boardgame was unique http://www.costik.com/pb.html.

I must admit I had to do a little checking up on what the Chaco War was all about

(in reply to SMK-at-work)
Post #: 68
RE: Map & counter mod - 9/25/2007 7:51:10 AM   
GJK


Posts: 554
Joined: 7/17/2004
Status: offline
I've just uploaded what I think is the final versions of both the map and counters. I have rolled these up into one zip. IF you want to use both the counters AND the map, then simply extract this into your Guns of August install directory. IF you do not want to use either the counter OR the map, then extract this to a temporary folder and then just copy over either the map or the counters - they are in their respective folders.

Changes to the COUNTERS:
1. AH counters are a lighter shade of gray with a blue(r) NATO symbol to more easily distinguish them from Germans.

2. U.S. Inf, Shock and Cav are now Brigades instead of Corps (should be Brigade (+) I suppose).

Changes to the MAP:
1. None - so if you're using the map only, you don't need this update.

Download the file HERE (6.86mb)

(in reply to hjaco)
Post #: 69
RE: Map & counter mod - 9/25/2007 8:02:52 AM   
FrankHunter

 

Posts: 2111
Joined: 3/26/2004
Status: offline
Why are US corps now brigades?  A 40 strength brigade?  Those units represent 2+ divisions.



(in reply to GJK)
Post #: 70
RE: Map & counter mod - 9/25/2007 8:11:31 AM   
GJK


Posts: 554
Joined: 7/17/2004
Status: offline

quote:

ORIGINAL: FrankHunter

Why are US corps now brigades?  A 40 strength brigade?  Those units represent 2+ divisions.





Correction, I meant division. Should they remain a Corps (-) ?

(in reply to FrankHunter)
Post #: 71
RE: Map & counter mod - 9/25/2007 8:22:10 AM   
FrankHunter

 

Posts: 2111
Joined: 3/26/2004
Status: offline
Yes, there's 15 US infantry units in the game whereas they had 40+ divisions in France by Sept 1918. 



(in reply to GJK)
Post #: 72
RE: Map & counter mod - 9/25/2007 8:34:29 AM   
GJK


Posts: 554
Joined: 7/17/2004
Status: offline
Ok, I've changed the US units back to Corps where appropriate (Inf, Shock, Cav). Download link is the same as above.

(in reply to FrankHunter)
Post #: 73
RE: Map & counter mod - 9/25/2007 11:18:33 AM   
JudgeDredd


Posts: 8573
Joined: 11/14/2003
From: Scotland
Status: offline
Great map GJK, and thx.

I'm going to run with your map and IronX counters as I rpefer his counter look, but your map is awesome...thx


_____________________________

Alba gu' brath

(in reply to GJK)
Post #: 74
RE: Map & counter mod - 9/25/2007 9:37:54 PM   
HobbesACW


Posts: 419
Joined: 2/20/2004
From: UK
Status: offline
I just downloaded the map - it looks great.
Many thanks GJK!


(in reply to JudgeDredd)
Post #: 75
RE: Map & counter mod - 9/26/2007 5:11:28 PM   
Cavalry Corp

 

Posts: 3107
Joined: 9/2/2003
From: Sampford Spiney Devon UK
Status: offline
This map and counters are a big step forward - Matrix should take note .

For me Matrix games are always a bit lacking on graphics . Much better to stick with maps and counters that look like they should be displayed in a military way rather then painted soldiers or worse still soldiers on stands on a hex map etc . I think that the graphic people at Matrix are always trying to serve the visual fest over neat presentation , the result is a muddle Battle In Italy is a particular example - horrible.

Well done indeed

Michael

(in reply to HobbesACW)
Post #: 76
RE: Map & counter mod - 9/26/2007 11:28:39 PM   
TheBlackhorse


Posts: 291
Joined: 6/21/2004
Status: offline
Your map absolutely rocks! You are to be commended on super nice work. Well done.

(in reply to Cavalry Corp)
Post #: 77
RE: Map & counter mod - 9/26/2007 11:37:51 PM   
gambler

 

Posts: 117
Joined: 10/11/2003
Status: offline
Just as a note for those who dislike 'NATO' style... At least the Cavalry, Infantry and Artillery symbols date back to the Napoleonic era (NATO just kinda appropriated them).  

(in reply to TheBlackhorse)
Post #: 78
RE: Map & counter mod - 9/26/2007 11:56:21 PM   
GJK


Posts: 554
Joined: 7/17/2004
Status: offline
quote:

ORIGINAL: gambler

Just as a note for those who dislike 'NATO' style... At least the Cavalry, Infantry and Artillery symbols date back to the Napoleonic era (NATO just kinda appropriated them).  


And they date back to 1976 when used in the boardgame of the same namesake. :)

It's just a personal preference. I gather that many "old timers" will want to use the NATO style as that's what we had/have with board wargames. Many more will probably prefer the colorful look of actual men and material. As I mentioned before, the scale doesn't work for me when I see 1 man on a counter that represents a Corps, but that's me. I think it's great that we have a number of people working on different styles of counters, we can all pick and choose. And frankly, I think the originals looked just fine, except for the gradient coloring which I didn't care for.

< Message edited by GJK -- 9/26/2007 11:58:43 PM >

(in reply to gambler)
Post #: 79
RE: Map & counter mod - 9/27/2007 12:28:42 AM   
SMK-at-work

 

Posts: 3396
Joined: 8/28/2000
From: New Zealand
Status: offline

quote:

ORIGINAL: gambler

Just as a note for those who dislike 'NATO' style... At least the Cavalry, Infantry and Artillery symbols date back to the Napoleonic era (NATO just kinda appropriated them).  


Some sort of symbols do - the Germans had some from teh early 1800's, but I'd be interested in a reference for this.

Germany used quite different symbols that yuo can find on the 'net, and the fact htat infantry "X" represents crossbelts, the artillery "dot" a cannonball, etc does nt mean they were actually thought of at the time AFAIK.

(in reply to gambler)
Post #: 80
RE: Map & counter mod - 9/27/2007 12:42:41 AM   
Hanal

 

Posts: 2312
Joined: 11/1/2003
Status: offline
I know I should not plug another game here but I'm working on a Russian Civil War mod for SC2, so yes there are many people interested in more diverse historical gaming, and besides, Frank would do a much better job than me....

apologies in advance.........



< Message edited by J P Falcon -- 9/27/2007 1:06:47 AM >

(in reply to SMK-at-work)
Post #: 81
RE: Map & counter mod - 10/5/2007 10:10:41 AM   
HannoMeier


Posts: 155
Joined: 8/5/2001
From: Frankfurt, Germany
Status: offline
Hello Gary, I really like to use your Map & Counter mod. With 1.2 there were some changes to fort status (especially in France).

Do you plan to update your map with these new forts? This would be really great.

Thanks Hanno

(in reply to Hanal)
Post #: 82
RE: Map & counter mod - 10/6/2007 1:18:52 AM   
GJK


Posts: 554
Joined: 7/17/2004
Status: offline
Hi Hanno,

Yup, sure will update the map. I'm still using 1.1 until 1.2 comes out. Where there added forts or some cities are no longer forts? What were the changes?

Nevermind, I just read the 1.2 beta 2 release notes and I see that they've added some forts. I'll wait for 1.2 final to come out in case some more are added or they change their minds about the new ones. I should be able to update it over the weekend if the patch comes out tonight or tomorrow.

< Message edited by GJK -- 10/6/2007 1:22:57 AM >

(in reply to HannoMeier)
Post #: 83
RE: Map & counter mod - 10/6/2007 7:41:34 AM   
SMK-at-work

 

Posts: 3396
Joined: 8/28/2000
From: New Zealand
Status: offline
How do you upload something to the members file area?

(in reply to GJK)
Post #: 84
RE: Map & counter mod - 10/8/2007 5:52:48 AM   
SMK-at-work

 

Posts: 3396
Joined: 8/28/2000
From: New Zealand
Status: offline
bump...anyone??

(in reply to SMK-at-work)
Post #: 85
RE: Map & counter mod - 10/8/2007 6:52:39 AM   
Walloc

 

Posts: 3141
Joined: 10/30/2006
From: Denmark
Status: offline
Think u have to speak to Erik Rutins and give him it. He will put it up then/makes the decision if its worthy.

Kind regards,

Rasmus

< Message edited by Walloc -- 10/8/2007 6:56:07 AM >

(in reply to SMK-at-work)
Post #: 86
RE: Map & counter mod - 10/8/2007 6:53:50 AM   
SMK-at-work

 

Posts: 3396
Joined: 8/28/2000
From: New Zealand
Status: offline
Ah...thanks - that might be why I can't figure it out!! :)

(in reply to Walloc)
Post #: 87
RE: Map & counter mod - 10/9/2007 6:36:00 AM   
daywalker

 

Posts: 5
Joined: 8/11/2007
Status: offline
The map looks great.....just downloaded it.

Thanks

(in reply to FrankHunter)
Post #: 88
RE: Map & counter mod - 10/14/2007 3:08:34 PM   
Krasny

 

Posts: 315
Joined: 7/3/2003
Status: offline
the download links are broken

(in reply to *Lava*)
Post #: 89
RE: Map & counter mod - 10/14/2007 7:17:54 PM   
GJK


Posts: 554
Joined: 7/17/2004
Status: offline
The link in post #69 still works for me.

(in reply to Krasny)
Post #: 90
Page:   <<   < prev  1 2 [3] 4 5   next >   >>
All Forums >> [Current Games From Matrix.] >> [World War I] >> Guns of August 1914 - 1918 >> RE: Map & counter mod Page: <<   < prev  1 2 [3] 4 5   next >   >>
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

0.875