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: Europe map?

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

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> World in Flames >> RE: Europe map? Page: <<   < prev  12 13 [14] 15 16   next >   >>
Login
Message << Older Topic   Newer Topic >>
RE: Europe map? - 5/28/2008 3:27:55 PM   
michaelbaldur


Posts: 4774
Joined: 4/6/2007
From: denmark
Status: offline

quote:

ORIGINAL: brian brian

Dropping Paras in front of you can't help recreate the German break-through...the Allied player can 'deny the notional' and the Paratroopers just land without a land attack, so the adjacent armor can't advance into their hex.

As usual Steve is very gracious to host this kibbitzing about the future of World in Flames, but that's all we can do here, discuss the future in theoretical terms.


not sure what you mean .... but if the armor attack with the paratroper .... they can always advance into the hex ...

_____________________________

the wif rulebook is my bible

I work hard, not smart.

beta tester and Mwif expert

if you have questions or issues with the game, just contact me on Michaelbaldur1@gmail.com

(in reply to brian brian)
Post #: 391
RE: Europe map? - 5/28/2008 5:37:32 PM   
composer99


Posts: 2923
Joined: 6/6/2005
From: Ottawa, Canada
Status: offline
What brian means is that if you paradrop or invade into a hex, with or without supporting land units attacking from other hexes, the defender has the option of using a 'notional' unit to assist in defending the hex.

If the hex is otherwise empty, then if the defender uses the notional, there is a land combat that the supporting hexes can assist in fighting, and advance into/break through out of the hex when the battle is over.

However, if the paradrop is into a hex devoid of 'real' enemy land units, then if the defender ignores the notional unit, there is no land combat, and the adjacent supporting land units do not participate in conquering the hex and therefore may not advance.


Incidentally, the real hold-up for the Germans in bashing their way through the Low Countries is not the Belgians. It's the French. It's French ZoCs extending into the Ardennes that prevent the German push through the forests right up to the border, not Belgian ZoCs.

My friend Pablo recently proposed a possible solution, as a variant on 'No ZoC on surprise'. Instead of surprised units exerting no ZoCs, units exert no ZoCs into hexes belonging to a surprised country if they are not units of that country.

So:
- Belgian units exert ZoCs into Belgian hexes when they are surprised, but not French or Dutch hexes.
- Dutch units exert ZoCs into Dutch hexes when they are surprised, but not Belgian or German hexes.
- French units, not being surprised by the Germans, exert ZoCs into French or German hexes, but not Belgian hexes while Belgium is surprised.

Most importantly, Red Army units still exert ZoCs in Soviet territory (this was the big bugaboo of No ZoCs on Surprise).

This definitely is a house rule, so it is waaaaay out of the scope of MWiF 1. However, it would probably ensure French defeat in a reasonable timeframe in WiF (except for really short turns, bad weather, or exceptionally bad German die rolling).

_____________________________

~ Composer99

(in reply to michaelbaldur)
Post #: 392
RE: Europe map? - 5/28/2008 5:55:06 PM   
Orm


Posts: 22154
Joined: 5/3/2008
From: Sweden
Status: offline

quote:

ORIGINAL: marcuswatney

COMPLETELY NEW IDEA:

A new proposal for solving the over-strong Belgium/France 1940 problem...

In Guns of August, with which I have been amusing myself recently, you have no control over the set-up of neutrals when they join your side. Why not incorporate this excellent idea into MWiF (as an optional rule if you like)?

I am not suggesting a totally random set-up. Rather, Steve would program, say, six set-ups for each neutral, and the AI would then choose one randomly (even in player-vs-player games), biassed according to who is attacking.

Some of the set-ups would be optimum, some would be foolish. For Belgium, at least one such set-up would involve leaving a clear path through the Ardennes (stack everything in Brussels?) in which event suddenly the historical campaign becomes a game-possibility.

This idea will introduce some much needed variety into games between experienced players, without actually adding any more luck than is already present in some of the extreme CRT results. The French player in 1939 will no longer be able to assume that the Belgians will set up optimally, which in turn will require some shrewd risk-reward decisions on his part.

This idea is also solidly grounded in history. In the first months of 1940, the Belgiums stubbornly refused to co-operate with the British and French at all (our officers had to go on 'holiday' in Belgium to reconnoitre the terrain). The Allied 'player' had no influence on the Belgium 'set-up' at all.

I think this approach also has great merit elsewhere on the map: for example, Spain. Whichever side gets to control Spain, the Spanish always act as lackeys to the controlling player's interests. In reality, if the Axis attacked Spain, Franco wouldn't have given two tosses about the fate of Gibraltar.

If Steve finds this idea too time-consuming, then I suggest he programs only the two really critical minors, Belgium and Spain. Then if there is time and inclination, program set-ups for Poland, Turkey, Norway, Sweden, and perhaps some of the Balkan states...




One simple new rule regarding minor country setup would solve some of the trouble with Belgium.

-At least one corps sized unit must be set up on the minors capital. (You could add - if the minor has 2 land units or more)

(in reply to marcuswatney)
Post #: 393
RE: Europe map? - 5/28/2008 6:26:16 PM   
Orm


Posts: 22154
Joined: 5/3/2008
From: Sweden
Status: offline

quote:

ORIGINAL: wosung

I can see the need for map congruence between MWIF and WIFE. ADG will decide this issue (probably in a conservative way). For decades they are used to critics and maybe bored by them.

I also, quite naively, think mapping and military matters should not be discussed too closely. First represent geography, then tailor the rules. But the problem is: Nearly all the posts for leaving the Dutch border as it is are based on non-geographical arguments (WIF-tradition, game balance). So it’s hard to counter them only with geography. And Markus already did this in a very eloquent way, having also the strategic implications in his mind.



Since MWIF is a conversion of the boardgame WIF you can't tailor the rules as Matrix do not create a new game. The same applies to mapchanges.

With that said there would probably be alot of changes on the central european map if we start to change it. For example I notice that with 90 km a hex Netherlands should only be 2 hexes on the east - west axis.

Please do not let the MWIF map alter from the WIF map in the european theatre.

(in reply to wosung)
Post #: 394
RE: Europe map? - 5/28/2008 7:03:23 PM   
Gendarme

 

Posts: 50
Joined: 9/19/2006
From: Chicago, IL, USA
Status: offline

Changes to Central Europe... interesting... What did you have in mind? I notice Liechtenstein is missing.

Anthony DeChristopher

(in reply to Orm)
Post #: 395
RE: Europe map? - 5/28/2008 7:29:13 PM   
Froonp


Posts: 7995
Joined: 10/21/2003
From: Marseilles, France
Status: offline
quote:

ORIGINAL: composer99

What brian means is that if you paradrop or invade into a hex, with or without supporting land units attacking from other hexes, the defender has the option of using a 'notional' unit to assist in defending the hex.

If the hex is otherwise empty, then if the defender uses the notional, there is a land combat that the supporting hexes can assist in fighting, and advance into/break through out of the hex when the battle is over.

However, if the paradrop is into a hex devoid of 'real' enemy land units, then if the defender ignores the notional unit, there is no land combat, and the adjacent supporting land units do not participate in conquering the hex and therefore may not advance.

Yes indeed, Brian is totaly right.

quote:

Incidentally, the real hold-up for the Germans in bashing their way through the Low Countries is not the Belgians. It's the French. It's French ZoCs extending into the Ardennes that prevent the German push through the forests right up to the border, not Belgian ZoCs.

My friend Pablo recently proposed a possible solution, as a variant on 'No ZoC on surprise'. Instead of surprised units exerting no ZoCs, units exert no ZoCs into hexes belonging to a surprised country if they are not units of that country.

So:
- Belgian units exert ZoCs into Belgian hexes when they are surprised, but not French or Dutch hexes.
- Dutch units exert ZoCs into Dutch hexes when they are surprised, but not Belgian or German hexes.
- French units, not being surprised by the Germans, exert ZoCs into French or German hexes, but not Belgian hexes while Belgium is surprised.

Most importantly, Red Army units still exert ZoCs in Soviet territory (this was the big bugaboo of No ZoCs on Surprise).

This definitely is a house rule, so it is waaaaay out of the scope of MWiF 1. However, it would probably ensure French defeat in a reasonable timeframe in WiF (except for really short turns, bad weather, or exceptionally bad German die rolling).

This is a good idea to me !

(in reply to composer99)
Post #: 396
RE: Europe map? - 5/28/2008 7:34:55 PM   
Froonp


Posts: 7995
Joined: 10/21/2003
From: Marseilles, France
Status: offline
quote:

ORIGINAL: Orm
One simple new rule regarding minor country setup would solve some of the trouble with Belgium.
-At least one corps sized unit must be set up on the minors capital. (You could add - if the minor has 2 land units or more)

Nikolaj (npilgaard) already proposed something like that :
************************************
At DoW on Minor country: attacker can choose among the Minor’s units 1 INF-type unit and set it up in the Minor’s capital. Defender set up remaining units.
At alignment of Minor country: A major power of the other side of the one aligning can choose among the Minor’s units 1 INF type unit and set it up in the Minor’s capital. Aligner set up remaining units.
Rationale : Avoid unrealistic setups, where homeland is unguarded to save units.
************************************

(in reply to Orm)
Post #: 397
RE: Europe map? - 5/28/2008 7:47:25 PM   
peskpesk


Posts: 2347
Joined: 7/17/2003
From: Stockholm, Sweden
Status: offline
IMO No change can be made to the important Netherland/Belgium/Germany border without compensating Germany (I have seen too many Germans bog down already). A restriction on the minor country setup is a option that would suffice.

(in reply to Froonp)
Post #: 398
RE: Europe map? - 5/28/2008 7:57:53 PM   
wosung

 

Posts: 692
Joined: 7/18/2005
Status: offline
Many good ideas!

If there should be the need to manipulate the setting for the German campaign in France, probably it's better to restrain/weaken the Wallies (by setup or ZOC rules) instead of strengthening the German side (by OC), because, as was said before, the latter also would change the game balance in the East too much.

If I may ask, how often are house rules used for WIF board gaming? They are probably easily negotiated at the table, but hard to code.

Regards

(in reply to Froonp)
Post #: 399
RE: Europe map? - 5/28/2008 8:10:46 PM   
Froonp


Posts: 7995
Joined: 10/21/2003
From: Marseilles, France
Status: offline
quote:

ORIGINAL: wosung

Many good ideas!

If there should be the need to manipulate the setting for the German campaign in France, probably it's better to restrain/weaken the Wallies (by setup or ZOC rules) instead of strengthening the German side (by OC), because, as was said before, the latter also would change the game balance in the East too much.

I agree that strengthning the Axis side is not a good idea.
But, weakening the wallies side may not be a good idea either, because it could create an unwanted France 39 effect. The No ZoC rule has principaly this effect. This makes attacking in surprise so much successful, that it is very tempting to attack in the west in 39, combining the No ZoC rule to the weak 1939 wallies.

quote:

If I may ask, how often are house rules used for WIF board gaming? They are probably easily negotiated at the table, but hard to code.

We use a couple in our gaming group (from our house rules, a couple became official errata, that's great !)

(in reply to wosung)
Post #: 400
RE: Europe map? - 5/28/2008 8:40:20 PM   
composer99


Posts: 2923
Joined: 6/6/2005
From: Ottawa, Canada
Status: offline
We use a few house rules in our game (fewer now, though because in the 2008 Annual some of them became either official errata or optional rules ). Among them is a pay-as-you go oil rule that Pablo developed. He originally required countries to spend oil markers in integer quantities (i.e. an action could cost 0, 1 or 2 saved oil), and when Harry Rowland adapted it he changed to be tenths of a saved oil point that were spent (with variable quantities by major power and by action call).

I think if you want to make 1940 France easier but also prevent making a 1939 France easier, the way to do that would be to add 1 or 2 3-4 combat factor Polish units while restraining the Allied defence (such as with Pablo's "Ardennes" rule) in the West. With adequate forces and focus the Germans can smash through the extra Poles no sweat, but they can't just leave them be and turn westwards in 1939 or they might not be able to contain the Poles.

Alternatively, instead of adding new setup Polish units, add 1 or 2 decent (4-6 combat factor) reserve or 1939 units. That way Poland isn't more difficult unless things go really bad for Germany - but as long as by the end of S/O 1939 the Germans have surrounded Warsaw & Lodz, even if they haven't taken them, they should be able to prevail without too much trouble. However, once again the Germans will not want to sit around and let the Polish army buff up.

Or I could be totally out to lunch (having just eaten it, you never know).

_____________________________

~ Composer99

(in reply to Froonp)
Post #: 401
RE: Europe map? - 5/29/2008 2:25:19 AM   
brian brian

 

Posts: 3191
Joined: 11/16/2005
Status: offline
I think France<>Germany is nicely balanced as it is, but that might be because I've been playing with LoC Vichy rules for a couple years now; these have their own wrinkles to learn but it is a fun system to use. I can't see going back to the Paris am Götterdamerung battles ever again but will have to for MWiF version one I guess. I think LoC Vichy removes the problem of not enough clear weather in 1940 to take Paris by assault which occurs in some games. You can still get a Vichy government installed by achieving enough other objectives.

The O-Chits are nicely timed now and give the Germans choices to make and a back-up resort in case of bad luck. That's what I see happen...too much bad luck and the Germans resort to using a chit, but otherwise save them for other goals. Giving them a third one is a bad idea...but they can always build one on the first turn if they feel they need a third one.

As the game stands now, the only thing I would change would be to change the French ARM unit that arrives in M/A 40 to either a MECH corps or just an armor division to represent DeGaulle's contributions...it doesn't seem quite right to have that unit involved as a full ARM corps.

You just can't completely recreate the historical Sedan breakthrough without changing basic WiF mechanics, which work perfectly fine everywhere else on the map, including in France in 1944. A nice thing about the 1940 campaign in the West in WiF is that it is perfect for solitaire play to master the tactics needed to navigate the rules system and learn to defeat the French or make the Germans use up enough time to keep the Allies in the game.

I would support a small change to the minor country set-up rules, but only one: require half of each _type_ of units (air/naval/land) to be set up in the home country, rather than half of the sum total of the units. Requiring a unit in the capital goes too far I think, as does letting the attacker select an INF. This would keep the Dutch INF in Holland and the Belgian air force in Belgium and not change much else.

(in reply to composer99)
Post #: 402
RE: Europe map? - 5/30/2008 1:03:03 AM   
Gendarme

 

Posts: 50
Joined: 9/19/2006
From: Chicago, IL, USA
Status: offline
Thinking of Luxembourg --

If... IF... it were to appear on the map where it should be...

Would it rate minor country status (one hex with a capital city), or just a territory with a city dot but no capital?  Just a territory with no city at all?  I've been trying to look up facts about the Grand Duchy in 1940.  Not much out there.

Anthony DeChristopher

(in reply to brian brian)
Post #: 403
RE: Europe map? - 5/30/2008 9:22:39 AM   
Froonp


Posts: 7995
Joined: 10/21/2003
From: Marseilles, France
Status: offline
quote:

ORIGINAL: Gendarme

Thinking of Luxembourg --

If... IF... it were to appear on the map where it should be...

Would it rate minor country status (one hex with a capital city), or just a territory with a city dot but no capital?  Just a territory with no city at all?  I've been trying to look up facts about the Grand Duchy in 1940.  Not much out there.

Anthony DeChristopher

My 1944 Collier Atlas says that Luxembourg had a pop of 297k inhabitant and its larget city was Luxembourg with 58k inhabitants.
My 1935 Collier Atlas says that Luxembourg had a pop of 305k inhabitant and its larget city was Luxembourg with 54k inhabitants.

So for WiF, no city, no Capital.

(in reply to Gendarme)
Post #: 404
RE: Europe map? - 5/30/2008 4:08:48 PM   
c92nichj


Posts: 440
Joined: 1/14/2005
Status: offline

quote:

ORIGINAL: Froonp
But, weakening the wallies side may not be a good idea either, because it could create an unwanted France 39 effect. The No ZoC rule has principaly this effect. This makes attacking in surprise so much successful, that it is very tempting to attack in the west in 39, combining the No ZoC rule to the weak 1939 wallies.

We usually house rule that the NoZoc rule does not apply in '39. This is purely a balancing act to avoid a France '39 effect and I cannot come up with a good wifzen.

(in reply to Froonp)
Post #: 405
RE: Europe map? - 5/30/2008 6:32:15 PM   
brian brian

 

Posts: 3191
Joined: 11/16/2005
Status: offline
another idea would be to make ignoring ZoC's one of the powers of an O-Chit in a land action...say on an HQ-A only...exact limitations and specs would have to be worked out, I just thought of it.

(in reply to c92nichj)
Post #: 406
RE: Europe map? - 7/17/2008 4:34:47 PM   
visitor_from_ireland

 

Posts: 2
Joined: 7/17/2008
Status: offline
As I just got back from there, I have to point out that the real Wicklow Mts are located just south of Dublin (would be in the same hex as the city). The mountain hexes in the West of Ireland don't seem to have a single name for them, I'm afraid.
I hope this hasn't been addressed before. Maps are beautiful of course!

(in reply to Shannon V. OKeets)
Post #: 407
RE: Europe map? - 7/17/2008 6:57:26 PM   
Shannon V. OKeets

 

Posts: 22095
Joined: 5/19/2005
From: Honolulu, Hawaii
Status: offline
quote:

ORIGINAL: visitor_from_ireland

As I just got back from there, I have to point out that the real Wicklow Mts are located just south of Dublin (would be in the same hex as the city). The mountain hexes in the West of Ireland don't seem to have a single name for them, I'm afraid.
I hope this hasn't been addressed before. Maps are beautiful of course!

Welcome to the forum.

I read all the posts since I am very interested in hearing a wide variety of opinions and points of view about the game. Through the many contributions of others, MWIF continues to become a better product. [This may seem banal, but it is 100% factual.]

_____________________________

Steve

Perfection is an elusive goal.

(in reply to visitor_from_ireland)
Post #: 408
RE: Europe map? - 7/20/2008 5:17:32 PM   
Froonp


Posts: 7995
Joined: 10/21/2003
From: Marseilles, France
Status: offline
quote:

ORIGINAL: visitor_from_ireland

As I just got back from there, I have to point out that the real Wicklow Mts are located just south of Dublin (would be in the same hex as the city). The mountain hexes in the West of Ireland don't seem to have a single name for them, I'm afraid.
I hope this hasn't been addressed before. Maps are beautiful of course!

Right.
It looks like these mountains are called the Armorican Highlands (http://www.walkingsoftly.com/europemap.htm).

(in reply to visitor_from_ireland)
Post #: 409
RE: Europe map? - 7/21/2008 6:28:40 PM   
YohanTM2

 

Posts: 1143
Joined: 10/7/2002
From: Toronto
Status: offline
Phew, when I saw this thread was active again I thought the border war issue had flared up again. Happy it is over Irish mountains

(in reply to Froonp)
Post #: 410
RE: Europe map? - 9/24/2008 9:49:56 AM   
morgil


Posts: 114
Joined: 5/9/2008
From: Bergen, Norway
Status: offline
As I was writingig in another post, French Units do not exert a ZOC into a neutral Belgium, as Belgium is not on the same side as France. It is only by German decleration of war that they get this, and thus it could be argued that they have no ZOC into Belgium in the surprise impulse.

This does by no means suggest that I wouls advocate a change in the map, even though it is horribly incorrect.

However, on the Norwegian map, Bergen is now out of supply, as it is 5 hexes from Oslo.

And another thing, I know you will say no but it would be really nice to have Sub-pens or Sub-bunkers around.
That is, a minor port with a sub-pen would make the subs immune to portstrikes.

The one in Bergen is still standing, exactly as it was built, since the guys in -45 reconed that there was not enough explosives in all of Norway to remove it...


_____________________________

Gott weiss ich will kein Engel sein.

(in reply to YohanTM2)
Post #: 411
RE: Europe map? - 9/24/2008 6:09:01 PM   
Shannon V. OKeets

 

Posts: 22095
Joined: 5/19/2005
From: Honolulu, Hawaii
Status: offline

quote:

ORIGINAL: morgil

As I was writingig in another post, French Units do not exert a ZOC into a neutral Belgium, as Belgium is not on the same side as France. It is only by German decleration of war that they get this, and thus it could be argued that they have no ZOC into Belgium in the surprise impulse.

This does by no means suggest that I wouls advocate a change in the map, even though it is horribly incorrect.

However, on the Norwegian map, Bergen is now out of supply, as it is 5 hexes from Oslo.

And another thing, I know you will say no but it would be really nice to have Sub-pens or Sub-bunkers around.
That is, a minor port with a sub-pen would make the subs immune to portstrikes.

The one in Bergen is still standing, exactly as it was built, since the guys in -45 reconed that there was not enough explosives in all of Norway to remove it...


My main problem with this is visual. If there are differences in minor ports, then I would want the players to be able to 'see' them. For example, ports that can become iced-in have a different symbol. So, yeah, you're right, this is not something for MWIF product 1.

_____________________________

Steve

Perfection is an elusive goal.

(in reply to morgil)
Post #: 412
RE: Europe map? - 9/24/2008 6:27:00 PM   
KosMic


Posts: 9
Joined: 8/28/2008
From: Toronto, Canada
Status: offline
I think sub pens have the same priority as things like the ability to build additional railroads or fixed air defenses: nice chrome but not essential to the initial release of MWiF. However, subsequent versions can implement such things without too much difficulty, I would think. To this could also be added rules on national morale, manpower, unit quality, etc.

This is an area where the computer version of the game can surpass the board version. Many things that I would like to see added to the board game increase the complexity / bookkeeping beyond the utility they add to the experience, and so are not really practical, as the game is big enough already. The computer version has the ability to speed up all the bookkeeping so you can focus on the strategic aspects of the game.

_____________________________

Kosta Michalopoulos

(in reply to Shannon V. OKeets)
Post #: 413
RE: Europe map? - 9/25/2008 12:20:41 AM   
ajds

 

Posts: 44
Joined: 11/1/2006
From: Apple Valley, California USA
Status: offline
Every WiFFE major port already has the sub pens you are referring to.  The ability to build pens into a minor port is a nice option for a future annual.

(in reply to KosMic)
Post #: 414
RE: Europe map? - 9/25/2008 10:17:56 PM   
Froonp


Posts: 7995
Joined: 10/21/2003
From: Marseilles, France
Status: offline
quote:

ORIGINAL: KosMic

I think sub pens have the same priority as things like the ability to build additional railroads or fixed air defenses: nice chrome but not essential to the initial release of MWiF. However, subsequent versions can implement such things without too much difficulty, I would think. To this could also be added rules on national morale, manpower, unit quality, etc.

Railroad building, manpower, are house rules part of the Annual 2008. Unit quality is taken care of already with white print units being elite and the rest being non elite.

(in reply to KosMic)
Post #: 415
RE: Europe map? - 10/2/2008 2:07:57 PM   
iamspamus

 

Posts: 433
Joined: 11/16/2006
From: Cambridge, UK
Status: offline
I have a friend who just went to Brest and saw the sub-pens there too. He said they were phenomenal and virtually indestructable even today.

Jason

quote:

ORIGINAL: morgil

As I was writingig in another post, French Units do not exert a ZOC into a neutral Belgium, as Belgium is not on the same side as France. It is only by German decleration of war that they get this, and thus it could be argued that they have no ZOC into Belgium in the surprise impulse.

This does by no means suggest that I wouls advocate a change in the map, even though it is horribly incorrect.

However, on the Norwegian map, Bergen is now out of supply, as it is 5 hexes from Oslo.

And another thing, I know you will say no but it would be really nice to have Sub-pens or Sub-bunkers around.
That is, a minor port with a sub-pen would make the subs immune to portstrikes.

The one in Bergen is still standing, exactly as it was built, since the guys in -45 reconed that there was not enough explosives in all of Norway to remove it...



(in reply to morgil)
Post #: 416
RE: Europe map? - 9/30/2009 8:34:55 PM   
Shannon V. OKeets

 

Posts: 22095
Joined: 5/19/2005
From: Honolulu, Hawaii
Status: offline
There was some interest in a printed version of the MWIF maps. Status on that is still in limbo, but I was playing around with printing them out on my new printer yesterday. I am finding that not having a printed copy makes it difficult to do analysis for the AIO.

Anyway, I have a pretty nice printed version of Europe from Iceland to the Persian Gulf that takes 4 sheets of 8.5 by 11 inch paper (zoom level 4). Later this week I'll make that zoom level 6, which will require 9 sheets of paper (25" by 32"). This all requires trimming edges and taping, so it is not all that great.

More to the point, the hexes are still too small for playing the game using the WIF FE cardboard counters. So, I went up to the max zoom, 8, and then expanded the resultant file by 50% (~12.5" by 16"). That generated the screen shot you see here. Actually, I have trimmed away ~2/3 of the picture to make it fit the limits Matrix has on posted images. You can think of this map portion as being ~8" by ~8".



EDIT: I didn't state this explicitly, though it was implied: you can download the attachement and print it out yourself if you want to see what the maps will look like in printed form. Actually, I have them stored (and printed) as TIF files with 300 dpi resolution. The quality of the JPG might be somewhat inferior.

Attachment (1)

< Message edited by Shannon V. OKeets -- 9/30/2009 9:11:04 PM >


_____________________________

Steve

Perfection is an elusive goal.

(in reply to iamspamus)
Post #: 417
RE: Europe map? - 10/1/2009 2:08:03 AM   
BallyJ

 

Posts: 142
Joined: 5/25/2008
Status: offline
I see Lenigrad is a clear hex. This is a change. What was the thinking here?
regards John

(in reply to Shannon V. OKeets)
Post #: 418
RE: Europe map? - 10/1/2009 2:13:26 AM   
BallyJ

 

Posts: 142
Joined: 5/25/2008
Status: offline
The extra names etc are great for interest. Particularly the first time. A lot of work has been done here.
However for those of us who like an uncluttered map will it be possible to vary the amout of non game related information to a minimum.
Regards John

(in reply to Shannon V. OKeets)
Post #: 419
RE: Europe map? - 10/1/2009 2:25:04 AM   
Shannon V. OKeets

 

Posts: 22095
Joined: 5/19/2005
From: Honolulu, Hawaii
Status: offline
quote:

ORIGINAL: BallyJ

I see Lenigrad is a clear hex. This is a change. What was the thinking here?
regards John

I know not whereof you speak. Leningrad is still swamp (though in winter it is treated as if it were forest).
---
The small font names (e.g., resource type, Dunkirk) are only visible at high zoom levels (7 & 8 as I recall). You can also toggle all the labels off/on whenever you like.

_____________________________

Steve

Perfection is an elusive goal.

(in reply to BallyJ)
Post #: 420
Page:   <<   < prev  12 13 [14] 15 16   next >   >>
All Forums >> [New Releases from Matrix Games] >> World in Flames >> RE: Europe map? Page: <<   < prev  12 13 [14] 15 16   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

1.109