Ok guys, the competitions are going to be judged tomorrow night, and some of the contests havent even been attempted yet!
Wtf, do you guys not want to test the warmap? lol
Well in an effort to boost the turn out, im releasing more information on the warmap.
You all may remember the fuzzy blotched warmap screenshot. Well I havent been able to procure a more recent screeny because EIRRMOD is doing the graphics, but i can release a clear version of the blotchy screeny.
Disclaimer:
This picture is WEEKS old and could be drastically different by now. It was done with place holder graphics, so it's probably more filled out and polished by now but this is to just give you a general idea of what the warmap is going to look like.Here is some information about how the warmap functions in more detail:
New stuff is bolded.
Ok, heres whats in at the moment:
Sectors
-Owner (Axis, Allied or None)
-Axis/Allied Strength
Total of unit attack/defend, these are like pieces on the warmap ala risk/axis & allies board games; Infantry, Tanks, Whatever we name them and they are good or weak vs soft/vehicle/armour (See new "Units" Section)
-Axis/Allied Activity
This is based on how many players are deployed & 'activated' in that sector - if a player was active a few turns ago, the number will add say 1 'point' while an active player for the current turn is 4 'points' towards this total.
Players dont see the number, they only see a description (Eg. High Axis activity, or Low Allied presence)
-Intel
Each player can see into sectors, only when they are deployed into them (Base intel level) - or spend action points to increase the intel level (eg, scouting or 'spying') - the higher your warmap rank, the higher your default intel level is, and the cheaper it is to scout/spy.
When you attain a higher rank, it will be possible for you to assign 'request' orders - little shadow orders that others can see and act on, thus freeing up your action points on more valuable things.
You will also be able to start invasions or request backup in / from sectors.
(This is the warmap career aspect we will be adding to replace the individual company level grind)
-Sector Display
Im currently working on this. Its a bit of a bitch cos I want to allow people to view PREVIOUS turns - and the past turns actions (results)
The sector display shows 2-5 Territories which are to be fought over. Smaller sectors will be 2, while larger, more important sectors will be 5. Sectors can range between 2-5.
-Sector functionality and warmap turns
1. When you are not in a contested sector - you can reinforce, resupply or move units within that sector - its also a good time/place to fortify up exisiting units.
2. Turns will be a bit weird. Im thought about an 18 hour turn, but thats a bit too much mid-week so, this is what I came up with:
36 hours x 3 (4 and a half days) for mid week
8 hour turns in the weekend (with a nine hour buffer Friday and Monday - so it overlaps a bit to include most of the world)
This can change to be whatever works / doesnt work in the beta - basically that will show what works best.
If you are not deployed (new company) - you can deploy to any controlled / contested sector.
After that, you can spend action points to recall, and then re-deploy to an adjacent controlled / contested sector.
You can do this as many times as you can afford (1 move per game rough cost)
-Units
At each of these sectors will be the pieces, each turn, they will attack with their weapons - but randomly, and thats all. Its up to the players to Move pieces, set targets (if they want to focus fire for example) or call / use artillery pieces.
After a sector has no enemy units in any of the sectors - the enemy is forced to retreat. The units in their reserve will retreat to a connected sector(s) randomly.
Each 'Unit' will be an abstract Division (or whatever the size would be) - such as a Infantry Division etc.
Their weapons will be something like:
Basic Rifles
Which are only effective vs the infantry unit type.
A player can order any piece that it can see - note that some low ranking commanders may not even know certain units are on the field (eg Stormtroopers) because their intel level is too low.
Other than the extra bits (from card play)
Certain doctrines will be the only ones who can recruit unique units (think Calliope or Stormtroopers)
You will also get doctrine specific 'upgrades' (via the bonus cards after a game) such as HE rounds that can be set on a tank unit (for an HE attack, vastly improving AI for that tank)
Different doctrines will also have special orders - the four 'scout' type doctrines (Airborne, Commandos, Defensive? and Luftwaffe) will be able to launch an attack on NON adjacent sectors for example. - this is still up in the air atm btw - it may be too powerful.
There *MAY* be an extension where battlegroups are created, and some sort of bonus is applied if you follow the plan or something.
Again, EVERYTHING is subject to change and when the warmap is finally released its going to be a 'bare bones' version, but hey, its just a Beta atm.
The information I presented could be horribly outdated by this point, but hopefully it will get you all jazzed for the warmap!
Now go do my competitions, you only have till Friday then I decide the lists on who gets in!
Here are the links incase you forgot how to get to them:
List of Competitions