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Functional WW1 Version of CS
02-18-2013, 03:39 PM,
#1
Functional WW1 Version of CS
Starting with an old copy of Paul Addaway's WW1 mod, I adapted a Version of the Modern War engine over to WW1, and basically made it work pretty well. Paul had provided some nice features and art work, but it needed quite a bit of work. The current version is pretty much playable, but has few scenarios other than what Paul originally included. It does have some Campaigns, and includes all of the nations who fought in the war. It also extends into the Russian Civil War, and includes all of the terrain sets.

Here are some other features:

Poison Gas:

The poison gas rounds are preloaded much like smoke or star shells. They can only be used during the daytime. There are a limited number of them. When you wish to fire them, press Shift and right click on the target hex. When it hits, a green gas cloud envelops the hex and everyone in the hex becomes disordered and undergoes a morale check. Doesn't really cause many casualties because in real life it was more of a disruptive weapon, especially after troops got use to seeing it. The gas cloud remains in place for about as long as a smoke round cloud. Anyone that goes in it is disordered.

Artillery:

Battalion and Regimental HQs, and Observation Balloons are considered Arty Spotters. If a mission is called on a hex that is within sight of an arty spotter, it lands next turn, with no deviation. If it is called on a hex that can be seen by other units (but not by arty spotters), there is a two turn delay, and some deviation can be expected. Unobserved fire arrives after a one turn delay, but has a deviates fairly far.

Observation balloons are considered Aerial Spotters and can see quite a distance. They can't move on their own, but depending on where they are placed, they can see clearly for up to 20 hexes away (or max visibility for the scenario). However, units on the ground may not see the balloons as well as the balloons can see them. Any units in the hex with the balloons can see as well as they can. Assume these units are in contact with the guys in the balloon.

Have observation aircraft. Thinking of making a Arty Spotter Plane that has wireless contact with the artillery on the ground. Give it a two turn delay to hit, but make it accurate.

Aircraft:

Aircraft have the same capabilities that they have in CS Modern Wars. Aircraft can fly over (occupy the same hex as) any air/ground troops (friendly or enemy). They can't be used to claim objectives. They can't be assaulted, or assault.

Many artillery pieces like the French 75s and German 77s have no indirect fire capability. Think of this as being due to no observer communication system and because they function similar to 19th Century artillery with a direct fire role.

Still under development. Am sending a copy to Warhorse for evaluation.
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Messages In This Thread
Functional WW1 Version of CS - by Dogovich - 02-18-2013, 03:39 PM
RE: Functional WW1 Version of CS - by Ashcloud - 02-18-2013, 05:14 PM
RE: Functional WW1 Version of CS - by Dogovich - 02-19-2013, 12:50 AM
RE: Functional WW1 Version of CS - by Ashcloud - 02-19-2013, 02:11 AM
RE: Functional WW1 Version of CS - by Warhorse - 02-19-2013, 10:14 AM
RE: Functional WW1 Version of CS - by John Given - 02-20-2013, 01:23 PM
RE: Functional WW1 Version of CS - by Nort - 02-21-2013, 09:56 AM
RE: Functional WW1 Version of CS - by Warhorse - 02-21-2013, 11:37 AM
RE: Functional WW1 Version of CS - by Nort - 02-24-2013, 01:55 PM
RE: Functional WW1 Version of CS - by Warhorse - 02-24-2013, 10:31 PM
RE: Functional WW1 Version of CS - by Crossroads - 02-24-2013, 11:41 PM
RE: Functional WW1 Version of CS - by Dogovich - 02-25-2013, 04:29 PM
RE: Functional WW1 Version of CS - by Panther - 02-26-2013, 05:21 AM
RE: Functional WW1 Version of CS - by Warhorse - 05-20-2013, 03:08 AM

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