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Terrain turmoil - a question.
10-29-2021, 11:25 PM,
#5
RE: Terrain turmoil - a question.
It's a good point, and an interesting question.

At Waterloo, we know that later French cavalry attacks on infantry squares were hampered by the piles of bodies from earlier attempts. And we also know that visibility was drastically reduced after hours of cannon & musket fire. Yet how to abstract this into a game?

I guess that, in a John Tiller game, gradually reducing visibility could be added to a scenario via a bespoke Parameter Data file.

Movement costs/penalties can also be modified via the Parameter Data file, though how you would link this dynamically to the casualty level in specific hexes I don't know!

In the JTS Modern & First World War Campaigns series it's possible to add "congestion markers" to hexes in the Editor. Maybe something similar (as a concept) could be added to the Black Powder games?

Great point though.
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Messages In This Thread
Terrain turmoil - a question. - by Eckerslyke - 10-29-2021, 09:41 AM
RE: Terrain turmoil - a question. - by agmoss99 - 10-29-2021, 08:36 PM
RE: Terrain turmoil - a question. - by krmiller - 10-29-2021, 10:47 PM
RE: Terrain turmoil - a question. - by neonlicht - 10-29-2021, 11:25 PM
RE: Terrain turmoil - a question. - by Xerxes77 - 10-30-2021, 02:14 AM
RE: Terrain turmoil - a question. - by -72- - 10-30-2021, 12:10 PM
RE: Terrain turmoil - a question. - by neonlicht - 10-30-2021, 09:50 PM
RE: Terrain turmoil - a question. - by -72- - 10-31-2021, 05:59 PM

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