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The troops have been
selected for both sides and now its time to create the battlefield and send out the
marching orders.
Maps
Unfortunately every game's scenario
editor doesn't have the ability to create new maps. If this is the case, then you will be
stuck with using an existing map that closely represents the terrain of the battlefield
that your recreating.
Back when we discussed the Research Phase hopefully you were able to either find a map at the
proper scale, a picture of the battlefield, or a description of the battlefield. If you
were able to dig up a highly precise map then you will have an easy job of creating the
computer version of the battlefield. A precise map may show terrain types with elevations,
roads, rail lines, bridges, farms, cities including significant buildings, unit
deployments, and any other significant land feature that the battle may have been fought
over.
The below techniques should get you
closer to making an accurate portrayal of the battle.
The first step in inputting your
map is to determine the scale of the game that your working with. For instance in Steel
Panthers I each hex equals 50 yards, East Front each hex equals 250 meters, and
Steel Panthers III each hex equals 250 yards. You will have to come up with a
conversion to go from the scale of your map to the scale used in the game by using a ruler
and possibly a calculator. For instance if 1 hex equals 50 meters then 32 hexes would
equal about one mile and in East Front were each hex equals 250 meters six hexes
would be approximately one mile.
The amount of terrain covered by a
map is usually a lot bigger than what a game will handle. So the next question will be
were to start? For me it depends on the kind of action were simulating. If the scenario is
a meeting engagement then the location of the battle should be centered on the map. If the
engagement is an assault then you will want to shift the map off center in the game
towards the defending side. Why, the attacker should be given more room to maneuver in an
assault scenario. Also if there are allot of units the size of the map shouldn't crowd the
units up to the edge of the map. Luckily in the East Front Editor you can resize
the map at any time, but it is always better to plan it out ahead of time. Of course if
your battle involves a well prepared continuous front were flanking maneuvers were not
possible then the map and placement of units should reflect this.
This also reminds me of a problem
I ran into when creating a map for a Steel Panthers I scenario. Steel Panthers I
was rather unforgiving and according to nationality would define one side of the map or
the other as the "natural" start position. The start position also defined the
direction units would retreat towards during battle. So if you entered a map with the
"natural" start position of one side in occupied territory of the other side
units would retreat towards the enemy, not a very realistic occurrence. To over come this
I learned to always setup a test game for the countries involved to see which side of the
map the natural start line would be located.
If you were able to find good
reference material. It is now time to start entering in your map. Especially if you have
multiple good maps, unit deployments, and possibly photos. These items will make your job
extremely easy, since it removes a lot of the guess work. And if you plan on making a
historical scenario, it is alright to guess based on information that you have, but you
should not make things up. You are better to leave it out if you are not fairly sure,
based upon your sources. Just as an option: You also might want to include a text document
with you scenario explaining your design decisions and the sources that you used to create
it.
If on the other hand you don't
have ideal sources then you will need to keep a couple things in mind when creating your
map. When inputting natural features like mountains, streams, or forests stay away from
repetitive or perfect geometric looking shapes as these features are more random looking
in nature. Of course if your adding man made features like a farmers field, orchard, a
group of buildings, or roads then these will usually be more squared up. When your
inputting a terrain type just try to think how it would look in real life. One common
mistake in many auto-generated maps is streams cutting right through a hill, rather than
going around its base.
Also keep in mind that the choices
you make with cover terrain will affect the tactical decisions made during the battle. For
instance the addition of a wheat field or tall grass may provide concealment for advancing
troops in a large open area. Likewise the addition of a stone building or trees in the
right location can help provide cover terrain for defending units making them harder to
hit.
One of the golden rules to remember
is to save often. You will find its better to be cautious than it is to have hours of work
go up in smoke. Editors can crash and the electrical service can have random power
dropouts. It only takes one time losing hours of work to learn this lesson, a voice of
experience talking here.
The next step is to define the
victory locations. You will need to decide from your readings what was the intent of the
battle. Was the capture of a specific cross road, hill top, or town the reason for the
engagement. After answering this question you can then set the appropriate hexes as the
victory point hexes. The next question will be to determine the amount to be awarded for
controlling the victory point hexes. One thing to remember is that the higher value
assessed to the combined total of all the victory hexes will offset the points awarded for
inflicting casualties.
Force Deployment
Now that the battlefield has been
inputed its time to deploy the troops.
You probably won't have a detailed
description of where every gun or unit was placed. Your reference material may give
general descriptions of were some of the units were located, so you will usually have to
make an educated guess.
Generally, when setting up
defending units look for possible avenues of approach to the victory hexes that an
attacking force would take and set up the defenders accordingly. For instance an attacker
will usually not advance in clear open terrain if there is a route to the objectives with
trees or hills to hide in. Experienced players shouldn't have a problem here, just put
yourself in the commander's shoes of the side that your deploying.
Here is some suggestions: Setup
ambushes by hiding units in cover terrain with limited line of site, like infantry in
woods or on the reverse slope of a hill. Keep in mind that any Victory Point hexes will be
artillery magnets in the Steel Panthers Series. It's also a good idea to not setup
any attacking units directly in an enemy unit's line of site.
Steel Panthers allows the
designer to define way points which the units will "generally" follow. Use these
to help the computer controlled forces take "smarter" avenues of approach to the
objective.
The last article in this series
will cover just that, tips for balancing a scenario so that each side has a chance for
victory.
You can also E-mail Greg Allen or Tim
Maushardt for any further questions or problems with any map or scenario design. We
will be available at the Wargamer to help if you need it.
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