Archive for Malcolm Green
-
Malcolm Green
Canada Victoria
-
It's been a busy couple of months and I haven't made as much progress as I hoped on Dire Heroes. While the 'design kit' vassal module is pretty solid and could be released the rules are fully written.
I've also run into a block when it comes to publishing any new scenarios in a book form like the original...tiles. The new scenarios require trench tiles (and a lot...at different angles). While easily done on Vassal, it posses a serious problem in the physical.
I appreciate the support that the community has provided and welcome any suggestions or comments on moving forward to bring more Great War battles to light.
-
Malcolm Green
Canada Victoria
-
ad79 was kind enough to initiate a game via the new PBEM Vassal module. While I was hoping for simply an enjoyable game it turned out to be more than that.
ad79 was one of the original playtesters on the board version and was invaluable in making the game ruleset concise.
Being the author, I tend to take certain things for granted. Not only did I write the rules, I also created the Vassal module (with great assistance from Dr.Nostromo and much motivation from Bayernkini) which included a tutorial.
It's not until you play someone that things start to be revealed as 'could be improved'. Again, I'd note that ad79 was well versed in the rules (though perhaps a little rusty, not having played in a while).
At any rate...some FAQs came to light.
Objectives for example. ad79 sent a fairly comprehensive definition (with my only edit struck and highlighted).
Objectives Some of the hexes on the board are objective hexes. These have markers that can be flipped to indicate which side will gain 1 morale point for capturing it. If a marker shows the Allied marker the Allied player will gain 1 morale point the instant it captures that hex if a players figure is on the objective marked hex during the Morale phase of that round. At which time the marker is flipped over and the German side shows. If the German player captures this objective and holds it until the Morale phase, he will gain 1 morale point and flip the marker back to the Allied side. This is valid for every marker on the board. Vacating an objective hex will not cause it to get flipped.
I had to admit, I actually lost sight of this rule myself not only in playing this game, but in some of the scenarios that are being devised by Bayernkini and myself (imagine Verdun now Bayernkini!).
I can also see how this would confuse new players on how the Objectives work as they are not like Memoir '44 which is what I assume most new players will be familiar with.
So too will the Vassal module be updated to allow for 'flipping' of the Objectives so that players can more easily change them directly instead of pulling them down from the assets above.
I'll also be including in the updated tutorial how to remove trenches (when enemy figures enter, trenches need to be removed). But in short, shift click on the hex to highlight the trench then right click to bring up the menu to remove.
As for the game itself...well...it was an unusual one to say the least. ad79 forgot to set up his initial 6 figures for his assault which no doubt had a following impact throughout the game...but he also never did get his second Gas Attack, the wind was very fickle.
That being said, an excellent play that brought some key elements to light.
-
Malcolm Green
Canada Victoria
-
Artillery was the most destructive element of the Great War and certainly deserves to be treated as such in any game of the period.
At the time of the 2nd Battle of Ypres (subject of Gas Attack at Ypres) artillery was still mostly field pieces and ammunition in short supply. This however would not last long as it became more apparent to all sides concerned that bigger pieces with huge stocks of ammunition would form a major part of the doctrine to win the war.
Artillery soon presented a challenge when it came to expanding the game. How would Heavy guns fit in? What about the infamous Siege guns?! The initial thought was to just make them have more punch. Instead of a standard 1 die in support, it would simply scale. This presented problems quite quickly (supply for example).
The answer came fairly quickly thanks to playtesting. The punch would scale but in accordance with the existing rule set. A field piece for example adds 1 die to the support. Each field piece in range could add this to the battles. Heavy pieces in turn allows for up to 2 ammunition (and therefore dice) for each heavy supporting a battle.
This solved the problem of supply (a bullet is a bullet instead of a heavy bullet being more destructive but the same in costs). It also gave the player more options in battles (a heavy could support 2 different battles with 2 ammunition or support 1 battle with 2 ammunition).
Siege guns worked the same way except they pack even more of a punch with allowing up to 3 ammunition in support (they also have the added ability to reduce defensive works).
Artillery has also been worked into it's own phase in addition to supporting battles. The Gas Attack phase will be replaced (and in the case of the Allies, added) with an Artillery/Gas phase. During this phase, players can fire their artillery on targets in hopes of making the coming battles easier...also an opportunity in scenarios like Verdun, to reduce defensive works.
Playtesting continues...
-
Malcolm Green
Canada Victoria
-
When Bayernkini requested that I continue to expand Dire Heroes beyond the Gas Attack at Ypres, I was very skeptical. I had never intended anything other than a one off game and couldn't see how any other scenarios could fit. While the base ruleset makes use of a base Memoir '44 set, I simply couldn't see initially how to include elements like the elaborate trench systems that developed (without having to make tiles, no easy feat for the casual gamer!) or other elements beyond the scope of the original concept.
Playtesting of course, was a whole other issue! In Gas Attack, I had to tinker and play a lot to get it to work properly and yet be in accordance with the situation as it was. Hours were spent just making one scenario, my mind boggled at the thought of doing it again...many times over (for each scenario).
I was however intent on getting Gas Attack at Ypres to the cyberworld of Vassal where I could at least play a game or two easily (Dire Heroes lends itself extremely well to solo play) without having to tie up the game table. Being a graphics guy by trade, I also wanted it to look pleasing so I set about to make the basis of my intent.
I soon realized however, that I now had a tool that not only allowed me to make whatever terrain and units I needed, but also one that would do it quickly. Like the scenario editor for Memoir '44, Vassal provided the tools for quick and easy prototyping (well, relatively speaking, setting up the module took much longer than I thought it would and required some major assistance...Dr. Nostromo, thanks again very much for your dice roller!).
Now armed with the weapon needed to advance the front, Bayerkini and I have begun work on development. I could now set up a scenario, try it out. Tweak it. Re-try it. Then send it off for further testing. If I don't have terrain, I make it. If the scenario calls for special units, viola! Vassal has opened up limitless possibilities.
Of course I understand that this may take the game away from my original concept of playing using an existing framework...but that is truly yet to be determined. What's exciting is the possibilities!
Dire Heroes - Gas Attack at Ypres is now available as a Vassal Module. Designed by Malcolm Green and published under Green Bear Games this Great War ruleset can be played with a standard Memoir '44 game. (note; Memoir '44 is a registered trademark of Days of Wonder).
|
|