Here is the score for turn 1. The score on the track is the net score currently in favor of the Allies. You can see the chits below are there to show who controlled what scoring region during the scoring phase. It’s a little crude. In the actual game, the makers are on the map. In the vassal mod it felt like the hexes were getting crowded.
Today, after playing against myself along the way, the vassal mod is put to its first real test. I am playing the full campaign with Bill Lawson.
Here is a capture as we resolve the artillery phase of the first full turn, Central Powers move. The blocks, markers and chits are all performing their functions well to this point save the fort marker that stuck to the German block as it moved.
Here is the board after the first Central Powers turn. Bill made a bold move into Verdun but I was simply too strong. In Maubeugen, the fort was weakened but held. Belgium has completely rolled over.
Deleting spam from the blog, the phrase entered my head,”But I don’t like spam.”
A lot of minor hang ups along the way but here is an updated image that I am using as part of an illustration for the Air Recon/Dogfighting phase.
I’ve reached the point where all of the pieces hide correctly, and return to the force pool or player board with a Ctrl-H or Ctrl-R command. I “think” the mod is ready for live play but am unsure how it will hold up with PBEM turns.
I hope to have the scenario setups done by the weekend.
Here is a look at the menu bar. Quite a bit was added this week due in part to the fact that I had to stay home with some sick kids. The module is coming together largely by trail and error. All that’s left is to get the forcepools created and a make set up files for the campaign. I hope to play a few times solo, work out the kinks and then send it on to playtesters within a week! Wish me luck.
Vassal work day 2. Below is a simulated air recon phase from the Central Powers perspective set up so I could see how things are looking on the map.
Today I am primarily still working on converting and scaling all of my image files. The units in the game are blocks and the air units are large 1″x 1″ chits. They only hit the board during the first phase of a turn to do aerial reconnaissance so the map may look crowded but it cleans up quickly.
Here are the allied tank chits. I do not own the art. It is used for playtest only.
You can see from the original, I flipped it around before cropping and add the flag and value. I thought it looked better to be advancing towards the number. It is also important that the tank chits match the direction of the air and artillery chits.