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Sindor

Joined: 12 Mar 2008 Posts: 72
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Posted: Fri Apr 18, 2008 3:02 pm Post subject: On-line gaming: AAM:HHR maps |
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Eagle has landed
* Hex K3 is Large Building (no entry for Vehicles, cover for Soldiers on 4+, blocks LOS).
* K4, H2 and P7 are considered "buildings" hexes (but without road bonus)
* K1, K2, I2 and I3 offer cover only from sides cut by buildings (like hedges).
* I1&J5 are Shell holes (see combat zone tile set II)
* H1 and all other hexes are standard (plains, forests, hills, roads).
For all maps: in defending scenario, players should start 2 hexes around the respectively sided objectives. Attacker starts on the more distant side of the battlefield. Mines and other obstacles are placed accordingly in the area of 4 hexes around the objectives

_________________
Let the others to grow.
Last edited by Sindor on Sun Nov 02, 2008 6:02 pm; edited 3 times in total |
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Sindor

Joined: 12 Mar 2008 Posts: 72
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Posted: Fri Apr 18, 2008 3:04 pm Post subject: |
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Iron Horse
* You may choose classic skirmish battle (objective = center) or defensive scenarios (realistic objectives 1/2 on each side of the board).
Special: You may may cross ther river over the railway bridge, but moving on the railway bed does not count as being on a road.
For all maps: in defending scenario, players should start 2 hexes around the respectively sided objectives. Attacker starts on the more distant side of the battlefield. Mines and other obstacles are placed accordingly in the area of 4 hexes around the objectives
 _________________
Let the others to grow.
Last edited by Sindor on Fri Apr 18, 2008 3:16 pm; edited 2 times in total |
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Sindor

Joined: 12 Mar 2008 Posts: 72
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Posted: Fri Apr 18, 2008 3:05 pm Post subject: |
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Heart of the jungle
* You may choose classic skirmish battle (objective = center) or defensive scenarios (realistic objectives 1/2 on each side of the board).
Special: Rice fields (A6, D6, E7) are treated as Swamps.
For all maps: in defending scenario, players should start 2 hexes around the respectively sided objectives. Attacker starts on the more distant side of the battlefield. Mines and other obstacles are placed accordingly in the area of 4 hexes around the objectives
 _________________
Let the others to grow.
Last edited by Sindor on Fri Apr 18, 2008 3:16 pm; edited 2 times in total |
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Sindor

Joined: 12 Mar 2008 Posts: 72
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Posted: Fri Apr 18, 2008 3:10 pm Post subject: |
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Ukraine Updated
* You may choose classic skirmish battle (objective = center) or defensive scenarios (realistic objectives 1/2 on each side of the board).
Special: Wheat fields give limited cover (-1) to Soldiers.
For all maps: in defending scenario, players should start 2 hexes around the respectively sided objectives. Attacker starts on the more distant side of the battlefield. Mines and other obstacles are placed accordingly in the area of 4 hexes around the objectives
 _________________
Let the others to grow. |
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Sindor

Joined: 12 Mar 2008 Posts: 72
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Posted: Fri May 02, 2008 7:23 am Post subject: |
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For the the unit representative counters on maps, you may find most of the units from Set 6 and Addons here:
:arrow: http://www.juniorgeneral.org/ww2.htm
(both top-down or side views are available).
You may also use these, designed by Black Knight Group specially for on-line gaming :))
:arrow: http://nofar.wz.cz/aa/set6/6_01.png
(just change the last two digits in URL to download an image corresponding to the unit from Set 6)
Sample:
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Let the others to grow. |
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Sindor

Joined: 12 Mar 2008 Posts: 72
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Posted: Sun May 11, 2008 6:05 am Post subject: |
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And now, you can download also updated unit representatives for AddOns Set:
At: http://nofar.wz.cz/aa/Add/ger1.png ... and so on.
ger1-12; hun1-2; rom1-2; ita1-3; jap1-2; rus1-7; pol1-3; usa1-6; chi1; gbr1-5; fra1-2
_________________
Let the others to grow. |
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