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On-line gaming: AAM:HHR maps

 
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Sindor



Joined: 12 Mar 2008
Posts: 72



PostPosted: Fri Apr 18, 2008 3:02 pm    Post subject: On-line gaming: AAM:HHR maps Reply with quote

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





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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



PostPosted: Fri Apr 18, 2008 3:04 pm    Post subject: Reply with quote

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


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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



PostPosted: Fri Apr 18, 2008 3:05 pm    Post subject: Reply with quote

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



PostPosted: Fri Apr 18, 2008 3:10 pm    Post subject: Reply with quote

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


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Sindor



Joined: 12 Mar 2008
Posts: 72



PostPosted: Fri May 02, 2008 7:23 am    Post subject: Reply with quote

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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Sindor



Joined: 12 Mar 2008
Posts: 72



PostPosted: Sun May 11, 2008 6:05 am    Post subject: Reply with quote

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



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