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  #1  
Old July 27th, 2005, 05:16 AM
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Default Re: Map for Operation HAPPY VALLEY

I'm glad to hear the map is not that bad from both of you! The next step is to test also its playability! It may be good for the eye but not for the play! (I cross finger)



The common ground here is hill terrain. So manouver units are helilifted to the two LZ on the far left of the map and their mission is to proceed down toward the valley (maybe blocking force(AUX units) may be placed on the right part of the map).

I tried to place some interesting point here and there. The top of the hill is the first, then there is a footpath that goes to north(and some other also south direction), and an ambush area with ravine in the south.
Next will come an isolated peak that is hard to reach in the north and what will may be an ammo dump in the south.
Other points of interests are the narrow passage in the south and what may be a training camp for VC in the middle of the portion of the jungle.

There may be some fighting for the blocking force arriving from the valley when they reach the two hill in the right part of the map.


With the reinforcement low percentile tactics for the enemy in these various part of the map, this may be always a different downmarch.


Feel free to say your opinion mates!


Davide
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Old July 29th, 2005, 12:54 PM
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Default Re: Map for Operation HAPPY VALLEY

I can work on chapter 1 of the 1st ToO and on chapter 11 of the 5th ToO. Sure working in conjunction with some of you will be great!


Davide
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Old July 29th, 2005, 02:44 PM
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Default Re: Map for Operation HAPPY VALLEY

Ok,

Davide I will make a thread with WHO works ON WHAT, in order to keep track of the progress.
Just for the moment work on the analysis of the scenarios, try to figure how the secondary mission will match with the primary and think the general topography of the map and the other details of the missions.
In other words... it is better to work in a paper, put the forces, make your calculations and design the tactical plan/analysis and movement of the units.
It will be better to use huge maps; since we will use the "Air Cav".

ciao,
Pyros
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Old July 29th, 2005, 03:14 PM
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Default Re: Map for Operation HAPPY VALLEY

I took the point! But in some cases use of helicopters is not possible other than as a mean of transport. Also some operations are splitted in sub operations that will cover a small portion of the whole operation. I think that huge maps sometimes may be not possible.

Geia sou!
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Old July 29th, 2005, 04:38 PM
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Default Re: Map for Operation HAPPY VALLEY

Good work Davide,

I liked the map although here are some remarks(based on first look):

1. Nice topography, you respect the morphology of the ground
2. Good use of tall grass on the right side of the map.
3. You should reconsider the use of impassable terrain inside the jungle/forest and in general in the map.
4. The use of lines in any natural formation rock etc... must be the result of a specific reason (water, wind etc...) Be careful about using lines in natural formations!
5. the recreation/simulation of the trail in the forest should be made with earth/mud instead of sand. Also try to avoid lines in the trail; it is better to put an obstacle somewhere in order to create turns and corners!

more comments later, but my overall impression is: excellent map.

ciao,
Pyros
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Old July 29th, 2005, 06:09 PM
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Default Re: Map for Operation HAPPY VALLEY

I agree with the 5th point!

I don't understand the 4th point!

About the 3rd point what you suggest in order to recreate a great change of height in a single hex? I was thinking that an impassable terrain would simulate these wall of rock.


Thanks for the feedback!

Geia sou!
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Old July 30th, 2005, 03:39 AM
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Default Re: Map for Operation HAPPY VALLEY

Davide,

The NVA have built thousand of meters of tunnels beneath the Jungle!!!

In a Jungle enviroment, the ground material(soil) is a thin turf/clay. There is not such thing as an impassable rocky terrain; maybe if you put trees on a slope of rough terrain, this could simulate the difficult of movement.

Anyway, if you feel that your scenario needs such a special ground conditions then do it, as gameplay is the first priority.

Also don't forget that you may use the special key "*" to manually change the height of a hex.
**But in general keep in mind that in a clay soil you don't have impassable terrain**


As far the 4th point, in nature any stream (natural-made) or trail (man-made) will follow the topographic relief of the terrain (hardly a straight line).
Concerning the vegetation, this will be greatly influenced by the exposure to the wind; if it is protected by the wind it will be rich in trees etc (depression, protected areas)..., but if its not protected by the wind (open areas) then the vegetation will be limited to high/low grass.

ciao,
Pyros

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