Doug Williams Posted July 20, 2014 Share Posted July 20, 2014 Hope this isn't breaking some rule, but is anyone on here doing any amateur conversions of the old SL scenarios to RT, such as Guards Counterattack? I sold all my SL/ASL stuff several years ago, including my scenario cards... 0 Quote Link to comment Share on other sites More sharing options...
Frankster65 Posted July 20, 2014 Share Posted July 20, 2014 There is a most recent scenario added to the repository called "Block Busting in Bokruisk." It is an old ASL scenario converted to RT. I have a video AAR I'm making of it. Part one is already listed here in the forums. 0 Quote Link to comment Share on other sites More sharing options...
bobo Posted July 20, 2014 Share Posted July 20, 2014 I am not sure they hold up as well as we would hope. Certainly a good place to get ideas though. Bobo 0 Quote Link to comment Share on other sites More sharing options...
Doug Williams Posted July 20, 2014 Author Share Posted July 20, 2014 Thanks, I'll check it out, though I don't think I ever played that one in ASL. If I still had a scanned copy of "Guards Counterattack", I might try converting it, since it was so simple, IIRC. Was the first SL scenario I (and everyone else, I imagine) ever played. Edit: Drat. I forgot I don't have the board either. 0 Quote Link to comment Share on other sites More sharing options...
Pete Wenman Posted July 20, 2014 Share Posted July 20, 2014 Well that took all of five seconds to find. http://australianwargamer.files.wordpress.com/2011/10/sl-scenarios-original-squad-leader-sl1-12.pdf P 0 Quote Link to comment Share on other sites More sharing options...
benpark Posted July 20, 2014 Share Posted July 20, 2014 I would take a "spirit of the law" approach to scenario design based on any SL/ASL scenarios (if I were to tackle any), rather than the "letter of the law". I prefer the historical modules (and the ATS ones as well), but haven't dug these out of the attic in a long while. The maps were largely constrained by the modular design, with no real attention to historical terrain except in the historical modules (it was general, which suited the modular concept), and I find that when they are directly ported to CM from the source maps that they look strange to me. I'd probably attempt one of the scenarios that were in villages/open terrain and adjust to make them interesting on their own terms in CM. The OOB would probably stay roughly the same after some balancing. 0 Quote Link to comment Share on other sites More sharing options...
PanzerMike Posted July 20, 2014 Share Posted July 20, 2014 Translating ASL scenarios literally is often not a good idea. The ASL scenarios are a great source of inspiration though. As a starting point (especially) the OOB is great. No need to copy the map, make a 'real' map using google maps and period maps. Once you start playtesting the OOB usually needs some tweaking. But as I said, they are a good starting point IMHO. In fact I am looking at some ASL scenarios right now for inspiration for 1945 scenarios. 0 Quote Link to comment Share on other sites More sharing options...
Broadsword56 Posted July 20, 2014 Share Posted July 20, 2014 There was an ASL historical campaign module called "Onslaught to Orsha" that I've read about on Boardgamegeek that seems to have been very well regarded. I'm sure it could inspire a lot of RT scenarios. 0 Quote Link to comment Share on other sites More sharing options...
Collingwood Posted July 20, 2014 Share Posted July 20, 2014 Quite a few of the SL scenarios including Guards Counterattack have been converted for LockNLoad 'Heroes of Stalingrad' - which BTW plays reasonably well as a computerized version of SL. 0 Quote Link to comment Share on other sites More sharing options...
Doug Williams Posted July 20, 2014 Author Share Posted July 20, 2014 Quite a few of the SL scenarios including Guards Counterattack have been converted for LockNLoad 'Heroes of Stalingrad' - which BTW plays reasonably well as a computerized version of SL. Since I have no idea what you are talking about......care to give more info on "LockNLoad Heroes of Stalingrad"? 0 Quote Link to comment Share on other sites More sharing options...
Doug Williams Posted July 20, 2014 Author Share Posted July 20, 2014 So anyway, found these images of the half of (A)SL board 1 that pertains to "Guards". 0 Quote Link to comment Share on other sites More sharing options...
Badger73 Posted July 21, 2014 Share Posted July 21, 2014 Translating ASL scenarios literally is often not a good idea. The ASL scenarios are a great source of inspiration though. As a starting point (especially) the OOB is great. No need to copy the map, make a 'real' map using google maps and period maps. Once you start playtesting the OOB usually needs some tweaking. But as I said, they are a good starting point IMHO. In fact I am looking at some ASL scenarios right now for inspiration for 1945 scenarios. I concur and take the same approach. (A)SL situation briefs and OOB's are invaluable but I use the boardgame maps only as a design reference. The CMx2 overlay feature readily allows using/cropping period and google maps. These produce a much better scenario result. ETO map resource http://www.battlefront.com/community/showthread.php?t=112291&highlight=maps 0 Quote Link to comment Share on other sites More sharing options...
Macisle Posted July 21, 2014 Share Posted July 21, 2014 That brings back memories! I still get a thrill just seeing the board and pieces. Mine are stowed away and very lonely. In CMRT, those left flank Germans aren't going to last long against the SMG Russians. Crossing the street my still be iffy, if the center Germans are not occupied, though. 0 Quote Link to comment Share on other sites More sharing options...
ridethe415 Posted July 21, 2014 Share Posted July 21, 2014 How you gonna work out "Sewer Movement"? That was funny, roll a 6 and you end up in the wrong building...usually full of Germans. 0 Quote Link to comment Share on other sites More sharing options...
Collingwood Posted July 21, 2014 Share Posted July 21, 2014 Since I have no idea what you are talking about......care to give more info on "LockNLoad Heroes of Stalingrad"? Ah, sorry but I'm not sure about the rules here on linking to other sites/wargames so googling "lock n load heroes of stalingrad" will find the relevant info for you. Basically it's a PC port of a tabletop game, uncannily similar to Squad Leader. Right down to seeing the die rolls. It has a couple very annoying rules, but it's fun as a beer'n'pretzels kind of game. 0 Quote Link to comment Share on other sites More sharing options...
Broadsword56 Posted July 21, 2014 Share Posted July 21, 2014 How you gonna work out "Sewer Movement"? That was funny, roll a 6 and you end up in the wrong building...usually full of Germans. You could do it by using the boardgame (or a different boardgame) to manage higher-level units and functions (including the sewer movement). Then you don't need to use sewer movement in CMRT, just start battles at the places and times the troops emerge from the sewer and contact the enemy, etc. 0 Quote Link to comment Share on other sites More sharing options...
Doug Williams Posted July 21, 2014 Author Share Posted July 21, 2014 I forgot about sewer movement. 0 Quote Link to comment Share on other sites More sharing options...
Erwin Posted July 21, 2014 Share Posted July 21, 2014 Wow, that asl map brings back memories. I think that was the first scenario I tried. 0 Quote Link to comment Share on other sites More sharing options...
sburke Posted July 21, 2014 Share Posted July 21, 2014 Wow, that asl map brings back memories. I think that was the first scenario I tried. Yeah same here. Can still remember the excitement. And then the increasingly daunting struggle to understand all the rules LOL It was very cool though. 0 Quote Link to comment Share on other sites More sharing options...
Jim1954 Posted July 21, 2014 Share Posted July 21, 2014 Doug, You can find lock and load at Matrix Games. 0 Quote Link to comment Share on other sites More sharing options...
JasonC Posted July 21, 2014 Share Posted July 21, 2014 There was sewer movement in CMBB. Squads screwed into the floor, as I recall. But people didn't actually use it, because it was so random... 0 Quote Link to comment Share on other sites More sharing options...
Broadsword56 Posted July 21, 2014 Share Posted July 21, 2014 And even if sewer movement ever did make it into a future CM, it should be constrained so that players can't move just anywhere they want to. After all, sewer lines large enough for troops to move through have specific routes and entrances/exits, just as roads do. So they'd tend to run under the middle of streets, have manhole covers at intervals, and perhaps man-sized branches into major buildings like factories and train stations. So here's how I would love to see it implemented: The scenario editor gets a set of sewer line placement buttons just like roads, along with an entrance/exit point button that's placeable in the 2D screen. Those points get represented in-game by a manhole cover. The scenario editor should also allow the designer to set the level of intel about the sewer system for one side or the other -- important because the advantage of the sewers increases greatly for the side that knows them the best. Showing the known sewer routes could be viewable with an ALT+ toggle. In-game, all anyone sees are the manhole covers. And since we also have manhole covers as flavor objects, it won't be possible to know which ones are real entry/exit points and which ones aren't unless you have the intel about the system (via the view toggle), happen to spot enemy units entering/exiting it, or test it by trying to send someone down there. A player could enter/exit infantry units from manholes with the green arrow icon (like mounting a vehicle). The unit would then do a descending/emerging animation and only its icon would be visible to the owning player. It could be moved just like other units, but at a very slow rate of movement and with heavy fatigue penalties. And once in the sewers, the unit can't exit except at the preset entrance/exit points. Units that encounter enemy while underground in the sewer system would have an abstracted close combat, with severe morale effects that would usually leave both sides very easily shaken. So, bottom line -- sewers would be great for covert infiltration, flanking, rear area harassment, etc., but not for large-scale troop movements or actual combat underground. And, having said all that, how useful would the sewers really be and how often would players really use them? And how much BFC coding and animation time do you think all that would represent? I'll bet that puts it into the category of ("cool to have but not cost-effective so we'll never do it") category. I'd much rather see flares and illumination implemented for nighttime, and spreadable fire, before underground/sewer movement. Those two things would have much wider application to all the other CM titles, too. 0 Quote Link to comment Share on other sites More sharing options...
Jim1954 Posted July 21, 2014 Share Posted July 21, 2014 There was sewer movement in CMBB. Squads screwed into the floor, as I recall. But people didn't actually use it, because it was so random... I did use it once in a Stalingrad Tournament. It took so long for the Pioneers to arrive I forgot about them. Around 20 turns if memory serves me correctly. Didn't help the cause much. 0 Quote Link to comment Share on other sites More sharing options...
Pete Wenman Posted July 21, 2014 Share Posted July 21, 2014 Well here it is, one ugly map, it's flat and lacks any fidelity. If anybody wants it drop me an with an email address and I'll send it on. This is why you are better off making a fresh map. IMO ASL does not translate well to CM2 as it's maps lack detail and there are major scale issues between the two games. P 0 Quote Link to comment Share on other sites More sharing options...
Doug Williams Posted July 21, 2014 Author Share Posted July 21, 2014 You bet I want a copy of that, Pete. PM sent. Is there a way in the CM2 map editor to differentiate between stone and wooden buildings (like ASL), or between buildings that offer greater protection from small arms than others? 0 Quote Link to comment Share on other sites More sharing options...
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