I've started working on a St. Nazaire - Operation Chariot mod. I've linked below a large portion of the map and some sample counters. So far there are 20 cards per side depicting many aspects of the historical action ranging from Signalman Pike's deceptive efforts to the mounting German reaction and devestating fire from the Flak guns. The Commandos will need to accomplish quite as much damage as possible with what teams make it to shore before the Germans' defensive forces consolidate and build a coordinated defense. (One thing I'm still trying to work out is how to not resolve the Campbeltown's destructive collision with the Southern Caisson until the end of the game, but this is my first attempt so am very new and inexperienced.)
I still have a fair amount of work on the map but wanted to share what I had so far.
http://www.filedropper.com/samplecounters
http://www.filedropper.com/stnazairecleanup
Hopefully the links work - I was an art major in college and if that wasn't bad enough, I went on a baseball scholarship, so intelligence was not a requirement :) As testimony, if anyone can show me how to include the artwork without the need to follow a link, I'll do that instead.
I could not get the pictures. May be use a web service for pictures hosting, like Imgur.... its free and efficient (we use it here mostly) and for each picture you get a special link that you can copy paste in your forum post and that will display the images directly.
Thanks, lets try this
Good, and nice pics....instead of posting the image link from Imgur, you could use this link option :
BBCode (message boards & forums)
This would allow your pics to appear directly inside the post
Reminds me a bit of the old RAID ON SAINT NAZAIRE game from Avalon Hill back in 1987
Thanks again, and yes, I used the original aerial photos for the layout, but Charles Kibler did such a beautiful job on his St Nazair map for Avalon Hill, it's difficult to not be inspired by it.
edit: corrected gramatical error
I haven't seen it in any of the scenarios I've played so far, but is it possible to destroy terrain, such as a bridge, to prevent crossing?
Yes, you can change transport type of a connexion and, for instance, remove bridge... if the bridge was connected two different regions and there was one in between, the crossing can be prevented (will depend on the base cost without the bridge). This is used for instance in our Malaya1941 game where the Brits have a card to blow up the Singapore causeway, in effect cutting the easy crossing (not impossible but using up all movement in that scenario, but could have been made impossible, you just need to play with the terrain costs vs units movement allowances)
Beautiful, thank you! Have greatly enjoyed the game but am still trying to figure out the editor, but I've always enjoyed doing the design and artwork more than the "programming" part.
Let me begin by saying, I have been very impressed with the versatility built into this editor and even though I'm not very experienced with the computer aspects of scenario designs (I've done dozens of designs for paper and board games - none professionally of course as is evident by this attempt so far. One snag I've run into that may just be my approach or something I'm doing incorrectly, so I'm looking for some additional help:
I've created my force pools, primarily by creating a base unit and then copying using the x2 button, but only one of each type appear to be able load on a transport, or deploy into a regions anchor. i.e I have 3 Demo Teams (created by copying each) and then renaming to "Demo Team Chant," "Demo Team Smalley," and "Demo Team Burtenshaw". If I try to place all three (2 portage points each) into the Campbeltown (Land Unit Portage capacity 12), it will only list one. Also if I try to place them all on the South Caisson, it will only allow one. I can place one of each type of unit I've created in each region, but not 2 or more of the same type unit. This includes the Motor Launch boats. I have 8 in the design but only 1 can fit in each anchor. I've checked to see if I unintentionally created restricted terrain, but it doesn't appear to be.
Is this an intentional design, an oversight, or am I doing something wrong?
Most likely something wrong somewhere...send me the level you created with the editor and we shall investigate it for you. You can use WeTransfer for that.
Send it to
You all are awesome, thank you so much for all of the help. I just emailed the file through WeTransfer. As I stated in the email, the scenario is still a little rough and incomplete, so please forgive it's current state.
Well received, we are investigating the issues and will report back.
10/06/2018: fixed version and advices sent back by WeTransfer
I've received the files back, again a big thank you. I'm really enjoying your game and editor. Is the manual for the editor that you sent posted anywhere? Others may find it useful as well.
You welcome. The Editor manual translation is still unfinished. Curently there is a link here: https://waw-games.com/en/assets
The plan is to include the manual inside the Editor installer when it is finished