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Latin America Independance Wars

Latin America Independance Wars

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Strategiae
Strategiae's picture
Latin America Independance Wars

To discuss the matter

My suggestion to begin with is the following

1 - Draw a map of your game: you can even do it by hand and scan it, this will use as a base for the editor (the map is a mandatory requirement for a new project in the editor). You can read good modding advice on the Mollwitz41 mod

2 - Define the scale of the game (turn duration, unit sizes, etc...) to help you determine your elements of the DB, such as units, leaders, structures, terrains...

3 - Make a list of the cards you want to have. A good mix is usually 1/3 red cards (events, one shot) and 2/3 black cards (tactics, other minor effects, can be redrawn). You may decide to have more events cards if you want to use them to "drive" your game, represent bad seasons, etc...

4 - Decide if you need to use the Tension Index feature (like in 6Days1967, Mali2012, Korea1950 or Berlin1945), i.e. something that move up/down on a scale and gives either VP or full victory and that can also be used to trigger some cards effects...e.g. if your index reach 10, you can decide that Spain will send more/less troops, etc...etc..

I would suggest that you put all the above and more in a single document and exchange it with us for further advancement.

Alber
Alber's picture

1 - Draw a map of your game

How many regions is the best? It is a continental war, from Texas to Patagonia, with some regions of greater interest  (more provinces), how many?

2 - Define the scale of the game (turn duration, unit sizes, etc...)

what is most playable for the enginee? How many turns could be best?  It is a war of 15 years, from 1810 - 1825,  (30 days/turn =180 turns, its ok?)

Little armies (<10.000 vs <10.000 men): historical units of infantry battalions / and cavalry regiments could be possible.

3 - Make a list of the cards

There  are hundred of events, How many cards could be best? 

4 - Decide if you need to use the Tension Index featur

Yes, 1820, the rebellion of the expeditionary army in Spain deposed the king in Spain and did not embark. It is the turn point of the war.

 

Give me some vanilla recommendations please.

Alber

Strategiae
Strategiae's picture

1 - Draw a map of your game

How many regions is the best? It is a continental war, from Texas to Patagonia, with some regions of greater interest  (more provinces), how many?

I would say around 100, i.e. more or less twice the size of Guerra A Muerte (GaM), plus some off-map box regions (European Spain, USA, Brazil)

2 - Define the scale of the game (turn duration, unit sizes, etc...)

what is most playable for the enginee? How many turns could be best?  It is a war of 15 years, from 1810 - 1825,  (30 days/turn =180 turns, its ok?)

Not too many turns IMHO, consider the map scale, and how far you want units to move. If you consider seasonal turns (good season, bad season) and 15 years, it’s 30 turns already (which is twice as many as in GaM)

Little armies (<10.000 vs <10.000 men): historical units of infantry battalions / and cavalry regiments could be possible.

Yes, same scale as Saratoga 1777, more or less. Squadrons for ships.

3 - Make a list of the cards

There  are hundred of events, How many cards could be best? 

Consider each side draws 1 card per turn, with 30 turns it means 30 cards each, plus some extra cards for variations. Plus you can decide to draw 2 cards per turn for more option, that means 60 cards per side….you can do 20-25 cards with historical events and 35-40 cards rather tactical/economic/tension/leaders etc… My recommendation would be 2x60 cards. That would make the game quite impressive

4 - Decide if you need to use the Tension Index feature

Yes, 1820, the rebellion of the expeditionary army in Spain deposed the king in Spain and did not embark. It is the turn point of the war.

OK, so your system would call the tension index (TI) for instance « Army Rebellion » and it would start at zero value, then pro-rebel actions would increase it by +1 and pro-royalist actions the reverse (e.g. -1 when they capture rebels capitals or kill enemy leaders), and the Royalist lose the game when it reaches 10 or (better) 20…variation could also come from cards, random or mandatory to plays.

 

Alber
Alber's picture

4 - Decide if you need to use the Tension Index feature

Yes, 1820, the rebellion of the expeditionary army in Spain deposed the king in Spain and did not embark. It is the turn point of the war.

OK, so your system would call the tension index (TI) for instance « Army Rebellion » and it would start at zero value, then pro-rebel actions would increase it by +1 and pro-royalist actions the reverse (e.g. -1 when they capture rebels capitals or kill enemy leaders), and the Royalist lose the game when it reaches 10 or (better) 20…variation could also come from cards, random or mandatory to plays.

 

 1- OK, this point is very interesting. Historically, until 1820 the war is indecisive.  This period 1810-1825 could be the game in essence. 

        A-The historically correct ones are that the expeditionary ones revolt (Trienio Liberal)- then, it is possible in the game that the scenario continues until the year 1825, as also it happened of truth (it finishes in the turn 30). It can be possible to do more easy, high probability? 

         B-The what if: there is not a rebellion of spanish expeditionaries forces, there are not a liberal revolution in Spain. The king is in command and the war can be extended to year 1830 (turn 40), with disembark and invasions from Mexico to Río de la Plata (ends on turn 40). It is historically correct (I have a book with the project of invasions;)) Is it possible to do this more difficult, low probability?

2- Secondly, it is possible to avoid totally unhistorical failures, ie that certain caudillos (and some units as militias) that do not appear in certain countries, or can not move from one country to another. For example, Bolívar was never in Mexico. It is possible to restrict movement to certain regions, or disband this units in this case. What is possible to do?.

 

Thanks !

 

Strategiae
Strategiae's picture

Yes, it is very easy to limit access of units (leaders included) to only some parts of the map...e.g we do that in Six Days 67 (the Syrians can not enter in Jordan or Egypt) and plenty of other games.

You will define in the scenario different areas (e.g. Mexico, Central America, Chile, Peru, etc...) and for each you decide which unit(s) are allowed or not...in this way you can forbid Chilean militas to fight in Costa Rica (or else)...a good way to limit forces movements...

I'll send you by email more info to help if need be. Feel free to contact us at support@waw-games.com