The latest version of Virtual Tabletop is ready and can be found in our forum. This build fixes issues with running VT on a 64 bit system.
http://www.racingspidergames.com/forum
The latest version of Virtual Tabletop is ready and can be found in our forum. This build fixes issues with running VT on a 64 bit system.
http://www.racingspidergames.com/forum
Guard I Pan’Herria forces ran straight into the Alliance’s 315th on their approach to the city. This battle will be occuring in farmland and forest - sparse buildings and a fair amount of trees.
Attacker
Pan’Herria Guard I
Defender
Ostro 315th
Ostro 251st - reinforcements, do not arrive for 3-6 turns
The alliance player was able to bring in a nearby force (251st) as reinforcements - it just happened to be close enough. Also note, that the 315th is only a 50% strength army - if the game was played with 2000 points, this force could only have 1000.
However, if the reinforcements come in early, the alliance player would have up to 3000 points available.
Attacker Objectives
Destroy 25% of the deployed defending force: vp 15
Each unit in enemy’s 1/2 table: vp 1
Each unit in enemy’s 1/4 table: vp 3
Each destroyed enemy unit (model): vp 1
Attacker Deployment
1/2 of the attacking force can be deployed up to 20 cm along the attacker’s table edge. All other forces must be moved from off-table.
Defender Objectives
Each turn no enemy on defender half: vp 5
Each destroyed enemy unit: vp 1
Defender Deployment
All 351st forces can be deployed up to 1/2 of the table and more than 1/4 from table edges.
Deployment Overview
Edit: The above should show “All 315th” not “All 351st” and represents the initial 315th alliance force that the Pan’Herria Guard force encountered.
Terrain
The terrain for this battle should have only a few low hills, the woods can be as sparse or dense as the players can agree on, and there should be a few fields representing cultivated land as well as some structures.
Small creeks may also be present as well as small (two lane) roads.
Notes:
Strategic Overview
Using Campaigner and the (free) Argost Assault Campaign, we’ll be creating some wargaming scenarios. These are pretty generic scenarios, but as the weeks move on, different objectives will begin to show.
For an overview of the campaign at large, see Argost. Here, the Pan’Herria forces are attempting to assault Bendershaine with multiple armies. Each of the icons shown represents a full tabletop fighting force.
For the actual combats, I’ll be using Future War Commander. Any 6mm system will work fine though, as the army “lists” are very generic.
We’ve just posted the next VT alpha open release, 0.8.2.0
You can get the link to in the forum.
I’ve finished the table for the VT game we’ll be playing. We’ll be using the Warmaster rule set, and the battle will be between Empire forces and some raiding Gospodar (Kislev).
For the models, we’re actually using ‘paper’ stand-ins (see http://www.juniorgeneral.org) made with VT Paper Model Builder. The paper model builder allows you to create stands from bitmap images. That way, if you don’t have 3d models for a specific game system, you can throw together some stand-ins pretty quickly.
Here is a small screenshot of some halberdier regiments placed on the table.
All of the Empire troops that will be taking place in the battle have been created as models, except the cannon. As for the Gospodars, I’ll start making the 2d textures for them pretty soon.
So, here is a table being created for a fantasy battle. I’m planning on keeping the table fairly simple to allow a lot of maneuvering of the forces. Though it takes a bit of clicking, the overall effort is fairly small. Sometimes models need to be moved and rotated, but all-in-all this table will only take about 2 hours to make.
Additional buildings will be added to the library eventually, and some other small details to flesh out the little villages. Those additions will bring a little more life to the table, though we don’t want to overdo it and make it run slowly - as always, its a balance between appearance and usability.
So, I’ve created the basic fantasy house, and made three different colored roofs. This really helps, even though the wall textures are the same. When viewed far away, the different colored roofs add a nice amount of flavor. I’m working on a larger house at the moment, and when it’s finished (with a couple different roofs as well), I should be able to make a nice 2mm village.
Also, a hall and a barn will be coming, then I’ll put it all together and see what kind of table it makes.
I’m creating a few low poly models for VT. I’m starting with some fantasy buildings. There will be about 5 models in this style. A couple houses, a barn and a hall. They are designed for 2mm battles and very low poly.
The next set I will probably put together will be some kind of science fiction type structures. Again, probably about 5 models to get it started.
While its nothing fancy, it is intended to have many on the board at once. I’ll post an image of a 2mm table with them when I’m done. The fantasy buildings will be used in one of the VT test games. If you’re a member at the forum, you’ll be able to download the 2mm terrain pack when its ready.
I posted a three part video on creating a VT table from a Flexmap. You can see the videos here:
Part 1
http://www.youtube.com/watch?v=dkVLoLbSjWg
Part 2
http://www.youtube.com/watch?v=vUufd1jZJvQ
Part 3
In some games, the rotation angle is important, as well as WHERE on the model you actually rotate around. With that in mind, we’re currently putting in some rotation options to give a whole lot more control over how your units are moved and rotated.
Below is a screenshot of the control in development. You can choose from some pre-selected angles, as well as put in your own. Also, you can set the mode of rotation, center, front right, front left, etc.
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