# Looking for Wargame Assistance

**URL:** https://forum.vassalengine.org/t/looking-for-wargame-assistance/2665
**Category:** Module Design
**Created:** [January 8, 2010, 5:08am UTC](https://forum.vassalengine.org/t/looking-for-wargame-assistance/2665 "2010-01-08T05:08:06Z")
**Posts on this page:** 4
**Page:** 1

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### Author: ![RysanMarquise](https://forum.vassalengine.org/user_avatar/forum.vassalengine.org/rysanmarquise/32/2643_2.png) [@RysanMarquise](https://forum.vassalengine.org/u/RysanMarquise)
#### Post date: [January 8, 2010, 5:08am UTC](https://forum.vassalengine.org/t/looking-for-wargame-assistance/2665/1 "2010-01-08T05:08:06Z")

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I have designed a Wargame, the rules are reasonably simple but I am very unskilled at programming. I am normally able to brute force myself through this sort of problem, but the game is sufficiently unusual that this has proven to be problematic.

Much of the game revolves around the concept of ‘squads’, but squads are not the same as in many games like warhammer. They are automatically formed when units of the same type (identical units) are adjacent to each-other. Squads can be created and taken apart freely, but always attack together and are attacked together. Likewise, attacks are generally based on the number of units in the attacking squad (it is a % of attacking units that hit).

How realistic is this to do, or should I just give up on the program. I no longer have absurd amounts of time to dump into a project like this and just brute-force the problem.

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### Author: ![tar](https://forum.vassalengine.org/user_avatar/forum.vassalengine.org/tar/32/21_2.png) [@tar](https://forum.vassalengine.org/u/tar)
#### Post date: [January 8, 2010, 4:58pm UTC](https://forum.vassalengine.org/t/looking-for-wargame-assistance/2665/2 "2010-01-08T16:58:13Z")

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First of all you have to realize what Vassal tries to do and what it  
doesn’t.

Vassal if fundamentally an electronic substitute for a physical board  
and game components. Although there is some provision for  
automation, it is not designed to execute major game mechanics, it  
does not enforce game rules, and it does not provide a computer  
opponent.

So that means you shouldn’t have to do any “programming”.

On Jan 7, 2010, at 9:08 PM, RysanMarquise wrote:

> [@](#):
>
> I have designed a Wargame, the rules are reasonably simple but I am  
> very unskilled at programming. I am normally able to brute force  
> myself through this sort of problem, but the game is sufficiently  
> unusual that this has proven to be problematic.

Well, you shouldn’t need to program anything. You should be able to  
assemble your game components using the interface.

> [@](#):
>
> Much of the game revolves around the concept of ‘squads’, but  
> squads are not the same as in many games like warhammer. They are  
> automatically formed when units of the same type (identical units)  
> are adjacent to each-other. Squads can be created and taken apart  
> freely, but always attack together and are attacked together.  
> Likewise, attacks are generally based on the number of units in  
> the attacking squad (it is a % of attacking units that hit).

Fine. This should not be a problem. All you need to provide is a  
board (there are existing hex and square grids available) and images  
for the unit counters. Everything else that you mention is something  
that the user of the game does by following the rules of the game.  
So you don’t need to do anything in Vassal about them.

> [@](#):
>
> How realistic is this to do, or should I just give up on the  
> program. I no longer have absurd amounts of time to dump into a  
> project like this and just brute-force the problem.

Create your map and counters.

The only thing that is somewhat programming like is the use of  
prototypes for your counters. Since you will have a number of  
counters that are similar, it is a good idea to base them off a  
common prototype. That way if you decide to add additional traits or  
features to the counters, you only have to modify the single  
prototype instead of editing every one of the units.

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### Author: ![RysanMarquise](https://forum.vassalengine.org/user_avatar/forum.vassalengine.org/rysanmarquise/32/2643_2.png) [@RysanMarquise](https://forum.vassalengine.org/u/RysanMarquise)
#### Post date: [January 8, 2010, 7:21pm UTC](https://forum.vassalengine.org/t/looking-for-wargame-assistance/2665/3 "2010-01-08T19:21:12Z")

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Part of my problem when I try to make things of this sort is that I generally always try to increase automation to its logical extreme.

I suppose I will finish making the board and seeing how things workout from there.

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### Author: ![tar](https://forum.vassalengine.org/user_avatar/forum.vassalengine.org/tar/32/21_2.png) [@tar](https://forum.vassalengine.org/u/tar)
#### Post date: [January 8, 2010, 11:32pm UTC](https://forum.vassalengine.org/t/looking-for-wargame-assistance/2665/4 "2010-01-08T23:32:32Z")

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On Jan 8, 2010, at 11:21 AM, RysanMarquise wrote:

> [@](#):
>
> Part of my problem when I try to make things of this sort is that I  
> generally always try to increase automation to its logical extreme.

Well, there are different design philosophies about that. There have  
been some threads about that in the past.

One thing to be aware of is that you don’t want the automation to go  
to the point where it is hard for players to undo mistakes. If that  
happens you end up with perplexed and unhappy users. So rather than  
the logical extreme, it is perhaps best to strive for a practical  
balance. And try to make the automated parts happen under user  
control as much as possible.

> [@](#):
>
> I suppose I will finish making the board and seeing how things  
> workout from there.

Sounds like a good plan.  
Once you have the basics you can always add reasonable automation later.

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