La Bataille des Quatre Bras Version 2.4.1 adds dynamic counters so you can decrement SPs without adding a counter, the SP number simply reduces by 1 on the counter and once a unit has taken damage, it shows a wound badge next to the new reduced SP number to indicate that the unit has been reduced.
Use shift-1 to reduce SP by 1 or Ctrl-1 to add an SP (in case you took too many)
2.4.1 also adds a roll-over on each unit or group of units that shows the unit(s) information from the back of the counter with the FeV and FV reduced according to the SP losses so you don’t need to do the math in your head.
The goal is to make the game more immediate and faster to play.
Players need to know the original starting strength of a unit, Once a unit takes 50% losses, going by original strength, then that unit suffers a -6 DRM to any morale checks . If the wound badge had that number printed on it, then player could see if that 50% penalty must apply.
OK You are right but on the roll over it shows how many original SPs there are and the number of decrements… DO YOUR OWN MATH!!!
BUT
Since the ENTIRE point is to NOT do the math in your head, I have fixed it and thank you for pointing that out! However I do not want to add it as a graphical change to the medals. I think they are too small to carry more information and they are on a layer so I would have to do the math to figure out which medal to show.
Since the player has access to the roll over though at all times, What I did is add to the string for the morale value in the on mouse over stack viewer when it is 50% or lower of the original SPs. I rounded down, so a 9sp unit at 5sps remaining shows regular morale and at 4sps shows the morale with a (-6 DRM) so you see it right there and can adjust the die roll as you roll.
Will this do it do you think? I do not want to change the morale value there directly because it is that F&$@^G 1,1 to 6,6 die math and my brain is too small for that… This also gives the DRM which sort of indicates that a malace as the French call a negative DRM needs to be applied as opposed to just seeing the lower value.
This is now in my working module so I will do a dot release in a few weeks to add this.
PLEASE let me know anything else that needs fixing (Note I moved the fire above melee as it is on the actual counter back already) I will be starting on a new module for another LaBat game soon so I want to get all the code changes locally before I start that.
All looks really great Matt. The time saving of not doing the strength adjusted melee value is wonderful.
One very tiny detail is that elite units do not suffer the -6 DRM of 50% losses. It’s usually units with a morale of 14 or lower are classed as elite. And some rule sets may show that differently.
But at a glance, players can see the morale value and know not to apply that DRM. And some games have no elite units.
Great job on the modules, I wish I could make them myself, but doubt if I could learn that all now. I did make several ADC2 modules back in the day, that was alot of fun, and alot of work.
Vessel is difficult to program for me sometimes. If this were regular JavaScript, I could make it responsive with the right values for elite units, but this is kind of the best I can do because I have to write it all in one little spot.
Anyway, I’m glad you like it. It was a huge amount of work, but I really wanted to make these games better. I will be working on more modules actually, starting today for love that and I’m working on other game systems to do some of the same things with the decrementing encounters. I really believe in having everything on the counter all the time as much as you can.