Showing posts with label Isengard. Show all posts
Showing posts with label Isengard. Show all posts

Sunday, October 9, 2016

Complete Army Profile Documents are Finally Here and Ready to Download

It is the 2 year anniversary of this blog, and appropriately the time has finally come for the PDFs with the profiles to be posted and available for download!

Head over to the download page where you can get a copy of the files that have already been updated and completed!



Why not get them, print them off and have the full set of profiles available? With nearly 300 pages of profiles already posted and available - and the remaining coming very soon - you could finally have the full set - looking consistent, with clarification and completeness finally available for your games.



Also as you can see - there are pages that are ready that have not yet been provided up on the blog ... so you get an early preview and can start playing with the new profiles immediately!



What are you waiting for? Get some now while they are marked down - before they go back to full price!

All WotR Evil Army Lists - Bundled

To download and unlock all 5 of the PDFs for Evil Armies (Mordor, Isengard, Misty Mountains, Fallen Realms, & Angmar), click the Buy Now button below! The PDF will be delivered to your email address that you provide during checkout.

$112.49 (Original Price)
$79.95 (30% Off - Purch. Individually)
$59.99 (Nearly 50% Discount!)







This is a 254 Page PDF that includes all of the Evil Lists above in a single file for batch purchase. It includes the full set of rules for Wargear, Upgrades, Special Rules, Heroic Actions & Epic Actions associated to each formation within the Army List.

Wednesday, May 25, 2016

WFMC - Continuing to Implement the Mobile Version on iPhone/iPad [Part 11/12]

 I've made a little more head-way on the Mobile Version of WFMC and thought everyone would be interested to see some screenshots.


Here is the Launch Screen. Notice that it is similar to what was drawn out in Part 10/12 (as expected - lol). You can click on the "Play" label (as of right now the "Options" label is still disabled) and it takes you to the next Screen.




This is the Play Options screen. When you click on "Play" on the previous screen it brings you here. Similarly, the "Custom Play" option is still disabled and getting worked. Clicking on "Quick Play" takes you straight to the Priority Phase for the game.



This is the screen for the Priority Phase. The round at the top shows you which round it currently is - as well as who has the Priority from the previous round (marked with the One Ring). The players can click on the dice icon to "roll" and it will keep track of what values have been rolled. Likewise, the target button at the top right is the "Intervention" button that allows the "other player" to intervene with Might Modifications or other Active Special Rules that have applicability to the Priority Phase. The icon at the bottom right is the "Modify" button that allows the "current player" to intervene with Might Modifications to their roll. The door button at the bottom left is the "Done" button that allows the Priority Phase to be completed and move on to the Move Phase after both players have rolled for Priority and the victor for priority for the current round has been determined.



I have a screen for the Move and Magic Phase - but I just have not included them. The next screenshot is the Shoot Phase. Here, Player 2 has priority for the round, but the Isengard Formation doesn't have any ballistic capabilities, so then Player 1 gets to perform his shooting attacks. The Gondor Formation of Minas Tirith Archers are shooting at short range (you can't see it but the long range is actually a lighter shade of alpha'ed green. Also, notice that it is only showing the command company for range - this is something that needs to be fixed as well ... so that all 3 front companies are included when drawing in the "in range" cone.



Here is the Charge Phase. Again, Player 2 had the priority for the phase, but the Isengard Formation stalled its charge - so now the Gondor Formation can attempt to charge. Notice that it shows the "required roll value" by the shade of Red - where in this case a 4 is needed to reach the Isengard Formation dead on and a roll of 4-6 will "reach".



So, there we have it so far ... I know it doesn't look like much yet ... since it is still getting underway ... but, believe me, that was a lot of work just to get it to this point! Any thoughts, comments or suggestions are of course welcome. I look forward to what the greater community has to say.







LINKS TO OTHER PARTS OF THE WFMC PROGRESS SERIES
Help make WFMC Mobile get released to the Apple App Store with a donation!


    LINKS TO OTHER PARTS OF MOVEMENT TYPES AND LIMITS SERIES

    • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised of 2-3 Companies [Part 11/23]
    • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised for 4 Companies [Part 12/23]
    • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised of 5 Companies [Part 13/23]
    • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised of 6 Companies [Part 14/23]
    • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised of 7 Companies [Part 15/23]
    • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised of 8 Companies [Part 16/23]
    • Movement Types and Limits Series - Reconfiguration Movement of Infantry Formations Comprised of 9 Companies [Part 17/23]
    • Movement Types and Limits Series - Cavalry Movement Example 1 from Page 33 of WotR Rulebook Analysis [Part 18/23]
    • Movement Types and Limits Series - Cavalry Movement Example 2 from Page 33 of WotR Rulebook Analysis [Part 19/23]
    • Movement Types and Limits Series - Cavalry Movement Example 3 from Page 33 of WotR Rulebook Analysis [Part 20/23]
    • Movement Types and Limits Series - Reconfiguration Summary of Cavalry Formations by Company Size [Part 21/23]
    • Movement Types and Limits Series - Cavalry Restrictions of Reconfiguration by Formation Name Summary [Part 22/23]
    • Using WFMC to Verify Movement Examples [Part 23/23]


    LINKS TO OTHER PARTS OF THE WFMC MOBILE ART SERIES

      Wednesday, October 28, 2015

      Extending The Fortress of Isengard List with Missing Profiles [Part 10/13]

      The next Army List to be extended is The Fortress of Isengard. Recall from Part 2/12 that the set of missing profiles for the Isengard Army List included the following:
      • Bill Ferny
      • Sharkey
      • Worm
      • Dunland Berserker
      • Royalblood Huscarl
      • Royalblood Chieftain of Dunland
      Each of the SBG profiles were considered carefully and determined the best means by which they would be integrated into the WotR list. It was finally decided that there would be 2 new rare formations (the Dunland Berserkers and the Royalblood Horsemen that include the Huscarl and Chieftain as a command hero) and 1 new legendary formation (Sharkey's Ruffians which includes Bill Ferny, Sharkey and Worm) from the list above. Also, there are updates for the Uruk-hai Sappers, the Isengard Troll Captain, and the Isengard Battering Ram. There is also a new epic hero (that wasn't included in the list above, but by the nature of having a mounted and un-mounted version, is technically also available).

      UPDATED RARE FORMATIONS FOR ISENGARD
      1. Uruk-hai Sappers
      2. Isengard Troll Captain
      3. Isengard Battering Ram
      1) URUK-HAI SAPPERS

      Now, here was an enigmatic profile ... it was marked as an Infantry formation and I suspect that they were implying that it would just be the Heavy Armor wearing guys in the front of the picture - and not the Berserker or the explosive charge. We scrapped that idea and decided to make it instead a Monster.


      This gives all the models that come in the blister a use and allows for a more interesting dynamic with the unit ... it now is effectively a Monster-light (similar to the battering ram) but without the Hard to Kill rule, that can still strike faster than Infantry and cavalry and provide the explosive punch!

      2) ISENGARD TROLL CAPTAIN

      The update for the Troll Captain was to make him comparable to other captains. He gained the Inspiring Leader (Trolls) special rule as well as the Troll Charge special rule.


      These changes provide Isengard with the leader needed for an all Troll based Army!

      3) ISENGARD BATTERING RAM

      Similar to what we did for the Mordor Battering Ram ... we have updated the Isengard Battering Ram in sort.



      So we adjusted the Move Value down, and gave it a unique ability to be more effective against Artillery (so now it has an actual purpose within an army instead of just a "light troll"), with the Disarmament Special Rule.

      NEW RARE FORMATIONS FOR ISENGARD
      1. Dunland Berserker
      2. Royalblood Horsemen

      1) DUNLAND BERSERKER

      Models with the Berserk Special Rule are interesting ... The new Dunland Berserker allows the Isengard Army to create an Army of pure Dunland Men - to be the anti-Rohan force.


      Since the formation can be comprised of only a single formation, they get the Indomitable Special Rule and to provide the true anti-Rohan punch they need, they get Manbane as well.

      2) ROYALBLOOD HORSEMEN

      Here is the profile for the Elite of Dunland - the Royalblood. Notice that the profile also includes the Royalblood Chieftain as a command hero upgrade.


      They get the Manbane special rule and also the equivalent Heroic Strike for the Chieftain (filling the role of the King of Men that you've seen in the Gondor and Rohan posts). Bane on Cavalry ... I think they are unique in that regard ...

      NEW LEGENDARY FORMATIONS FOR ISENGARD
      1. Sharkey's Ruffians
      Sharkey's Ruffians is a new Legendary Formation that includes Bill Ferny, Worm and Sharkey. They are the formation that can effectively fight against a formation of Hobbits from The Forgotten Kingdoms army list. They have a nice mixture of special rules, heroic and epic actions, and magic that can provide a nice new flair to the Isengard Army.



      Furthermore, Sharkey has the new Epic Ability Epic Distress that can improve the Dismay spells that he has access to.


      NEW EPIC HEROES FOR ISENGARD
      1. Sharku, Lieutenant of Isengard
      Sharku gets his own Epic Hero profile, now. He has a new unique bane ability that targets an entire formation type - Cavalrybane. This will provide an interesting dynamic as he jumps from formation to formation - using his Epic Hero movement ability to join the fight against Cavalry. Sorry, Rohan ... you are in trouble, now (as if Isengard wasn't already a massive headache to play against).


      UPDATED EPIC HEROES FOR ISENGARD
      1. Grima Wormtongue
      Grima has gotten an update similar to the one that Gollum got. Since he is used as basically a "curse" on other Infantry enemy formations he has a similar set of Special Rules and Epic Actions. This update actually makes him a little more useful for the 75 Point cost that he has.







      Well, there we have it for The Fortress of Isengard! Any thoughts? There is still a few updates needed for some of the Legendary Formations from Vanilla WotR, but Isengard is definitely getting there!













      LINKS TO OTHER PARTS OF THE SBG TO WOTR CONVERSION SERIES

      1. Describing the Process [Part 1/13]
      2. Creating the Full List of Needed Profiles and Assigning WotR Armies [Part 2/13]
        1. Status Update for Progress on Profile Creation and Army List Document Writing - Good Armies [Part 2a/13]
        2. Status Update for Progress on Profile Creation and Army List Document Writing - Evil Armies [Part 2b/13]
      3. Extending the Gondor & Arnor List [Part 3/13]
      4. Extending The Kingdom of Rohan List [Part 4/13]
      5. Extending The Elven Kingdoms List [Part 5/13]
      6. Extending The Dwarf Holds List [Part 6/13]
        1. Sneak Peak at the Profiles for Thorin [Part 6a/13]
        2. Common Formations [Part 6b/13]
        3. Legendary Formations [Part 6c/13]
        4. Epic Heroes [Part 6d/13]
      7. Creating The City of Dale List [Part 7/13]
      8. Extending The Forgotten Kingdoms List [Part 8/13]
      9. Extending the Mordor List [Part 9/13]
      10. Extending The Fortress of Isengard List [Part 10/13]
      11. Extending The Misty Mountains (Moria) List [Part 11/13]
      12. Extending The Fallen Realms List [Part 12/13]
      13. Extending the Angmar List [Part 13/13]
        1. Common and Rare Formations [Part 13a/13]
        2. Legendary Formations [Part 13b/13]
        3. Epic Heroes [Part 13c/13]

        Tuesday, October 20, 2015

        Status Update for Progress on Profile Creation and Army List Document Writing - Evil Armies [Part 2b/13]

        Here is the current progress that I have made for putting together the new army lists with the updated profiles that have already been created for the missing models in WotR for Evil Armies.

        Similar to what we did for the Good Armies is in the Post for Part 1/2, I will include the current progress and the lists for each document. Recall that the headers for the colored matrix include:
        • Order Correct
        • Name Correct
        • Points Correct
        • Image Correct
        • Image Text Correct
        • Stats Correct
        • Type Correct
        • Company Size Ranges Correct
        • Wargear Correct
        • Command Correct
        • Special Rules Correct
        • Updated H2Kill Rule Used
        • Monster Striking Order
        • Cavalry Striking Order
        • Cavalry Charge
        • Unique Character/Unique Weapon
        • Heroic Actions Included
        • Epic Actions Included
        • Magic Included
        • Profile Proofread
        • Borders Correct
        Each cell is marked with a Red No, a Green Yes, or a Yellow N/A. If the header item hasn't been implemented or verified it is marked Red, if it is completely correct it is marked Green - and if the profile does not have any applicability to a header (i.e. the profile is not a monster or cavalry) then they are marked Yellow.

        1) Mordor



        Here is a close-up of the profile list on the left:



        As you already know (from the previous post) Mordor's Army List is 100% complete. When finished it turned out be a 63 page document - Mostly due to the large number of Magic Casting Monsters that are included in the Army! Everything has been written and the only remaining thing to do is to create it and secure it via PDF and put it up on the downloads page.

        The current completion status for the 34 profiles within Mordor: 100%

        2) The Fortress of Isengard



        Here is the profile list for The Fortress of Isengard:



        The profiles for The Fortress of Isengard are the next closest set to be ready to be done. There are a few Legendary Formations that need to be completed - including the new Legendary Formation for Sharkey and Worm! Notice that there is also a name change for the Ruffians - to distinguish it from the Legendary Formation that is coming. I'm fairly certain that this one will be the next one to have its post put up for the purple profiles.

        The current completion status for the 29 profiles within The Fortress of Isengard is: 100%

        3) The Misty Mountains (Moria)



        Here is the profile list for The Misty Mountains:



        This Army List still has a ways to go - and has the majority of impacts for new profiles (including Smaug and Gollum, Riddler in the Dark - necessitating the name change in Mordor's Army List). Once this is done in conjunction with the Dwarf List - everyone will be pretty excited, I'm sure. Actually, it's been a while since I've done the Audit on this list ... it is actually mostly likely further along than this is indicating - because I know that Durburz and Druzhag's profiles are both complete.

        The current completion status for the 26 profiles within The Misty Mountains (Moria) is: 16%

        4) The Fallen Realms



        Here is the profile list for The Fallen Realms:



        The Army List for the Fallen Realms is complete! It has been updated with a full set of profiles that existed in SBG but had been omitted from WotR..

        The current completion status for the 38 profiles within The Fallen Realms is: 100%

        5) Angmar



        Here is the profile list for Angmar:



        This is another list that required a lot of new profile updates. The only reason that this one is so "incomplete" is just due to the fact that there are so many new profiles to be added to this Army List. The updates that have been made make Angmar a more "smart-person" type of Army ... it will require a lot of anticipation for enemy movements and puts more emphasis on the importance of Priority.

        The current completion status for the 33 profiles within Angmar is: 100%.

        So, there we go - keep you eyes peeled for more updates coming soon!! It is definitely getting exciting!










        LINKS TO OTHER PARTS OF THE SBG TO WOTR CONVERSION SERIES

        1. Describing the Process [Part 1/13]
        2. Creating the Full List of Needed Profiles and Assigning WotR Armies [Part 2/13]
          1. Status Update for Progress on Profile Creation and Army List Document Writing - Good Armies [Part 2a/13]
          2. Status Update for Progress on Profile Creation and Army List Document Writing - Evil Armies [Part 2b/13]
        3. Extending the Gondor & Arnor List [Part 3/13]
        4. Extending The Kingdom of Rohan List [Part 4/13]
        5. Extending The Elven Kingdoms List [Part 5/13]
        6. Extending The Dwarf Holds List [Part 6/13]
          1. Sneak Peak at the Profiles for Thorin [Part 6a/13]
          2. Common Formations [Part 6b/13]
          3. Legendary Formations [Part 6c/13]
          4. Epic Heroes [Part 6d/13]
        7. Creating The City of Dale List [Part 7/13]
        8. Extending The Forgotten Kingdoms List [Part 8/13]
        9. Extending the Mordor List [Part 9/13]
        10. Extending The Fortress of Isengard List [Part 10/13]
        11. Extending The Misty Mountains (Moria) List [Part 11/13]
        12. Extending The Fallen Realms List [Part 12/13]
        13. Extending the Angmar List [Part 13/13]
          1. Common and Rare Formations [Part 13a/13]
          2. Legendary Formations [Part 13b/13]
          3. Epic Heroes [Part 13c/13]


          Tuesday, September 8, 2015

          WotR Magic - Updates to the Rules for the Spells of Ruin [Part 4/7]

          The Spells of Ruin are strictly evil (even though it appears in the Good Army list for Saruman - I still consider him to be "Evil"). Here is the list of Magic Users that have access to the Spells of Ruin:


          Furthermore, the spells of Ruin are the only spell set that have an Epic Action associated with them as well.



          Here are the list of Epic Heroes that have access to the Epic Ruination Special Rule:


          Here are the updates to the Spells of Ruin - first for Spell Mastery 1 Magic Users and then 2+ Users:



          Notice that the Tremor Spell has been changed from formation to company and specifies the measurement distance from being measured from the spell caster's base.












          Thursday, August 6, 2015

          The Fortress of Isengard Epic Heroes' Special Rules [Part 7/10]

          The last army on the list is The Fortress of Isengard. Isengard has an interesting "problem" with the fact that Lurtz has the same Epic Action "Mighty Blow" that exists in Gondor & Arnor. Notice that those have been reconciled and both have been updated to be a single rule that applies to the company in which the Hero is located. Likewise, with Thrydan Wolfsbane - he has the "Bestow Wargbane" special rule which makes absolutely no sense to include for an anti-Rohan hero. For that reason he has been also given the "Bestow Manbane" rule to reflect his true anti-Rohan nature and  make him useful for more than just fighting against a single other army. There are only 4 Epic Heroes in the list, so the list isn't extremely long - but regardless, here is the applicability list for Isengard:


           
          So, there it is ... If we look at the applicability column, it is interesting to see that the following spread exists:
          • Only the Hero - 3/25
          • Hero's Company - 5/25
          • Hero's Formation - 9/25
          • Target Enemy - 4/25
          • All Friendly Formations within Range - 4/25
          • Target Friendly Hero - 0/25
          One thing that stuck out to me is: None of the Isengard Epic Heroes have Bestow Terror. I guess they just are not scary enough to be terrifying!










          LINKS TO OTHER SPECIAL RULE EVALUATION POSTS
          1. Gondor & Arnor Epic Heroes' Special Rules [Part 1/10]
          2. The Kingdom of Rohan Epic Heroes' Special Rules [Part 2/10]
          3. The Elven Kingdoms Epic Heroes' Special Rules [Part 3/10]
          4. The Dwarf Holds Epic Heroes' Special Rules [Part 4/10]
          5. The Forgotten Kingdoms Epic Heroes' Special Rules [Part 5/10]
          6. Mordor Epic Heroes' Special Rules [Part 6/10]
          7. The Fortress of Isengard Epic Heroes' Special Rules [Part 7/10]
          8. The Misty Mountains (Moria) Epic Heroes' Special Rules [Part 8/10]
          9. The Fallen Realms Epic Heroes' Special Rules [Part 9/10]
          10. Angmar Epic Heroes' Special Rules [Part 10/10]

          LINKS TO OTHER UNIT COST ANALYSIS POSTS

          Monday, March 23, 2015

          WFMC - After 3 Weeks Continuing to Come Together… Now With Configuration Selection Capabilities [Part 3/11]

          It has been another 3 weeks of squeezing in 30 minutes to 1 hour a night - literally coding myself to sleep, trying to make more progress on WFMC (WotR Formation Movement Calculator). Over that time, there has been a lot of refining happening to the core functionality - and it continues to get better-and-better. There really is a pleasure that comes with creating something from scratch and seeing it come together.

          WHERE WE LEFT OFF WITH PART 2/10

          Here is what the application looked like on the 6th of March 2015. Where we left off with it from the Part 2/10 post is shown below:


          To recap the state of WFMC on the 6th of March, I had created the workflow by disabling controls and then re-opening them as other controls were populated. I also had the OpenGL View displaying a generic formation of configuration 3x2 comprised of 6 companies. However, there were several controls that were hard coded (for example the number of companies) and the checkboxes that adjust move value were functional - but did not provide their bonus or penalty to the Remaining Move Value. I had set a goal to get the Formation Configuration combo box operational and use that to draw to the view. About 2 to 3 days into work, I ran into a problem where the OpenGL View was not getting any of the information from my controls (e.g., "Infantry" vs "Cavalry" or the number of companies). After working on it for several days, I finally figured out that the problem was that the view from an Xcode perspective wanted the initializer to be - (id) initWithCoder: for the view, where OpenGL wanted the initializer to be - (id) initWithFrame: for the view. I tried every variation of those two, with calls out to "super", and finally after spamming my NSLog with "self's", I realized that the view was actually getting double initialized (one with the global variables and a second without them). Once I got them both in code and called both of them - it miraculously started working and I was able to continue with making progress.

          PROGRESS THAT HAS BEEN MADE

          First off, having the fields disabled really helped with the workflow; however, the dialog still had "Label" in place for the Unit Type and the Move Values, and not only that but the default 3x2 Infantry Configuration was displayed in the view on the right. I went through and cleaned that up first - to make sure that when nothing was selected it looked "clean and nice".


          The Desired Faction combo box is still the starting field, and the only one that is enabled at the start. Clicking on any of the others will result in no functionality. The list still contains the full set of Armies in WotR.


          Once an army is selected from the Desired Faction combo box, the Desired Unit combo box is enabled and allows the selection of the company unit. All the units that have been covered on the blog so far are included in the list as well as several user defined units from SBG (as discussed in the previous post).


          As soon as the Desired Unit is selected, the remaining fields begin to open up. The Unit's Type ("Infantry" vs "Cavalry") is populated based upon the selection, as well as the profile's default Move Value and the maximum number of companies that are allowed for the unit. The number of companies that are included within the formation is initially set to the maximum number of companies that are allowed for the unit (because who wants to take less than the maximum number, right). Likewise, all the checkboxes that have been implemented are now open and available to be checked as well (and as I'll show later apply the appropriate bonus to the Remaining Move Value). The "Hornblower" checkbox is currently enabled for everyone, regardless of Good/Bad affiliation (i.e., the Bad side should have a "Taskmaster" as appropriate) and the rules specify which units can support the upgrade - and that database column has not yet been added ... I suspect this will be one of the next changes that gets implemented.

          The Formation Configuration combo box was disabled 3 weeks ago, but now it is enabled and is populated with the appropriate permutations based upon the current number of companies that are included within the formation (from 2 companies up to 9 companies in the formation). As seen in the image below, the formation of Feral Uruk-hai Warband has 4 companies in the formation (the maximum allowed), so as we have seen in previous posts about reconfiguration, the valid permutations of reconfiguration are 1x4 (column), 2x2 (compact1), 3x2 (compact 2), and 4x1 (line). Finally, the Expended Move Value is set to 0.00", since there has been no adjustment made to the formation's rotation or translation, yet; and the Remaining Move Value is set to the maximum Move Value Characteristic, since none of the modifiers have been checked.


          As I mentioned above, when I selected the Desired Unit and the Unit Type was populated, I was expecting the OpenGL View to get the type ("Infantry" vs "Cavalry"), so that I could draw in the correct dimensions of the "tray" within the view (e.g., 110mm x 60mm for Infantry). I was also using the selection of the Formation Configuration to draw the formation in the proper configuration with the companies within their appropriate locations; however, due to the double initialization of the view, I was getting nothing but a blank view. Once things got working, I was able to draw the formation based upon selection. Below is the formation of Feral Uruk-hai Warband in 1x4 Configuration. I also made it where changing the selection of the Formation Configuration will update the view to the newly selected configuration. So as seen, the formation went from 1x4 configuration, to 3x2 configuration, and finally to 4x1 configuration.


          I haven't put in the math to reconfigure the formation, yet - so as of right now, the reconfiguration costs are "free" (which will be "the way" when the "Use Vanilla WotR Move Limit Rules" is implemented and checked). Everything else is still fully functional - the formation can still rotate, and translate. One other thing that has changed is the math to calculate the distance for translational movement. The Expended Move Value used to use the full x-translation and full y-translation values for calculating - and not the resultant hypotenuse of the right triangle. This made translations usually 2x as expensive as they should have been, so the math has been updated to use the square-root of the sum of the squares. (/pushUpNerdGlasses) LOL!

          Another thing you can see in the following image is the "At the Double" checkbox is checked. If you look under the view at the Remaining Move Value - you will notice that it now has been updated to include a successful "At the Double" being executed. The others perform their expected adjustment of doubling, tripling, halving, or modifying the base Move Value as appropriate.


          As soon as I began testing all the implemented functionality, I quickly exposed a pretty substantial problem. I could enter the number of companies to be large than the maximum number of companies supported by the selected unit! (oops). When Update was clicked - it drew a nice 4x2 formation comprised of 6 companies ... so at least the View was accepting it - but it still didn't make sense.


          In code I did a check to ensure that the entered value was not larger than the maximum number of companies that the rules specified for the unit. I made it so that when this case is entered and the Update button is clicked, then a warning dialog will pop-up that indicates that the entered value is not valid. Once the OK button is clicked on the warning dialog, then the number of companies is automatically changed back to be the maximum allowed by the unit.


          Similarly, I added a check to make sure that anything less than 1 could not be entered, either. There is another warning dialog that indicates that the minimum number of companies that can be in the formation must be 1 - and if anything less than 1 is entered, when OK is clicked on the pop-up, the number of companies is then automatically changed to be 1.


          Something to note about the number of companies being 1 ... Notice that there is technically no Formation Configuration associated with a single company in the formation; hence, the combo box is blanked out and disabled and the View, of course, is updated with the single company.


          Similarly, when the Reset Round button (on the bottom right) was clicked, the intent of this button was to return all the checkboxes, combo boxes, number of companies and movement slider positions back to the value that was committed at the end of the previous round. If there was a substantial amount of changes that were made during the round, and the Reset Round button was accidently clicked (instead of say the End Round button - which would commit the changes for the current round), it could be really frustrating to have to recreate all the modifications again ... Because of that reason, I added a warning dialog on the button to confirm the "delete" - to make sure that this was truly the intended operation. The Cancel button doesn't make the changes, and the OK button resets everything back to the previous round's end state.


          Everything else works as expected. Here are a few other screenshots of various units in various configurations:




          WHERE TO GO FROM HERE

          So, there we have it. The goals that I have for the next few weeks include:
          • Hornblower/Taskmaster applicability to units based upon upgrade capabilities.
          • Add the math to do the reconfigurations
          • Add the math for rotation based upon configuration dimensions
          Stay tuned, I'll post more updates as it continues along.



            LINKS TO OTHER PARTS OF THE WFMC PROGRESS SERIES


              LINKS TO OTHER PARTS OF MOVEMENT TYPES AND LIMITS SERIES




              • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised of 2-3 Companies [Part 11/23]
              • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised for 4 Companies [Part 12/23]
              • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised of 5 Companies [Part 13/23]
              • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised of 6 Companies [Part 14/23]
              • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised of 7 Companies [Part 15/23]
              • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised of 8 Companies [Part 16/23]
              • Movement Types and Limits Series - Reconfiguration Movement of Infantry Formations Comprised of 9 Companies [Part 17/23]
              • Movement Types and Limits Series - Cavalry Movement Example 1 from Page 33 of WotR Rulebook Analysis [Part 18/23]
              • Movement Types and Limits Series - Cavalry Movement Example 2 from Page 33 of WotR Rulebook Analysis [Part 19/23]
              • Movement Types and Limits Series - Cavalry Movement Example 3 from Page 33 of WotR Rulebook Analysis [Part 20/23]
              • Movement Types and Limits Series - Reconfiguration Summary of Cavalry Formations by Company Size [Part 21/23]
              • Movement Types and Limits Series - Cavalry Restrictions of Reconfiguration by Formation Name Summary [Part 22/23]
              • Using WFMC to Verify Movement Examples [Part 23/23]