Showing posts with label Movement Limits. Show all posts
Showing posts with label Movement Limits. Show all posts

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

      Monday, March 28, 2016

      Movement Types and Limits Series - Reconfiguration Movement of Infantry Formations Comprised of 6 Companies [Part 5/23]


      This post will cover formation that are comprised of 6 infantry companies and will provide images to help determine the proper initial and final location of companies while undergoing the reconfiguration and provide the movement costs associated with the movement.


      WARNING: THIS IS GOING TO BE A LONG POST FOR THE VARIOUS PERMUTATIONS OF CASES THAT NEED TO BE COVERED!


      So, it appears that Company 6 has the furthest move distance, this means that to reconfigure from Line (6x1) configuration to compact 1 (5x2) configuration would require a move distance of 13.21".


      So, it appears that Company 5 has the furthest move distance, this means that to reconfigure from Compact 1 (5x2) configuration to compact 2 (4x2) configuration would require a move distance of 8.98".


      So, it appears that Company 4 has the furthest move distance, this means that to reconfigure from Compact 2 (4x2) configuration to compact 3 (3x2) configuration would require a move distance of 8.98".



      So, it appears that Company 6 has the furthest move distance, this means that to reconfigure from Compact 3 (3x2) configuration to compact 4 (2x3) configuration would require a move distance of 8.98".



      So, it appears that Company 6 has the furthest move distance, this means that to reconfigure from Compact 4 (2x3) configuration to column (1x6) configuration would require a move distance of 8.31".


      So, it appears that Company 5&6 have the furthest move distance, this means that to reconfigure from Line (6x1) configuration to compact 2 (4x2) configuration would require a move distance of 8.98".

      

      So, it appears that Company 6 has the furthest move distance, this means that to reconfigure from Line (6x1) configuration to compact 3 (3x2) configuration would require a move distance of 17.48". This means that a formation with a move value of 6" would require a Heroic Move to perform this reconfiguration move.


      So, it appears that Company 5&6 have the furthest move distance, this means that to reconfigure from Line (6x1) configuration to compact 4 (2x3) configuration would require a move distance of 9.87".



      So, it appears that Company 6 has the furthest move distance, this means that to reconfigure from Line (6x1) configuration to Column (1x6) configuration would require a move distance of 17.56".


      So, it appears that Company 5 has the furthest move distance, this means that to reconfigure from Compact 1 (5x2) configuration to compact 3 (3x2) configuration would require a move distance of 13.21".


      So, it appears that Company 5 has the furthest move distance, this means that to reconfigure from Compact 1 (5x2) configuration to compact 4 (2x3) configuration would require a move distance of 9.87".



      So, it appears that Company 5 has the furthest move distance, this means that to reconfigure from Compact 1 (5x2) configuration to Column (1x6) configuration would require a move distance of 12.82". Again, this would require a Heroic Move to accomplish this reconfiguration for a formation with a move value of 6".


      So, it appears that Company 3&4 have the furthest move distance, this means that to reconfigure from Compact 2 (4x2) configuration to compact 4 (2x3) configuration would require a move distance of 4.93". It is interesting to note that this is the only reconfiguration for 6 infantry companies that does not require an "At the Double" or Heroic Move.



      So, it appears that Company 4 has the furthest move distance, this means that to reconfigure from Compact 2 (4x2) configuration to Column (1x6) configuration would require a move distance of 11.19".



      So, it appears that Company 6 has the furthest move distance, this means that to reconfigure from Compact 3 (3x2) configuration to Column (1x6) configuration would require a move distance of 10.39".


      SUMMARY (for Infantry Formation Comprised of 6 Companies with Move Value of 6")
      





      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]

        Tuesday, March 15, 2016

        Movement Types and Limits Series - Reconfiguration Movement of Infantry Formations Comprised of 5 Companies [Part 4/23]


        After reviewing several of the older posts for reconfiguring formations, I noticed that the images that were included with the 5 Company reconfigurations were "off". As such, I've decided to revisit this thread of posts and continue to provide clarification and calculations. This post will deal with  Infantry Formations that are comprised of 5 Companies and their associated permutations of reconfiguration and the movement cost associated with those reconfigurations.


        WARNING: THIS IS GOING TO BE A LONG POST FOR THE VARIOUS PERMUTATIONS OF CASES THAT NEED TO BE COVERED!



        For Case 5-1 it appears that the worst case movement is Company 5. So reconfiguring in this fashion would require a Move of 8.98".




        For Case 5-2 it appears that the worst case movement is Company 4. So reconfiguring in this fashion would require a Move of 8.98".




        For Case 5-3 it appears that the worst case movement is Company 3. So reconfiguring in this fashion would require a Move of 4.93".





        For Case 5-4 it appears that the worst case movement is Company 4. So reconfiguring in this fashion would require a Move of 6.41".






        For Case 5-5 it appears that the worst case movement is Company 5. So reconfiguring in this fashion would require a Move of 13.21".




        For Case 5-6 it appears that the worst case movement is Company 5. So reconfiguring in this fashion would require a Move of 9.87".




        For Case 5-7 it appears that the worst case movement is Company 5. So reconfiguring in this fashion would require a Move of 12.82". Oh, now this is interesting ... This means that for a Formation that has a Move Value of 6" the only way to perform this type of reconfiguration in a single round would be to expend Might and perform a Heroic Move.



        For Case 5-8 it appears that the worst case movement is Company 3 or 4. So reconfiguring in this fashion would require a Move of 4.93".




        So, for Case 5-9 it appears that the worst case movement is Company 4. So reconfiguring in this fashion would require a Move of 11.19". For a Formation with Move Value 6" this is still barely doable with an "At the Double!".
        



        For Case 5-10 it appears that the worst case movement is Company 5. So reconfiguring in this fashion would require a Move of 8.31".





        SUMMARIES (for the 5 Company Formation)


















        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]


          Friday, July 3, 2015

          WFMC - Calculating the Translation Distance for Vanilla WotR Rules of Movement [Part 9a/12]

          While writing up the code within WFMC for the Vanilla WotR rules it became very obvious very quickly that the rules for the basic movement within WotR require a lot of computations to allow the expended Move Value to be calculated. I'm going to go through some of what was required within this post - and hopefully it will clear up any confusion about the way that it works within the rule set. In fact, I suspect that a lot of players actually take for granted the amount of work required to determine the actual move distance during the Move Phase of the game (and because of such do a very sloppy job at it and take full advantage of the "forgive others during the Move Phase advice within the book).

          To start, let’s consider a formation in 3x2 Configuration comprised of 4 Infantry Companies that do not change configuration, but simply translate and rotate. We will calculate the Expended Move Value under the Vanilla WotR Rules and show how this is accomplished. This is technically the “simple case”.
          Here is how the rules read in the rulebook for measuring distance under translation and rotation:


          Here is the section on Measurement Etiquette:


          Here is our goal – we want to find the corner of the company within the formation that has moved the greatest distance and use that as our Expended Move Value for the entire formation:



          Notice that everything is measured with respect to a Cartesian Coordinate Axis, and the only thing that matters when determining the Expended Move Value is the corner of one of the companies within the formation that traversed the greatest distance.
          The first natural question is: How do you know which corner has traversed the greatest distance? And the short answer is: You don't unless you measure each of them individually, compare them, and determine the maximum.


          Then of course the follow-up is: Well, if I’ve already moved all of my Companies within my Formation and I’ve moved “too far” … how do I know where to return them back to accurately to re-do the movement?
          EXACTLY!
          Let’s go through the math necessary to calculate the maximum traversed distance for the formation to show you how it is getting calculated it in WFMC (and how each of us should be calculating it during the Move Phase when we are playing an actual game).







          Clear as mud? If that does not make you want to go break out all the miniatures and play a game – I don’t know what will!
          This quickly becomes a ton of information to keep track of for a single Move Phase of a single Formation, so in order to ensure that the numbers I got were correct (and to validate the output from WFMC) I put together a spreadsheet to help to calculate all the values.




          Let’s see if adding some pictures of what is actually going on will help to clarify things a little more.

          Formation Width, # of Companies & Formation Type are the initial Inputs in order to look up within the database the offsets for the corners or each company within the formation.



          Here is the Formation that is comprised of 4 Companies in 3x2 Configuration at its Initial Position relative to the Coordinate Axis Frame. We have been identifying this as the “Baseline Position” within WFMC.


          The “Initial Position” (i.e., Baseline Position) is determined relative to the (0, 0) point of the Coordinate Axis Frame by means of the 3 sliders: Rotation Angle, X Position, & Y Position.







          OK, I need a short break - but I want to get this posted. I'll break this Part 9/11 into a Part 9a and Part 9b and continue more with this as I have time over the next few days .... stay tuned ... you can see that this is going to be great, right?

















            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