Battle Analysis Modules


 
Moving: click on counter to start move, click on map to move
terrain:
map

The Hexagon Library uses analytical geometry on a cartesian coordinate system to calculate range, bearing and line of sight.

Hexagons are located by a (x,y) coordinate (). The hexagon name is calculated .


Project Steps:

  1. Library: Hexagon Library: hexagon math for unit placement, range, bearing and line of sight.
  2. View: HTML web display
  3. Controller: Route events and updates
  4. Controller: Battlefield: display wargame map and counters and record mouse events.
  5. Controller: Commands: process mouse events into wargame commands.
  6. Controller: Rules: process commands using rules
  7. Controller: Calculators: special rules concerning movement, combat, and victory
  8. Model: Data: Order of Battle and terrain data.



The principles of War: Carl von Clausewitz

P = N * Q * V

N represents the number of troops in the force, which are the counters.

Q is the fighting quality of the troops, which is the attacking and defending strength values.

V is the variable factors reflecting the combat circumstances, such as the terrain effects.

Force (N * Q) counters to represent the force size (N) and the unit's stength (Q).

Terrain (V) affects the unit's movement (TEM) and it's combat effectiveness (TEC) (V).