The first installment of the Combat Patrol series is set in the fields and villages of France and Germany in 1944-45. That game is now firmly in the hands of the developer Neil Randall and approaching completion, I have begun work on the second game - this time based in the cities and towns of the eastern front.

In this playtest scenario a group of Russians are held up in the Shoemakers shop as a German Pioneers move into clear the building.

Below is the first draft mapboard (note there are still quite a few artifects on this playtest map and is only indicative of the finised artwork.)




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Comment by Eric Walters on February 20, 2010 at 5:21pm
I'd think you'd want to transcend previous treatments, and not just with the infantry system. Consider leaving out the door symbology the way you have it, and creating counters/markers that show whether the doors are open or shut. I do like the broken glass shown on the diagram, by the way! Regarding furniture, consider baking ovens in the bakery, , retail counters, workshop machinery--anything that is so heavy it can't be moved be printed on the map. Tables, chairs, shelving, etc. can be a counter. Idea is that you can use the furniture as cover, barricade doors, etc. Consider overlays for vehicle/streetcar wreckage outside, etc. Think also about being able to vary wall thickness and construction from scenario to scenario, particularly interior walls...maybe I can shoot through them to hit someone on the other side if they are thin enough? Etc. I love the artwork--never thought cityfighting could look so good.
Comment by Dave Murray on February 20, 2010 at 1:27pm
Hi Eric here is a small sample with the windows added and a bench - I think this is about as much detail as the map can handle.

Comment by Dave Murray on February 20, 2010 at 12:02pm
Hi Eric - the windows are not in yet but they will be there in the end.

There will also be some furniture in rooms, but not much some tables and benches mainly. This is still a work in progress so I am very happy to receive criticisms and/or suggestions.
Comment by Eric Walters on February 20, 2010 at 10:24am
City artwork definitely evocative. But still very sterile--rooms devoid of furniture, wreckage, etc. More trouble than it's worth to incorporate, for sure, but these are things that matter a great deal in real life. Where are the windows? Oh, broken glass is another wonderful thing to have to contend with. But for a man-to-man scale game, we can live with the abstractions in this. The problem of limited intelligence (i.e., how many people are in that room we want to get into) is always the kicker. Still, some of us miss our old SNIPER! and FIREPOWER! games...this one looks to be just as fun.

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