Hi everybody!

I'm contemplating putting together a module for Richard Berg's Druid: 
Boudicca's Rebellion.

BGG link: http://www.boardgamegeek.com/game/5038

Two sticking points exist for PBEM play, one about hidden movement and one 
about movement interception. For the benefit of clarity the rules regarding 
each are listed below:

**********
6.6 Hidden Deployment and Movement
This rule requires a bit of honesty and some minor bookkeeping, but greatly 
adds to the flavor and historicity of the game. It also helps the Briton player.
(6.61) Only Briton units may use hidden deployment and movement.
(6.62) Any Briton unit in a forest or wooded hills hex may use hidden movement, 
as long as it stays in the forest or wooded hills hexes. ANY time a unit moves 
into a hex which is not forest or wooded hills, it must be placed back on the 
map.
(6.63) If a Briton stack enters a forest hex and decides to use hidden 
movement, place a numbered Hidden Briton marker anywhere in that forest, until 
the stack leaves. The Briton player must keep track, on paper, of where the 
stack is EACH turn. The Briton units are placed in the Hidden Briton box 
corresponding to the number on the counter. (andrew's note - this is on the 
edge of the map)
If another stack later hides in the same forest, its counters are put in the 
same box, though its movement must be plotted separately.
(6.64) Movement costs for hidden movement are greater than for normal movement.
(6.65) Use of hidden movement does not affect a stack's ability to intercept.
(6.66) If a Roman stack moves into a forest hex in which a Briton unit is 
hidden, the Briton player must inform the Roman player, which is where honesty 
is required. This is an automatic combat. However, the Roman player subtracts 2 
from his combat DR for the first round.
(6.67) Briton stacks may remain hidden indefinitely as long as they remain in 
forest hexes.
**********

and now interception
**********
7. Interception
Interception allows the non-moving player to react to enemy movement during the 
enemy player's segment of the Operations Phase by "intercepting" and attacking 
his moving units. The ability of a stack of units to intercept and attack an 
enemy stack while it is moving depends on its location as well as whether it 
includes cavalry. Interception is always a voluntary action, and it is only 
undertaken by the player that is not moving.
7.1 Interception Range
(7.11) blah blah 3 hex max range
7.2 Mechanics of Interception
Whenever a stack enters the interception range of enemy units, it has a chance 
of being intercepted. If he chooses, the non-moving player announces his intent 
to intercept and expends one Operations Point. Some unit checking is done, a 
die is rolled against a CRT to see if the interception is successful, if not 
successful units continue moving, if successful intercepting units move to 
enemy hex and combat begins.
**********
I summarized the hell out of the second one, Richard got a little carried away 
with the words necessary to get the point across.

So basically what I'm asking for, is suggestions on how to implement either 
rule feature so that PBEM play could be done smoothly. The hidden movement and 
deployment is actually an optional rule, but it adds so much to the game that 
it'd really be a shame to have to leave it out. Is there any way to make Briton 
counters "disappear" for the other player when they enter special hexes?

And regarding interception, is there any way to set up some sort of trigger 
action? For example, at the end of my phase as the Briton player could I select 
a stack and set it to "Intercept" and then during the Roman phase if a Roman 
stack is moved within range the module will recognize this and automatically 
inform the Roman player that an interception is being attempted?

My knowledge of the workings of VASSAL is thus far limited solely to what I can 
get out of the GUI and I have a feeling the answers to my questions would 
require direct code modification if even possible?

I am open to any and all suggestions. I enjoy this game a great deal and would 
like to try and VASSALize it without compromising too much of what makes it so 
fun to play! :-/

Thank you everyone, that was certainly a wall of text!

-Andrew Heath

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