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designer_workshop:modeling_language

WarGear Modeling Language

(Original idea from Ozyman - Original Forum Discussion)

If you're working with someone on a complicated board design and are finding it difficult to describe (or understand) the way to set things up, or even if you're just trying to piece together a tricky way to use Factories all by yourself, give the WarGear Modeling Language a try.

It doesn't have to be pretty. Scribble it out, scan it, and then post it on the board's Wiki.

Check this out if you want to see them in action on a Wiki.

Territory and Border Basics

* Mods to Territory Attributes can be included inside the territory.
* If there's a common system of mods that is found across numerous territories, a special footnote character can be included in the territory.

Treatment of Continents

Learn about how Factories work here.

Types of Factories

T-28 (dotted) above is a Token Territory. (proposed)
Click here to learn more about Auto-Neutral

Horizontal and vertical paths are preferred because of left/right and up/down conventions.

Border Drawing Conventions




Lines that intersect ignore each other.

In this modes T30 borders T32, and T31 borders T33 ONLY.

T31 does NOT border T32


..and while this is an acceptable way to connect them all..










..this is much more efficient.

Note with the last example simple dice modifiers can be included when they apply to all attacks going to that territory, but the previous example might be necessary to use if more complex dice modifiers are involved.

This is even more efficient if these four do not border any other territories.

Short Cuts

Sure, why not?




Here is an example of a 24 x 3 array (72 factories), where each of the three player territories put a single unit on any named territory that they control.

Appendix?

WG Map Element is represented in the WGML with
Territory, Disabled Circle
Territory, Enabled Square
designer_workshop/modeling_language.txt · Last modified: 2013/10/26 09:33 (external edit)