Miscellaneous beach invasion graphics

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El_Condoro
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Miscellaneous beach invasion graphics

Post by El_Condoro »

I am doing an Operation Dragoon/Anvil scenario and will do a D-Day scenario after that and it has become obvious that there is a lack of graphics for units involved on the beaches. I have seen some of these around and will keep hunting for them but has anyone done or in the process of doing graphics for:

mines (I'm sure I've seen these somewhere!) *
sea mines *
tank traps (concrete blocks)
steel girder traps (the ones from the opening scene of Saving Private Ryan!)
timber spikes (for tearing the bottom out of landing craft)
Atlantic Wall style gun emplacements
raised beachfront pill boxes (again like in SPR) *
lengths of barbed wire and entrenchments
other good beach invasion stuff...

I know that the scale of PzC is not the best for detailed beaches (the 1 hex range is the main hindrance) but some of these for aesthetic purposes would be great.

Cheers
EC

[Edit]: * I found that Puma has done some great fortification and mine graphics here.
bebro
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Re: Miscellaneous beach invasion graphics

Post by bebro »

I have sea and land mines, though the latter look somewhat similar to Puma's.

Also some coastal guns, but they're made explicitly after Japanese models, so dunno if you find them fitting for Europe. However, if you want I attach them, the mod is out soon anyway.

I remember kerloc has also a twin coastal gun in his Soviet unit pack, maybe you like this.
VPaulus
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Re: Miscellaneous beach invasion graphics

Post by VPaulus »

Like these?

Image
HBalck
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Re: Miscellaneous beach invasion graphics

Post by HBalck »

I dont like it - no shadows, the scale and texture.

Now we need new programmable slots for all this pads - than I will give it to you in 30 min in 3D.

Here is one pad of my early Africa Corps obstacles:
Image

H.Balck
Last edited by HBalck on Sat Mar 24, 2012 10:46 pm, edited 1 time in total.
El_Condoro
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Re: Miscellaneous beach invasion graphics

Post by El_Condoro »

That's the sort of thing I was thinking of but to fit the scale of PzC they would probably need to be a new kind of coastal tile rather than fill their own tile. That's a while new problem, of course. If they fill their own tile they would need to be able to be placed on a sea hex and look like they're part of the beach. They couldn't really be a unit because then they would need to be destroyed for even infantry to get past.
VPaulus
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Re: Miscellaneous beach invasion graphics

Post by VPaulus »

El_Condoro wrote:That's the sort of thing I was thinking of but to fit the scale of PzC they would probably need to be a new kind of coastal tile rather than fill their own tile. That's a while new problem, of course. If they fill their own tile they would need to be able to be placed on a sea hex and look like they're part of the beach. They couldn't really be a unit because then they would need to be destroyed for even infantry to get past.
They were mere examples. I never thought of them as units, but rather to add to them to the LayerStations.png. They are just scenic and you can apply them over any tile sea, sand, hill, whatever.
I agree that would work better graphically speaking, if they were in a tile of their own. But tiles are not my cup of tea. :)
El_Condoro
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Re: Miscellaneous beach invasion graphics

Post by El_Condoro »

As stations or overlays would be great. More aesthetic than anything, although being able to create some sort of beach terrain type would be good.
nikivdd
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Re: Miscellaneous beach invasion graphics

Post by nikivdd »

Those obstacles were used to damage the enemy or at least slow them down, a kind of defensive structure.
Instead of making it purely graphical as a part of the overlay, why not make units out of them.
Those would have no offensive capabilities nor movement points but only defensive parameters like for ex.
HA -6 and SA -2.
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El_Condoro
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Re: Miscellaneous beach invasion graphics

Post by El_Condoro »

What will attack them, though? Units in sea transport are unable to and capital ships shelling them and aircraft strafing seems a bit strange (maybe?). The only other option is from an adjacent beach hex - I think that would slow down invasion scenarios too much. Another option would be to have a coast/beach hex overlay with a swamp terrain type - movement is restricted and the unit is vulnerable to attack. There still needs to be some sort of graphical image, though. Perhaps we should try both approaches and see what they're like to play.
nikivdd
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Re: Miscellaneous beach invasion graphics

Post by nikivdd »

El_Condoro wrote:What will attack them, though? Units in sea transport are unable to and capital ships shelling them and aircraft strafing seems a bit strange (maybe?). The only other option is from an adjacent beach hex - I think that would slow down invasion scenarios too much. Another option would be to have a coast/beach hex overlay with a swamp terrain type - movement is restricted and the unit is vulnerable to attack. There still needs to be some sort of graphical image, though. Perhaps we should try both approaches and see what they're like to play.
Yes, i agree, your approach is alot better than what i had in mind. The "swamp" terrain would slow units down, armoured units would be more vulnerable than infantry units against enemy fire.
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Uhu
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Re: Miscellaneous beach invasion graphics

Post by Uhu »

The AK of DMP has nice mines and tank traps. Maybe if you ask them, they allow to use it. Or you look at them and create a similar one. :)
4kEY
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Re: Miscellaneous beach invasion graphics

Post by 4kEY »

Initiative cap = Minus Something?
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