Tiger I counter represents
a single unit on the map.
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During the course of a player's turn, they will move these counters around the map in order to tactically gain an advantage over their opponent's units, and then firing upon the enemy until the scenario is over.
Counters are great, but the real meat and potatoes of this game are each units "Data Card". Data cards are the life and blood of each unit, describing their properties, offensive capabilities and defensive protection.
Data card for the German Tiger I. |
We won't get into the greasy details of the cards for the moment. For now, we'll just say that these data cards are one of the primary reasons I thought I might try to pull this project off. If you analyze each card long enough, it becomes clear on how you might represent the information in an object-oriented way.
Each unit has a variety of defined properties, such as:
- Speed
- Bog modifier
- Size
- Turret turn rate
Each unit also has data that can be represented as lists:
- List of ammunition types
- List of gunnery ranges
- List of armor piercing damage
- List of defensive data
We'll get into each of these in due time.
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