My personal intention was to bring the Tabletop Wargame to the MTW2 engine. There is extra material in the wider world that will help to fill in the campaign and add details the wargame misses out... but the core of the mod is combat, and the core combat is the wargame.
We need a degree of flexibility all round, since the game engine puts limitations on what can be done, and the complexity of some elements will be limited. When it comes to unit availability, we will have to lean towards the wargame. I want to give the thing a good balance..so again, if units are too powerful, then they will be necessarily hard to recruit and expensive to retain.
I am aware, naturally, that the wargame does not have the depth of info..which is where other source material can be drafted in. After all, all you were doing was building a force from your stock of miniatures to an agreed count of army-points. That does not translate to a campaign ( but is exactly what you do in a custom battle )
The fine detail of the balance of units, cost and availability will be something we go over in detail when we balance the game up ... and playability will make it clear how good we got it!
Right now, there is room for plenty of opinions, and plenty of information. The right and wrong of it will be proven when the thing is more playable.
Priority now is deciding what units we need to build, what variations of the models are needed to fill out the ranks, and how we are going to work the recruitment/build/tech trees to best reflect the ethos of ht egame and hte mechanics of the engine.
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