Thursday, March 12, 2020


Tiger I counter represents
a single unit on the map.
Each tank (or unit) is represented by a counter. Players have a number of counters that they command. Each counter contains various pieces of important information, including whether the vehicle has tracks, halftracks or wheels, as well as the speed of the unit across roads, paths and open country.

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:
  1. Speed
  2. Bog modifier
  3. Size
  4. Turret turn rate

Each unit also has data that can be represented as lists: 
  1. List of ammunition types
  2. List of gunnery ranges
  3. List of armor piercing damage
  4. List of defensive data

We'll get into each of these in due time.

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