WinterMOD playable
- May 16th, 2010
- By Casaubon
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For long time WinterMOD was up our sleeve, the graphics Weewar player Madmike had drawn long time ago were ready to be used, I just put them together with some XMLs, added and changed some terrains a bit to fit the theme better and also added a new unit, the skidoo. 3 maps are ready to be played.
In WinterMOD movement over most of the snowy hexes generally costs more mobility points than on Weewar’s normal looking hex-fields. Here comes the skidoo in play. It is very fast, even faster, if it goes over snow or deep snow than the hovercraft unit, but it is hardly stronger in combat than a normal trooper. Still the cost of more than double a trooper’s price is worth it, as we all know it is crucial to reach a neutral base faster than your opponent. And you will love its additional move ability that enables you to go one hex further after having moved or attacked already, same as aircraft units can do but even including a possible capture! The other units kept their combat values but their mobility was rebalanced slightly to make the new terrains more difficult to pass.
The terrains stayed in the principles of Weewar, mountains, woods and swamps have the same combat modifiers, only the graphics changed to winter style, plain is called snow now.
Desert was replacd with Deep Snow, all land units getting stuck in there suffer a decrease of attack and defence of -1.
Completely new is the ice hex, imagine an ice layer that is not too thick, enabling some land and some sea units to enter the same tile which is quite unique. It has these effects on units:
- Heavy HARD units (with low mobility) cannot enter ice, because they could brake it and drown. Light & fast HARD units are okay.
- SOFT units can cross ice but suffer -2 defense as there is no cover on it.
- Light SPEEDBOATS can not enter and heavy BOATS need 1 turn to brake their way through 1 hex of ice (very high mobility cost). HOVERS are not affected and move like on water.
- SUBS cannot stop on ice but they can dive beneath it, if they can reach an open water hex behind the frozen water.
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Also new is the blizzard hex. I had that idea as I’ve been playing an Antarctica map on Weewar with Rahl and Norami, where void tiles were placed to represent the hostile environment. I didn’t like the void which was
looking like holes in the map and came up with the blizzard idea instead. This hex does a lot to your units’s stats, it raises defense +10 and lowers attack -10, costs much mobility and air units may not stay on the hex but only go through it.
Basically the mod is not very different to the Weewar rules and feel, the only main changes are the lower mobility, the skidoo and ice. Feel free to expand it or modify it further if you’d like to, it will be downloadable soon.








