Christian Holm Christensen
- Module:Afrika Korps
- Module:Battle for Moscow
- Module:Battle of the Bulge - Smithsonian Edition
- Module:D-Day - Smithsonian Edition
- Module:First Blood: The Guadalcanal Campaign
- Module:Gettysburg - Smithsonian Edition
- Module:Outdoor Survival
- Module:Port Stanley: Battle for the Falklands
- Module:Strike Force One: The Cold War Heats Up – 1975
- Module:The Drive on Metz, 1944
Some categories I contributed to
I use LATEX for most of my stuff. I have developed package for LATEX called wargame to build traditional Hex'n'Counter board wargames. The package is geared toward creating Print'n'Play games, for example First Blood, Kriegspiel, and Battle for Moscow. To see publicly available implementations, go to
- LATEX wargame group page on GitLab
Another feature of the wargame package is that it allows you to export the game to a (draft) VASSAL module. This means that you define your game components (pieces, boards, charts, etc.) in one place (in LATEX) and then create a Print'n'Play PDF, and, via a Python script, export to a VASSAL module. Out of the box, the VASSAL module will contain the basics - pieces, boards, and charts, and the rules attached as PDF. Grids and zones will be automatically defined on the boards, and slots created in OOBs.
To finalise the module, a developer can edit the module in VASSAL's module editor, or provide a Python script to do the final set-up, such as tweaking grids, adding new regions, set-up turn tracker, and so on. Almost anything can be done via a simple API - it is only developer's Python programming skills that sets the limit. For example, some of the modules above feature automatised battle resolutions, resource management, and so on - all accomplished relatively simply via the Python patch script.