All posts by bdgza

Update – Memoir ’44 v10.13

Download the latest update to Memoir ’44 now!

Changes:
* Added Jungle Combat card deck
* Added Desert Combat card deck
* Added a chart sheet with default actions for all combat card decks
* Added Through Jungle and Desert series
* Added new scenarios, now over 1,000!
* Added scenarios from the Dutch Open 2017, 2018, and Open de France 2015, 2016, 2017, 2018 tournaments
* Added Operation Crusader campaign and scenarios
* Updated the scenario chooser with new resizable columns
* Split the “Set” column into “Set” and “Tournament” in the scenario chooser. It is now easier to group by set or by tournament for scenarios
* Removed the compendium panels and cards from all scenarios, can now use Zoom & Fit commands to only fit the playable board area
* Compendium cards are now pre-generated for all scenarios and placed in a Help window, all scenarios now have applicable compendium cards
* Added desert camouflage markers
* Added spider markers
* Changed camouflage so any unit from any side can be set to any camouflage marker type
* New graphics for Sandbags, Hedgehogs, and Wire
* New inactive medal spot markers
* New command / card hand indicator style, which also includes optional combat deck type and cards
* Captured medals now have a larger brighter border and a larger flag with multiple colors to select from
* Added new tiles for Road Bend on River, Road on River, and Desert Railway
* Added new nations to the scenario notes: South Africa, Philippines, Bulgaria
* Added a new “hexmap” 3 to 6 player board, and single scenario by “Quit2”
* Added player order indicator pieces (1st, 2d, 3d)
* Added a scenario special rule token to replace the Air Power card with Artillery Bombard
* Added a scenario special rule token to replace the Air Power card with Barrage
* New tile based graphics for Wagon and Locomotive
* Added combat markers to the Locomotive
* Locomotive now uses figure counter to mark damage instead of damage tokens
* Reorganized the Pieces tabs and panels, and the Units tabs
* Moved all “hide layer” commands to a single toolbar submenu
* Added a “show/hide obstacles” toolbar command
* Fixed reported and discovered scenario setup errors
* Fixed the card backs of BT1 deck cards on multi BT deck scenarios
* Renamed Late War SWAs as (SWAs x – xxx – Late War) in scenario notes
* Replaced all mine tokens in all scenarios
* Added new mine tokens from the Through Jungle and Desert expansion
* Reset player command values in all scenarios
* Merged the “Reverse Units” extension into the main module, this extension should no longer be used
* Other fixes and improvements

Update – Memoir ’44 v10.12 “Khalkhin-Gol”

The Memoir ’44 module has been updated to version 10.12. 793 pre-defined scenarios included at time of writing. Everything you need to play any official and SFTF scenario.

What’s new:
* New scenarios added
* Added No Surrender! scenarios (incl. OverThrough)
* Added new multi-map boards for No Surrender!
* Added Dutch Open 2016 scenarios
* Added VE Day scenarios
* Scenario fixes
* Larger scenario preview images
* Added Operation Tempest scenarios and campaign
* Added all components to play scenarios from the Khalkhin-Gol Battle Map expansion
* Moved Combat Card decks from the table into a separate window
* Added the name of each compendium card to the compendium card list
* Added new compendium cards for Armored Car, Tankettes, Jungle Fighters, Deep Frozen Rivers (Dutch Open), Molotov Cocktails, Molotov (Dutch Open)
* Added the new Armored Car and Tankette unit types and badges
* Added a few terrain tiles
* Small modifications and additions to the custom Java code (now on GitHub)
* Added Molotov Cocktails to units and to markers

Update – The Great War v2.0 Released

The Great War (PSC) v2.0 with Tank expansion now available.

Update includes:

* Complete rebuild.
* Added the Tank expansion components and scenarios.
* Fixed the British medal spots, and moved the spots left a little.
* Reduced the size of the cards, and moved the decks left.
* Reduced the size of the decks panel.
* Added draw card and random discard buttons to the hand windows.
* Bolder and larger labels.
* Bolder and larger scenario title label.
* Added 2 more hand windows so it can be played with 2 teams of 2.
* Moving a unit to a medal spot reduces all its figures automatically.
* Added right-click menu item to remove special figure unit.
* The board can be switched between countryside and war torn.
* Added a tank expansion banner for Tank expansion scenarios.
* Added new combined summary charts for units and terrain.
* Terrain tiles have been updated.
* Moved tiles and units to a floating window.
* Renamed the module from “The Great War” to “CC The Great War” because it conflicted with another game module.
* Added a double-width medal bar so there are medal spots up to 18.

Module Update – No Retreat 4! Italian Front 1943-45 v1.2

Module update v1.2 released for No Retreat 4! Italian Front 1943-45, GMT Games ©2015

Italian Front 1.2

** Split the map in 2 parts to make it a little easier on the VASSAL tiler when loading the module for the first time.
** Added Return to Cup to Fort markers
** Added Send to: Reserves/Garrisons/Shattered/Surrendered/Destroyed/Out of Play commands to units
** Added command to Blitz!/Shock! markers to send to German/British/US player hand
** Recreated all the campaign and scenario setups with the new units for the split map.
** Games saved in v1.0 are not compatible with v1.2.

Following on the success of No Retreat! Where the Russian Front of World War II beckons, and then taking the action to the African Front, and then the French Front, game designer Carl Paradis presents the fourth chapter in this game series, No Retreat 4: Italian Front 1943-45.

This game will be using a mix of all the previous No Retreat! game concepts/systems, including some from the solitaire module, to depict this long and grueling campaign with the minimum of fuss and the fastest possible play time. Each turn will represent one or two months (depending on the weather), but not every Turn will see major action! So during Frontline lulls very little combat, if any, will take place but for frontline attrition, so these turns will pass in a speedy manner. When a side decide to go on the offensive then that specific turn will see a series of moves/combat/activations (like was done for NR2); using a variant of the regular No Retreat “Target/Counterblow” rules and markers. The important sea invasions will be shown in great detail, the German fortified positions also, and the long set-pieces battles (like Cassino or Anzio) will be represented correctly without bogging down game play. Like in NR3 “Secret Campaign Plans” will make an appearance, with players vying to attain special high command objectives, thus getting bonus victory points if the game does not end in an early “Sudden Death” and continues to the bitter end.

To make the play surface more easy to use, the long Italian peninsula will be represented by a series of separate maps each showing a part of the battleground. As the frontline moves north or south, players will switch the “play map” map to show the actual areas of operations, thus saving a lot of table space. It will also be possible under certain circumstances for players to actually change sides in the game (keeping their accumulated Victory points): Thus both will be able to get the chance to be on the “attacking side” if wished for; historically the Germans were mostly on the defensive. The Event card system will also be changed a bit, with each card allowing multiple possible effects/events: all the cards will be useful, even when the main event cannot be used because of Strategic Initiative.

New Module – No Retreat 4! Italian Front 1943-45

New module released for No Retreat 4! Italian Front 1943-45, GMT Games ©2015

Following on the success of No Retreat! Where the Russian Front of World War II beckons, and then taking the action to the African Front, and then the French Front, game designer Carl Paradis presents the fourth chapter in this game series, No Retreat 4: Italian Front 1943-45.

This game will be using a mix of all the previous No Retreat! game concepts/systems, including some from the solitaire module, to depict this long and gruelling campaign with the minimum of fuss and the fastest possible play time. Each turn will represent one or two months (depending on the weather), but not every Turn will see major action! So during Frontline lulls very little combat, if any, will take place but for frontline attrition, so these turns will pass in a speedy manner. When a side decide to go on the offensive then that specific turn will see a series of moves/combat/activations (like was done for NR2); using a variant of the regular No Retreat “Target/Counterblow” rules and markers. The important sea invasions will be shown in great detail, the German fortified positions also, and the long set-pieces battles (like Cassino or Anzio) will be represented correctly without bogging down game play. Like in NR3 “Secret Campaign Plans” will make an appearance, with players vying to attain special high command objectives, thus getting bonus victory points if the game does not end in an early “Sudden Death” and continues to the bitter end.

To make the play surface more easy to use, the long Italian peninsula will be represented by a series of separate maps each showing a part of the battleground. As the frontline moves north or south, players will switch the “play map” map to show the actual areas of operations, thus saving a lot of table space. It will also be possible under certain circumstances for players to actually change sides in the game (keeping their accumulated Victory points): Thus both will be able to get the chance to be on the “attacking side” if wished for; historically the Germans were mostly on the defensive. The Event card system will also be changed a bit, with each card allowing multiple possible effects/events: all the cards will be useful, even when the main event cannot be used because of Strategic Initiative.

New Module – No Retreat 2: The North African Front (GMT)

A module for the main game of No Retreat 2: The North African Front is now available for download.(NR2: The Invasion of Crete was already available).

Following on the success of No Retreat: The Russian Front, where the Russian Front of World War II beckons, Victory Point Games’ dynamic duo of game designer Carl Paradis and his trusty developer Alan Emrich have teamed up again to present the second chapter in this game series, No Retreat: The North African Front. This time they take the gaming action to the African Front, from the start of Operation Compass on 8 December 1940, through 1942 to the eviction of the Axis from Libya.

Building on the notion of a card assisted game and death-or-glory victory conditions, No Retreat: The North African Front offers a narrative game rich in the feel for the ebb-and-flow of the campaign, wrapped around an exciting maneuver and combat system that harkens back to the glory days of classic wargaming, but includes all the modern features and plenty of innovations. Unlike other North Africa wargames, there are 5 “mini-maps” located at the various termini of maneuver in the campaign, and where battles are waged as fascinating “mini-games” in their own right. Players try to sweep each map and force the action onto the next one in an effort to push their opponent out of the game.

This Deluxe Edition combines both the original game, featuring Five quick-playing scenarios, a Tournament Game, a Full-Fledged Campaign game, and a Bonus “Invasion of Crete” mini-game, all using deluxe components of “Twilight Struggle Deluxe Edition” quality.

The looming Malta factor is accounted for most assiduously. While abstracted into many aspects of the game, players must always be mindful of Malta being made active (helping the Allies) or inactive (assisting the Axis). The Italian forces have their rightful place in the story unfolding on the game board, and the remarkable paucity of units turns every counter and hex into the kind of wargaming puzzle reminiscent of the glory days of those great contests from the Avalon Hill General magazine.

The use of Supply Point markers, received in a fast, hassle-free way, to seize the initiative, replace losses and recover shattered formations, to light up a map and begin operations there (i.e., conduct player turns on it of maneuver and combat), and then to continue those player turns for another round. Each additional round of player turns must be paid for by another Supply Point, usually spent by the side that feels it is advantageous to press on and keep the opponent hard pressed, recreating simply and effectively the lulls and starts in battlefield operations that were a signature of this campaign.

The desert lies before you and World War II is at stake. You must endure and prevail under the most surprising and grueling of circumstances, for there is No Retreat!

Update – Memoir ’44 v10.10

Memoir ’44 has been updated to v10.10.

Video at BoardGameGeek.

613 scenarios included at time of writing.

What’s new:
* Changed how dice are rolled to fix the multiple die roll problems on multi-map scenarios
** Scenarios started in v10.9 should work in v10.10, but scenarios started in v10.10 will not work when played in v10.9. It is always best to use the same version for the scenario and all players
* Updates to the “Choose Scenario” dialog
* Changed the ‘unit ordered’ graphics for warships
* Added movement path to landing craft units
* Moved scenarios from all fronts into a single extension
* Scenario fixes, scenarios and campaign additions