Module:Western Desert

Files and Module Information

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Comments
Version 0.6 notes (RWeston) After some playtesting, I have made some more improvements to the module. Unfortunately, the save files from this version are not compatible with previous versions.

1. Fixes: The 5A Construction Engineer Regiment unit that starts in the Italian 5th Army pool now correctly displays the engineer commands. Added the 51st Heavy AA Battalion to the Attack Force per the errata.

2. Added Send Unit to Benghazi and Send Unit to Tripoli commands to all Axis ground units to make it easier to ship units from Europe. These commands do not display for units in the Dead - Scrap Pile. These commands also display for all supply counters that are in the Europe Holding Box.

3. Added Send to Greece commands to all applicable Allied units. These commands only display during the turn they apply to that unit. For example, a Glad air unit should be sent to Greece only during the Jan I 1941 turn, so on the Jan I 1941 turn the Send to Greece command is available to be selected. On any other turns, the command will not be available.

4. Added a custom Western Desert Expanded Sequence of Play document to the help menu.

5. Added a custom Errata and Clarifications document to the help menu.

I hope everyone enjoys the module. The Western Desert game was one of the best in the Europa series. If anyone has any suggestions or is looking for a game of Western Desert, then let me know.

Version 0.5 notes (RWeston) After some playtesting, I have made some extensive improvements to the module. Unfortunately, the save files from this version are not compatible with previous versions.

1. Changed units descriptions to more closely match the Orders of Battle.

2. To eliminate the need to open additional windows so often, I made extensive changes to the map and charts:  (a.) The Scraped/Dead Unit Piles has been moved to the same chart as the new Victory Points(VPs) Track with preset markers, making it easier to count the unit loss VPs at the end of the game. On this chart, I added an item from the rules that was missing from the list of all methods of gaining or losing VPs. (b.) The Allied and Axis Game Charts now only contain the Unit Organization boxes. (c.) The Game Turn tracks, Allied and Axis Replacement Point tracks, and the new Malta Status track have all been added to the map and all have preset markers. (d.) The Allied, Italian, and German Replacement Pools have all been moved to the map. (e.) The Allied Forces in Greece and the new Allied Withdrawals Holding Boxes have been placed on the map. (f.) The Tripolitani Garrison box is placed on the map and a unit command has been added to the units in this box to move the units to the map for deployment. (g.) The Italian 5th Army units can now be randomly drawn into the 5th Army box and a unit command can be used to deploy the units to Tripoli. (h.) A new Europe Holding Box has been added to the map to place new German and Italian reinforcements and units turned back on previous turns by the Malta Table. (i.) All of the applicable Allied tables, tracks, and holding boxes have been placed in the bottom right corner and all of the applicable German and Italian tables, tracks, and holding boxes have been placed in the top left of the map for maximum efficiency.

3. Have made many new markers and have improved many existing markers:  (a.) I have added the air field capacity to the airfield markers so there is no need for using hit markers to record damage to the airfields. (b.) Added a Vichy Status marker to record when the Vichy Status changes. The marker can be placed on top of the Vichy Table when a non-no effect result is achieved. (c.) Added Fort Under Const. to the back side of the Fort marker for tracking construction. (d.) The Hit Marker now has 1-hit, 2-hit, and 3-hit levels that can also be used to record hits for harassment attacks. (e.) Have added Attack Supply and Out of General Supply markers to make it easier to track this as units are moved and supply is expended. (f.) Reversed the supply markers on the Unit Identification Chart so the side with 2 open half-circles represents 2 steps of supply and the side with 1 open half-circle and 1 filled half-circle represents 1 step of supply, since this makes more sense. (g.) Added non-stacking map markers for all of the ports in the game that can be placed next to the applicable ports that can be used to track hits and repairs with the corresponding RE capacities. This eliminates the need for hit markers to record damage to the ports. Added special versions for Benghazi and Tobruk.

4. Added an Inventory button to make it easier to track pieces.

5. Added a Turn Sequence of Play button to make it easier for players to track the phases especially when you might have to save the game in the middle of a turn.

6. Added unit commands to allow the display of the Bombing/Escort/Transport ranges and the Interception/Patrol ranges of air units on the map.

7. Improved the reports of all functions, commands, and movement of counters. Can't remember if you advanced the turn marker earlier, then just look at the report log. Everything is reported!

8. Under the help menu, I added an Important Game Dates document to make it easier for the players to keep track of special dates listed in the rules (includes the applicable rule section in the list).

9. Module has been tested with versions 3.16, 3.18, 3.20, and 3.2.2 and no problems were found. So ASL players who can not move to version 3.2.2 of VASSAL because of incompatibilities are in luck.

Deluxe Version 2.0 Notes (ASizemore)

This module contains a highly customized version of the original Western Desert Map. Many of the off-board tracking and holding boxes have been moved onto the main map and specific counters have been created to minimize switching from the main map to off-board charts. Information regarding key regions, ports, and shipping restrictions has been added directly to the map for easy reference. Two rollers added for 1d6 and 2d6 results.

In addition, several customized counters have been added to assist in game play:


 * Fortress (double-walled fort)
 * Fortress under construction
 * Air Harassment markers to remind of movement penalties
 * Blocking counter (big X) for road and rail cuts.
 * New supply and out of supply counter (we kept the traditional Europa supply counter as well)

New tracking counters are included for


 * Turns (2-sided)
 * Replacement points (per nation and type)
 * Malta status
 * Vichy status
 * Victory Points

New setup counters are used to help locate and position unit counters and remind players of the state of the road and railroad west of Matruh. These can be deleted when no longer needed. We have also thrown in some counters representing various commanders of the time period to use as suits your fancy!

Counters have new functionality according to type. Right-clicking on a counter will access the menu of options, the most useful of which are the ability to send dead units directly to their respective Replacement Pool or Eliminated/Scrapped box.

The new turn track in the lower right corner contains important footnotes regarding key events as the game progresses.

Finally, we have created a new mechanism to randomly draw units of the Italian Fifth Army (per Rule 28.A.1). In the lower left corner near Tripoli, there is a box containing a stack of counters representing the Fifth Army. This stack is actually a random counter deck. Simply draw a counter off the deck and flip it over! They will always come out randomly.

The initial game setup has also been corrected per the December 1983 errata and additions.

We will soon be adding a second Deluxe Version that incorporates the Desert Tracks terrain feature as first described in The Europa Magazine #15. This new module will include at least one shorter scenario (Enter Rommel).

Feedback welcome!

Version 0.43 notes (RWeston)

1. Reduced size of unit images to reduce module size.

2. Eliminated conflict between rotate command and movement trails that was causing odd behavior.

3. Added Build Airfield and Build Fort commands to construction engineer units to place the applicable markers.

4. Added reporting to commands sending units to replacement pool and dead pile and to the engineer build commands.

5. Added replacement pool and dead pile zones to improve game reporting when units are sent there.

6. Eliminated redundant Clone command from named ground units since only one of each counter should be in play at a time.

7. Added railbreak marker.

Version 0.42 notes (RWeston)

1. Added 1d6 die roller and 2d6 dice roller buttons.

2. Added an "Inoperative" flip side to all of the air units to enable keeping track of this status.

3. Added a "Dead - Scraped Pile" chart to the game to keep track of all of the scraped units or units eliminated that can not be replaced/scraped. This will simplify counting victory points at the end of the game, since these units will all cost victory points. There are sections for Allied, Axis, and Vichy units on this chart.

4. Added "Send to Allied Replacement Pool", "Send to German Replacement Pool", and "Send to Italian Replacement Pool" menu options and keyboard shortcuts to the applicable units that can be replaced when eliminated.

5. Added "Send to Allied Dead - Scraped Pile", "Send to Axis Dead - Scraped Pile", and "Send to Vichy Dead - Scraped Pile" menu options and keyboard shortcuts to the applicable units that can not be replaced/scraped when eliminated or for units that are scraped for replacement points.

6. Made corrections to units designations.

Version 0.41 notes (RWeston)

1. Added the flip side to the Italian 131st, 132nd, and 133rd Armored Division Cadre counters. These units enter play at their cadre strength but per the December 7, 1983 errata can be built-up to full divisional strength by using Italian armor replacements. The full-strength side of the counters should be: 7-5-8 Armored XX.

2. Corrected the Axis Game Chart details for the Italian 80th Air Landing Division per the December 7, 1983 errata.

3. All of the Allied infantry brigades, except the 22nd Infantry Brigade, and both 3-2-10 Armored brigades should start the campaign with the unsupported side of the counter showing per the setup instructions.

You can also get the 0.4 version of the module here.

Players

 * bsmith@neta.no-ip.com@bennyb
 * markgoss1963@yahoo.com@destroyer1963
 * dodgydan@web.de@daxelos
 * rlwgjw@gmail.com@SteelDragon (RWeston)
 * dlazov@comcast.net@zovs66
 * zovs66@gmail.com@Don Lazov