Module talk:Fields of Fire 2

Biggest things now on my to-do list:
 * Play the game a bit! :D
 * Try to complete the Human Wave functionality
 * Gather feedback for the Afghanistan Campaign (see BGG)

Changelog - v2.4.8 Uploaded 2 September 2021
 * Added four new Terrain cards to represent Forward Operating Base ‘Gibraltar’ for the Afghanistan campaign
 * Added the Exposed/Pinned trait to Civilian and U/I Groups
 * Changed the base colours for Unidentified and Civilian units – I found they were blending in to the Terrain cards too much
 * Corrected an error on Taliban LAT hits – C result caused an F hit
 * Removed the ability for vehicles to become Exposed
 * Fixed an issue with British Afghanistan units becoming Pinned when they Rally (and some other issues with WWII .50cals)
 * Added British-specific Markers to the Command Display for C Coy 2 PARA
 * Updated the Combined AT & Vehicles chart (Charts > AT Combat Tab)
 * Tweaks to the three Afghanistan mod Activity Hierarchy tables (Charts > Activity Check Hierarchies (scroll down))
 * Added some RAAF helicopters ready for the Australians in Afghanistan


 * NB - the Beta of the Afghanistan Campaign now being uploaded to BGG

Changelog - v2.4.7 Uploaded 26 August 2021
 * Changed the artwork and fixed any errors in Hit Result functionality for Australian units
 * Fixed some individual counters’ Hit Result behaviour where needed
 * Amended some of the CF/FC results where it makes a difference (e.g. German Fallschirmjaeger)
 * Added some more British Afghanistan units (mainly supports, such as a .50cal HMG, a Royal Engineer Search Team (with a dog!!  ) and a VALLON mine-detector operator) and Afghanistan-specific Urban terrain cards.
 * Created a separate Civilians section in the Units tab. It includes the Unidentified vehicles and/or groups that are currently only used in my Afghanistan campaign, but who knows what the future holds?! Streams of refugees in Normandy anyone? 
 * Added some more cover types – a +3 ‘Sangar’ (a sandbagged bunker) for Afghanistan, and +2 Sandbagged Revetments, as they might be useful elsewhere too (Vietnam or Normandy maybe?)
 * Tweaked the ‘Civilian and Unidentified Groups’ Activity Hierarchy based on playtest findings.
 * Adjusted cover values on some Afghanistan Terrain cards (Poppy Fields from +0 to +1, and one Compound type from +2 to +3)
 * Added Taliban Force Package Chart (Charts > Enemy Contact)
 * Added a couple more German vehicles (Tiger II and Jagdpanzer IV)
 * Started adding Australians for Afghanistan (6RAR, Oruzgan Province, 2006). (NB - Hit Results not working yet)
 * Corrected errors on 46 Div units, who were rallying back to the wrong units
 * Added a label function to Incoming VOF markers to help track multiple barrages, and changed the colour of labels on units (now Blue Friendly, Orange Enemy and Green Civilian - I really don’t know why everything was Lime Green on Black before!!).
 * Labels now show in the ‘Mouse over stack’ zoom, and the zoom level is slightly enlarged.
 * Tweaked the stacking of some counters (cover and VOFs mainly)
 * Added a Vehicles and AT Weapons chart that combines Vol 1, Vol 2 and my mods (NB – see the right hand column – the non-official vehicles really need their values confirming by Ben)

Changelog - v2.4.6 Uploaded 9 August 2021
 * Fire Missions Remaining chart now opens at the proper size!
 * Fixed some errors on a few individual counter’s Hit Results
 * Altered the way Attachment borders appear on British units so they don’t obscure the Unit ID.
 * Separated ‘Hit: CF/FC’ into separate ‘Hit: CF’ and ‘Hit: FC’ where it makes a difference (usually just on crew served weapons with 2 or more steps, or A VOF squads whose last two Fire Teams break down differently (e.g. into an A/S and an A VOF); the FC result will now cause you to lose the better weapon, as that is the last step available and it takes the C result).
 * Finished British and Taliban units for Afghanistan. Just got to finish the Briefing Book now!
 * Created the British Arnhem units and Terrain, and added German vehicle counters ready for Arnhem (and Ardennes )
 * Also made another British unit (46 Infantry Division) in preparation for an Italy 1944 mod by Fabio Mazza (see Facebook)

Changelog - v2.4.5 Uploaded 30 July 2021
 * Corrected some wrong Hit Result behaviours on specific units (Peleliu and Chosin MGs and a couple of Mortar units)
 * Corrected a couple of typographical errors on the Enemy Activity Hierarchy Charts that I’d not noticed before, as per Errata.
 * Added a Fire Missions Remaining chart (see button on interface) to track ammunition from support units. Removed the ammo counters from Friendly Observer/Spotter counters that I had introduced in 2.4.4.
 * Removed the Mission Log, as it didn’t function properly for all campaigns and there are better options out there – just use a word doc in the background, or there are files on FB or BGG.
 * Added an Amphibious Landing Plan chart for Peleliu (credit: @WeeBeasties on BGG). Select it when starting a new game (the second Wizard dialogue, where you select the helicopter staging areas). It is slightly edited from @WeeBeasties version, to reflect a much faster wave structure to get you to the beach quicker than the sequence shown in the Peleliu Briefing Book (the new one is from an as yet unpublished ‘Field Manual’ by Ben Hull that is part of the GMT One work – it will be publicly available in due course). Also added 6 more AMTRAC counters to be used in Mission 1, as the same document confirms you should have enough to lift all your units (NB – you do only get 10 in Mission 5 though)
 * Changed all of the artwork on the Argentinians and most of the British Falklands to make them more readable. Developed a new approach which will help me make counters much more quickly in future.
 * Added right-click options to mark counters as having Night Vision devices (enemy and friendly units) and communications (friendly only)
 * I’ve fixed other small incorrect behaviours on some individual counters as I’ve found them.

Changelog - v2.4.4 Uploaded 22 July 2021 - Apologies for the speed of this Hotfix - I had introduced some bugs into v2.4.3 that made Vol 1 Vietnam unplayable :(
 * Fixed some strange Hit Results behaviours that I had introduced in 2.4.3 on various units (Peleliu and Chosin 2-step MG Teams, Vietnam 3-steps, Normandy 2-steps, and a couple of the Japanese Squads), and also fixed a bug I’d introduced to the Clean Up button.
 * Human Waves (rule 9.12): ‘Mark as Human Wave’ has been added to the Enemy Units’ menu. It adds an orange border to remind you they’re different. Human Wave units cannot be pinned and now only have Hit: C and Hit: CC results available. Unfortunately, the last Fire Team created when a 3-step is hit with CC, or a 2-step is hit with C, does not inherit the Human Wave trait at the moment – You will have to un-pin it and Mark it as Human Wave manually for now - hopefully I will solve this in a later release.
 * Light (60mm) Mortar Sections now fracture into a named Fire Team as their last LAT, which can flip back to a single mortar tube (G! rating). 81mm Mortar Sections do not do this (they are too difficult to fire when significantly undermanned)
 * Corrected the artwork on the Vietnam M79 G! LAT counter.
 * Added a second Ammunition tracker to Friendly Observer/Spotters, to keep track of other ammunition types (e.g. use the original one for counting HE, and the new one for WP, Illum or Napalm etc). It does make the counter a bit busy (especially on the Fire Team side) so I’ll let people use it for a bit and then decide whether to keep it or not?

Changelog - v2.4.3 Uploaded 20 July 2021
 * A lot of this release is (an awful lot of!!) behind the scenes work that you probably won’t notice, but it is a significant re-write of prototypes and counters in the back end. Every single unit (Every. Single. One. In fact more than that, as there is now a duplicate set of units in the background to help handle the hits) has had its Traits deleted and re-entered (By hand! :O - The Chinese are now my favourite nationality, because they only have a few counters due to their generic un-numbered Squads!)
 * What it has enabled me to do though, is complete the Hit Results functionality. All units, regardless of size or nationality, now automatically get pinned when they are hit (Rule 6.3.2C). I’d been trying to work out how to do this out for ages, so I’m really pleased to have solved it! It has also standardised a lot of the processes in the background (I’d re-invented a few processes over time, so each campaign’s Hit Results were done slightly differently), which will hopefully make future tweaks a bit less time consuming.
 * There are also now ‘Miss’ and ‘Pin’ options on all Hit Results menus. A Miss result correctly unpins a Pinned unit (6.3.2B) and units that were already pinned will stay pinned and not toggle the marker off like in older versions of the mod.
 * All units now also retain their correct experience level, whether they are being hit, or rallied back from a Fire Team side.
 * I’ve also started to populate the 2 Para company ready for Afghanistan missions, but it’s not finished yet.

Changelog - v2.4.2 Uploaded 12 July 2021
 * Weapons teams now keep their correct Ammunition state when hit. Added to: 5th Marines in Peleliu and Chosin; Argentine; Australian Long Tan; North Koreans; VC; NVA Vol 1; NVA Vol 2; Japanese; and Chinese.
 * ‘Non-standard’ Hit Results implemented on: Hue 81mm Mortar Section
 * Added two plain backgrounds (light green and light grey; select them from the wizard when starting a new game)
 * Changed all ammo counters in the Marker Pieces panel to the rotational type as per 2nd Ed/FoF2. If you prefer a single number-type and less counters on the table, use the blue square ammunition counter on the units’ right-click menu (‘Gain/Use ammo’)
 * Other small corrections to counter behaviour here and there..

Changelog - v2.4.1 Uploaded 4 July 2021
 * Green and Veteran units that are hit now retain their Experience levels (unless hit to a LAT) . NB - All units with a Fire team side will unfortunately reset to Line when rallied and not necessarily their starting Experience level (if they were G or V)
 * Weapons teams now keep their correct Ammunition state when hit (Spotter/Observers do not as they cannot call for fire when flipped. It returns correctly when they are rallied though). Done: 9th Inf in Normandy, Korea and Vietnam; Falklands British; 5th Marines in Hue; Germans. [Still To Do: Australian Long Tan; Argentine; 5th Marines in Peleliu, Chosin; North Koreans; Japanese; NVA Vol 1; NVA Vol 2; VC and Chinese.]
 * Corrected Fallschirmjaeger hits results and added a second platoon, that breaks down differently (you should randomly select which platoon to use: 70% type 1, 30% type 2)
 * Fixed Hit Results on Normandy 60mm mortar section, Vietnam 81mm Mtr Platoon, and Engineer platoons/sections in all three Vol I theatres.
 * Added Activated and Moved/Fired layers to vehicles (similar to Exposed/Pinned)
 * Can rotate all markers now, should you so wish?!
 * Tweak to the card art on a number of Chosin Terrain cards to help clarify the border LOS markings
 * Added three more attachment colours (now 7)
 * A few aesthetic tweaks to the counter traits and interface here and there to implement the above

Changelog - v2.4.0 Uploaded 23 June 2021 Big update (so now 2.4.x) as I think this release hopefully finishes off the Hit Results functionality (apart from automatically Pinning, which I'm still trying to sort out :
 * Implemented correct behaviour when hit for all nationalities of LATs with a Fire Team side (Rule 6.3.3), and the ability to flip them back (as per 4.2.3F).
 * Changed Rocket Ammo counter to Vol2 version (now 4 rounds)
 * Corrected Tank Pl HQ Activity counter (now flips properly)
 * Added a ‘Finished’ layer to units, that is removed with the Clean Up button
 * Improved the functionality of the Update Fire Missions button (for Phase 3.7.1a)
 * Minor corrections to various markers (Church Towers and Tank Ammo)
 * Replaced a lot of counter art with Vol I Ed 2 versions
 * A lot of background tidying up of Prototypes

Changelog - v2.3.8 Uploaded 16 June 2021 Apologies for another quick update...
 * Added ‘Replace VOF with..’ function on VOF markers
 * Added ‘Place PDF’ function to Terrain Cards
 * Corrected Hit Results on all 5th Marines MG Teams and tweaked two-step Hit Results for Peleliu and Chosin.
 * Joined ‘Clear Exposed’ Button to ‘Cleanup’ into one button :)
 * Tidied up some Prototypes in the background
 * Removed Show/Hide pieces buttons from console

Changelog - v2.3.7 Uploaded 15 June 2021 Apologies for the quick follow on, but I’ve just completed all the hit results for all nationalities, so thought it too good to wait!! All the Good order units, LATs and Gun teams are now done!! :D
 * Added Hit Results on 2 & 3-step units to: Vol 2 NVA
 * Added Hit Results on LATs to: Vol 2 NVA
 * Added Hit Results on MG LATs to: 9th Infantry Korea, Vietnam; 5th Marines Peleliu, Chosin, Hue; Japanese; North Koreans; CCF; VC; NVA Vol 1; NVA Vol 2
 * 5th Marine Hue counter art amended to move the G! symbol from under the experience label
 * Added German Panzerfaust counter and some missing Vol 1 NVA units (LMGs and RPGs)

Changelog - v2.3.6 Uploaded 14 June 2021
 * Added Hit Results on 2 & 3-step units to: VC; Vol 1 NVA. [Still to do: Vol 2 NVA]
 * Corrected CCF 3-step Hit Results, that were not placing correct LATs.
 * Added Hit Results on LATs to: VC; Vol 1 NVA. [Still to do: Vol 2 NVA]
 * Added Hit Results on MG LATs to: 9th Infantry Normandy; Germans
 * Tweaked the Hit Results for 9th Infantry Vietnam squads, to leave M79 (G!) Fire Teams when hit, rather than M16s.
 * German counters now split into Army (Heer) and Fallschirmjaeger, with the respective A L squads displaying different behaviours when hit.
 * Made Skills Counters distinct rather than layers.
 * Updated various counters to Ed2 artwork; German MG42 HMGs and Panzerschrecks; US MG teams; North Korean MGs and Mortars
 * Corrected Bazooka counters in Normandy at-start stack (now S G! counters)
 * Various other small things I’ve noticed and fixed as I’ve been going through...

Changelog - v2.3.5 Uploaded 3 June 2021


 * Added ‘Enemy in Bunker Hierarchy’ table to Charts (Image Credit: Fabio Mazza)
 * Updated Command Display (Image Credit: Fabio Mazza)
 * Added Hit Results on 2 & 3-step units to: CCF. [To do: NVA; VC]
 * Added Hit Results on LATs to: 5th Marines in Chosin; Germans. [To do: NVA; VC]
 * Improved Hit Result functionality for MG units as per Rule 6.3 – the crews keep the Gun going as long as possible so do not turn into ‘generic’ Assault or Fire Teams straight away. Implemented on: British Falklands; Argentinians; Australians. [To do: 9th Inf Normandy, Korea, Vietnam; 5th Marines Peliliu, Chosin, Hue; Germans; Japanese; North Korean; CCF; VC; NVA]
 * Fixed Peleliu LAT Hit Results (casualty function wasn’t working)
 * Fixed Route Point behaviour
 * Removed an Edition 1 Grenade Skill counter
 * Added Ammo layer to German ‘A’ LATs
 * General Initiative counter is back on the Command Board

Changelog - v2.3.4 24 May 2021


 * Changed Exposed and Pinned markers to layers.
 * Added ‘Clear Exposed’ button to interface (I can’t work out how to add the layer-delete to the existing CleanUp button, but will keep working on it!)
 * Hit Results now added to LATs too. Added to: Falklands British; Argentinians; Australians; 9th Inf in Normandy, Korea and Vietnam; 5th Marines in Peleliu, Chosin and Hue; North Koreans; Japanese. Still to do on NVA, VC and CCF though.
 * LATs that are marked hit with the Hit Results function are now also automatically Pinned (I’m trying to make 2- 3- and 4-steps do the same, but can’t get it working yet)
 * Correctly labelled Experience levels on all LATs (i.e. Line markers on Assault Teams and Green markers on everything else. Hue NVA are still-to-do)
 * Tidied up right click menus: made them the same order on all counters; removed ability to add top & bottom labels as they messed with the Pinned & Exposed tabs (but left Left labels); removed ‘Send To’ from Friendly Units.

v2.3.3 version number missed out due to catastrophic error editing it!!

Changelog - v2.3.2 19 May 2021


 * Added a Hills counter to the Marker menu, colour matched to the Briefing Books, to try to help visualise elevation on the map
 * Added Heartbreak Ridge – specific terrain card mix and starting troops
 * Few tweaks here and there to correct starting forces to the Briefing Book TO&Es
 * Corrected the All Pinned VOF marker generated from the Terrain Card menu
 * Fixed Pinned, Exposed and Cover markers not stacking properly.
 * Fixed Mtr Ammo counter increasing/decreasing wrongly and added MG ammo counters up to 8.
 * Changed the Ammunition prototype that overlays on the counters – I decided that the one from the FoF 1 2nd Edition VASSAL module looked better, so I copied that.
 * Fixed the Upper Story counter from the Card Place Cover menu
 * Tidied up artwork on Normandy Terrain cards (removed blue outline)
 * Standardised Commands counters to Vol2 version

Changelog - v2.3.1 14 May 2021


 * Australian squads made S instead of A/S
 * German Units now all correctly identified as German, so they spawn German LATs and not NVA!
 * Card back image on Hue terrain cards corrected
 * Changed All Pinned VOF counter to +2 (+4) as per Vol 2 counter set
 * Fixed some of the Terrain Cards (Peleliu, Arnhem & Chosin) not returning to the correct Deck when sent
 * Updated all of the Argentine counters’ artwork (none of them were square!)
 * Added Vol II Skill counters
 * Made the Exposed and Pinned markers flip to each other (specially for Shonai_Dweller!)
 * Added Hit Results prototypes to 2 and 3-step units (now places the correct LAT counters etc from Hit Results). Added To: Australian Long Tan, Falklands British; Argentine; 9th Inf in Normandy, Korea and Vietnam; 5th Marines in Peleliu, Chosin and Hue; Germans; North Koreans; Japanese (NB Japanese do not have Litter or Paralyzed Teams (See Peleliu Briefing Book Special Rules). Working on the rest (Germans, NVA, VC and Chinese), but they’re a bit more complicated due to mixed unit types!
 * Added a ‘Staging and Control’ Map setup with Staging Area cards and regularly-used Control Markers.

Please continue to report errors or bugs on BGG - Thanks :)