Module talk:Fields of Fire 2

3.1.13A to 3.1.20 Changelog - uploaded 5 October 2022

Another big release now I can publicly bring the Bulge campaign to you :)

General
 * Added Bulge Terrain and counters
 * Added some user-configurable labels to the Markers menu
 * Standardised shortcut keys for placing and replacing VOFs
 * Added hotkeys for menu items
 * Made Unit Pieces window pop out
 * Draw specific cards enabled on Action Deck (to help follow Ed3 Starter Guides)
 * Simplified functionality of LZ counters (multi-LZs now on normal LZ counter cycle)
 * Added ‘US Army – Test’ Command Display with a potential new layout (let me know what you think on BGG)

Charts and Playaids
 * Updated Actions Charts to Ed3 v0.71
 * Updated Enemy Activity Hierarchies to Ed3 v0.8 (final art)
 * Moved Sequence of play from charts onto main Menu bar, added a marker to keep track of where you are, updated Sequence of Play to Ed3 v0.8 (final art)
 * Updated Command Display to Ed3 v0.7 (cosmetic only – corrected rank symbols)
 * Added individual Command Displays for 4 formations (US Army, USMC, British and Australian). These are in addition to the ‘normal’ combined one on F4. Still deciding which way is best; I’ll leave both for now.
 * Added Pyrotechnic Commands record sheet
 * All five Enemy Activity Hierarchy charts updated to Ed3 v0.7
 * Added Skills table to Charts > Misc
 * Updated AT Combat chart to Ed3 v0.75
 * Updated Infantry Combat chart to Ed3 v0.61
 * Updated Command Draw Modifiers chart to ed3 v0.6
 * Updated Weapons Capability Chart to Ed3 v0.7 (mostly cosmetic)
 * Slight changes to the Spotting modifiers chart (nothing big – just some lower case letters!)
 * Updated LAT Limitations chart to Ed3 v0.7
 * Updated Transport Capacity chart to Ed3 v0.7
 * Updated US Army and USMC Helicopter Control cards to Ed3 v0.6 (mostly cosmetic for clarity)
 * Updated British Helicopter Staging Areas card to Ed3 v0.7
 * Added 4-ship Load planner for Vietnam Mission 6

Counters
 * Changed Experience overlays to the Ed3 Rulebook colour scheme (Green/Red/Black)
 * Added US Vietnam HQs (A/S rated fire team side, and a different style of helmet icon)
 * Added ‘Unspotted’ counter to replace ‘Not Spotted’ (Ed3 final art)
 * Updated various counters to Ed3 artwork (Not Spotted, Rain, Snow, Crossfire, Concentrate Fire, Demo miss, Grenade Miss, Sniper VOF, Mine strike)
 * Updated Cave art to Ed3 (placeholder art)
 * Added 2 more NVA Leaders and made them A/S on their Fire Team side (as per Vol 2)
 * Moved Immobile icon to suit Ed3 style
 * Made Concentrate Fire icon (for Special Rules – see Peleliu US Marines, and British Bren Fire Teams) toggle-able
 * Added Booby Trap counter to VOFs
 * Improved Fire Team and Assault Team graphic on British, Australian, Argentinian and Taliban counters
 * Updated Smoke grenade counters (mostly cosmetic)
 * Added Secondary LZ marker
 * Changed 9th Infantry Vietnam 60mm mortar team to C-L
 * Deleted a lot of unused counter images
 * Added ‘NKPA Counter Attack begins’, ‘Air Support departs’ and ‘Event Ends’ Control markers
 * Added a Laser Target Designator counter to Assets for Afghanistan
 * Updated Skills counters to Ed3 (placeholder art)
 * Updated artwork for British Afghanistan vehicles
 * Added Defensive counters to Staging & Control start-up
 * Updated art on Night Vision asset markers
 * Added Immobile icon to German 88mm 1-steps
 * 9th Infantry Vietnam tanks renamed from M48A3 to M48 in menu, to match counter
 * Made Pillbox counter +4 as standard, with option to flip to Bulge +5 version (which is now also snow-covered)
 * Added Concentrate Fire bonus marker to tripod mounted MG counters (needs some work – impinges Grazing Fire arrow on some)
 * Corrected naming of 2 steps for Australian A Coy 6RAR
 * Updated 66mm VOF artwork
 * Added Grazing Fire to Argentinian AA gun counters
 * Added option to add a label to Artillery Target Markers and Concentrations
 * Added label option to Assets
 * Removed Toggle button from UI
 * Added ability to add a label to Command markers
 * Added M4 Sherman Platoon to the Peleliu Mission 5 Loading Plan
 * Added 57mm and .50cal teams to Heartbreak Ridge start decks
 * Added 60mm Mortar Teams to Hue Unit Pieces menu
 * Updated art slightly on German Spotters
 * Updated Pinned marker (removed the AT modifier)
 * Added Immobile icons to Fire Team sides of Heavy Weapons
 * Filled out British counter ORBAT on the Arnhem campaign sheet
 * Changed Taliban Suicide Bomber counter
 * Corrected Taliban 107mm Rocket counter
 * Added Experience labels to British vehicles
 * Filled out British counter ORBAT on the Arnhem campaign sheet
 * Added Experience labels to British vehicles
 * Added Flamethrower to British WW2 Support
 * Artwork updated on 5th Marines’ Leaders
 * Corrected 9th Infantry Leader Fireteams to S*C
 * Added Vickers MMG to 2 Para Arnhem

Behaviours
 * Fixed hit behaviour of 6/VC counter (2-step was wrong)
 * Added 2 and 3 step casualty markers to right click menu on casualties
 * Corrected German LAT experience levels
 * Corrected LATs generated when North Korean LATs were hit
 * Changed NVA Leaders’ fire team side back to S*C (per conversation with Ben)
 * Fixed US Vietnam 81mm Mortar hit results (for both 5th Marines and 9th Infantry)
 * Fixed Peleliu and Chosin 2-step MG hit results (FC and CF)
 * Fixed hit results on some double-Hit 3-step British Arnhem sections (Fireteam not appearing)
 * Added Bailout function for WW2 British vehicles
 * Added Armed Jeep to Arnhem
 * Added Detach Team function to 2-step MG Teams (Peleliu, Chosin and Bulge)
 * Fixed issue with the Experience markers on LATs and counters that have Fireteams on the reverse
 * Fixed Activated helicopters on Staging Areas not clearing with the Clean Up button
 * Added Flame Attack to ‘Place VOF’ menu
 * Fixed Convert to Fire Team on British and Australian Assault Teams
 * Adjusted 9th Infantry Normandy breakdown to Ed3 (no functionality change, last step’s image is a BAR team)
 * Adjusted 9th Infantry Korea Breakdown to Ed3 (no functionality change, but only last step is a BAR team)
 * Adjusted 9th Infantry Vietnam Breakdown as per Ed3 (only two G! Fireteams)
 * Fixed units with Fire team side losing their experience level when flipped (broken in a 3.1.15 sub-release)
 * Improved the Identification function for Unidentified Vehicles in Afghanistan
 * Corrected Detach/Supplement behaviour of all 9th Infantry Engineers and corrected names (now all Squads)
 * Removed reset on Command markers
 * Added ‘Finished’ function to Command markers (is removed with Clean Up button)
 * Corrected FireTeam behaviour of 9th Inf Normandy
 * Fixed issue with enemy Fire Team-sided counters sometimes not resetting to the correct experience level when flipped back
 * Corrected hit behavior of NKPA Mortar sections
 * Removed ‘Cycle experience’ from LATs as it caused other issues
 * Fixed behaviour of Arnhem Leaders, 6lb AT Gun & 3” Mortar
 * Corrected Experience level of all GREEN LATs
 * Fixed Hit-L behaviour of Arnhem 3-steps
 * Corrected Taliban Suicide Bomber behaviour
 * Corrected hit behaviour of Taliban units (no longer spawn German LATs!)
 * Fixed behaviour of Arnhem Leaders, 6lb AT Gun, 3” Mortar
 * Fixed Hit-L behaviour of Arnhem 3-steps
 * Fixed British WW2 squads unable to Detach Fire/Assault Teams
 * Corrected counter produced when Peleliu and Chosin MG/Mortar teams Detach a Fireteam
 * Corrected counter produced when Peleliu and Chosin Squads Detach their first Fireteam
 * Corrected hit and detach behaviour of 5th Marines Engineers (Peleliu)
 * Fixed hit results on some Taliban 1-step units
 * Corrected hit results on Australian Bn comd
 * Fixed behaviour of Arnhem Mtr FO
 * Corrected hit behaviours of various Japanese support units
 * Fixed Hit behaviour of some Chosin Support units
 * Corrected behaviour of Bulge 1/1/MG team - 1 step (was stuck on Green)
 * Fixed issue with Bulge AT gun Fireteams not recovering to 1-steps
 * Changed Aircraft Hit Results to reflect Ed3 phrasing (Crashed & Auto Rotate/Crash Landing)
 * Fixed hit results on Jeeps (no longer spawn crew)
 * Added Hit Results to Afghan motorbikes (no wreck, just a rider casualty for civilians and unidentified, removal of counter for Taliban (crew will be killed as per Brewed Up combat result, but this will have to be done manually))

Terrain
 * Fixed ‘Place No fire Bunker’ on Terrain card menu
 * Separated Terrain Decks for Starter Missions 1 & 2
 * Added ‘Place Control’ menu to Terrain Cards
 * Added Heartbreak Ridge card back to Heartbreak Ridge cards
 * Changed card backs of Starter Missions terrain decks to appropriate images
 * Added Hill deck (+1 to +4) to Heartbreak Ridge, and removed extra Open cards from the main deck
 * Changed artwork on Korea & Vietnam terrain decks (got rid of blue outline)
 * Named all Terrain cards to make it easier to select multiple cards
 * Ability to select specific/multiple cards added to (most) campaign terrain deck piles
 * Some changes to Arnhem Terrain decks (but will change again throughout development)
 * Added mechanism to draw Vietnam Mission 4 terrain easily

2.4.11 to 3.1.13A Changelog - uploaded 25 June 2022

Well, it’s been a while since I released an update for this module, whilst I worked on Bulge and Edition 3 of the rules. As part of that, I have made loads of improvements to the module and it has got to the point I don’t want to hold it back any longer. You’ll have to wait for the version with Bulge in, but here is pretty much the version the Edition 3 playtesters are using. It includes some charts etc from Edition 3 – these are mostly just simplifications/clarifications etc, but will differ slightly from your Ed2 rulebooks. Enjoy!

General
 * Compressed Terrain and At-Start decks onto one menu
 * Put Transport Load Plans and Helicopter Staging Areas onto single buttons
 * Added Starter missions decks and troops ready for Edition 3
 * Corrected Heartbreak Ridge At-start stacks
 * Removed Sequence of Play button from UI (use Chart instead)
 * Discard Action Cards button moved to Clean Up function
 * Corrected Peleliu Terrain card 8 (cover marker number bottom left) and Hue 23 (Complex Building image)
 * Put Experience label back on Command counters
 * Heartbreak Ridge terrain cards now draw face up
 * Added Randomiser for shuffling enemy units
 * Made grid on maps much smaller and adjusted positioning of ‘Place PDF’ function on terrain menu
 * Made Activation Complete Command counters reset on the Clean Up button
 * Changed some of the map background images (got rid of grainy maps)
 * Added Wireless Ridge terrain to Falklands terrain deck (mix of Outcrops, Gullies and Open)
 * Tweaked Goose Green terrain deck (now even flatter and more open!)

Unit Counters
 * Added counter errata up to Ed3 (various AT guns & German 37mm SPW)
 * Corrected NVA Squad 10 (Vol 2) 2-step counter (name)
 * Corrected Last Fireteam artwork of NVA squads 10 & 11 (M3 SMG)
 * Added Vietnam Runner counters to 9th Infantry and 5th Marines’ Unit Pieces menus
 * Added VOF to Afghan MERT Chinook
 * Added A Company, 6 RAR, counters to the Long Tan Unit Pieces menu
 * Corrected Japanese LATs (amended Experience and counter art)
 * General buffing of artwork
 * Added ‘Concentrate Fire’ symbol to Marine 3- and 4-step counters in Peleliu and Chosin, to remind about the CSR that gives them a concentrate fire bonus draw (also used on British Arnhem squads for the Bren LMGs)
 * Removed the second MG team from each Naktong and Heartbreak Ridge Platoon’s at-start deck
 * Made 9th Infantry’s 4th Platoon sections in Vietnam only 2 steps.
 * Moved all enemy MG units from ‘Core units’ to the ‘MGs & Support’ tab for their nationality
 * Added ‘Attachments for all Missions’ (usually FOs) to At-start decks
 * LVTs on the Amphibious Planning cards corrected so they now have proper hit results
 * Added 10 numbered trucks for Hue
 * Changed counter art of 9th Inf Vietnam Mortar PLT to SEC
 * Corrected artwork on 9th Inf Vietnam 60mm Mortar Team counter (G!)
 * Corrected artwork on 9th Inf Engineers (Vietnam) – M60 icon and ammunition counter
 * Changed artwork of CH47-41, UH1s 11, 21 & 31 to Ed3 (removed the ‘Flt Ldr’ star)
 * Added ‘immobile’ icon on relevant vehicles/weapons (arrow with a cross through it, above the steps dots)
 * Added ‘Carrying an asset’ option to the Unit menus (places a small Smoke Grenade icon top right), as a reminder that that counter may have an asset on the Command Display
 * Removed 106mm RCL from Hue vehicles tab (in Support tab now) and 37mm AT Gun from Peleliu (again, now in Support)
 * Fixed a lot of vehicle counters where the Activated marker was overwriting the Pinned marker
 * Corrected 57mm RCL counters (now all VOF G!)
 * Removed 51mm mortars from 2 Para Falklands (they were historically so low on ammo, so as to not be effective)
 * Made British Falklands MILAN AT Missiles G! VOF (previously H VOF).

Unit Counter behaviours
 * Added ‘Detach Team’ function to friendly 3 and 4 step squads
 * Corrected Stacking behaviour of all Casualty counters.
 * Added ‘Supplement Squad’ function to Friendly 2- (and Marine 3-) step units
 * Fixed issue with US 9th Infantry Korea Litter Teams generating the wrong LATs when hit
 * Corrected Detached Fireteam (to A/SG!) for Vietnam 9th Infantry
 * Fixed German 1/Mtr and 2/Mtr FO F Hit results (now flip correctly)
 * Corrected Mortar Section breakdowns (Mortar fireteams and Assault Hits)
 * Implemented 9th Infantry Vietnam Engineers unit breakdowns
 * Fixed LATs generated when a German 88mm 1-step unit was hit
 * Corrected VC Squad breakdowns
 * Corrected NVA vol1 Assault Team experience
 * Fixed LATs generated by North Korean, Japanese and Australian flippable units
 * Corrected behaviour (retaining Ammunition and Experience level when hit and rallied) of various specific units; British Arnhem, Falklands and Afghanistan, Taliban, Argentinian, Australian
 * Corrected hit results for A Coy 6 RAR (Long Tan)
 * Gave bailing out truck crews in Vietnam the correct weapon
 * Corrected behaviour when adding label to Peleliu’s Paralysed LAT
 * Corrected hit results for all Runners (now hit into generic LATs)
 * Corrected Japanese 1/LMG behaviour when F Hit
 * Corrected Peleliu LAT behaviour when hit two or more times

Markers
 * Added (1) to Church Tower cover marker as a reminder of capacity
 * Added .50 cal ammo counter to Markers menu
 * Changed artwork on the Visibility - Weather marker and altered some functionality slightly
 * Re-drew the Caves so the text now fits on the counter and fixed rotation behaviour
 * Added a ‘Mission Ends’ counter to Markers>Control to use on the turn track
 * Added new CS Gas cloud counter when using an E8 Projector
 * Added British Falklands radios to assets menu
 * Added Activate option to RPG and Panzerfaust counters (Markers > Ammo)
 * Added ‘Signs of the Enemy’ and ‘Gully/Canal Extension’ counters to Activity and Environment menu, for Long Tan
 * Added ‘Secured Area’ marker counter (on flip of Cleared Area marker)
 * Added ‘Counter Attack Ends’ marker for turn counter (Markers > Control )
 * Added Razorback counter for Heartbreak Ridge
 * Added VOF modifiers to the Grenade and Concentrate Fire Critical Hit marker artwork

Charts and Playaids
 * Added errata to all Charts
 * Updated Sequence of Play to Edition 3
 * Updated Command Display to Ed3 v0.4
 * Updated Infantry Combat Chart to Ed3 v0.2
 * Updated AT Chart to Ed 3 v0.3
 * Added Opening Fire priorities chart (Infantry Combat)
 * Updated Hierarchy charts to Ed3
 * Removed Ed2 Force Package tables from Charts
 * Added ‘Cover’ explanation to Enemy Activity hierarchies glossary chart
 * Updated Enemy Sniper Hierarchy behaviour
 * Updated Spotter Hierarchy chart (as per Ed3)
 * Slight tweaks to Vehicles & AT Weapons Chart
 * Added Urban LOS diagrams to Charts
 * Added two Amphibious Load Plan charts and deleted BGG one
 * Added two Air Assault Load Plan charts
 * Added Truck loading plan for Hue Mission 1 (in the New Game sequence)
 * Updated Weapons Capability Chart to Ed 3 (clarification of mortar Concentrate fire ability, and that 40mm Grenade launchers may infiltrate)
 * Removed Vanished process from Charts and counter from Markers

Back-end work
 * Started to change over to using Named Commands rather than Keystrokes in many processes (more to do)
 * Deleted unused images
 * Removed Italy and Cold War Germany counters/cards (for now at least!)

'''Changelog v2.4.11 - Uploaded 4 January 2022
 * Back end reorganised, enabled by VASSAL 3.6 (folders etc)
 * Changed the Experience marker function, to a single menu item that cycles (defaults to L, cycles to V, then blank (for those who like clean counters), then G, then back to L). This also allows you to change multiple counters' experience level with one click
 * Added an Experience Tracker for counting Experience Points earned during the mission
 * Added E8 CS Projector (Vietnam) to Assets
 * Updated a lot of counters’ artwork
 * Made British Falklands Assault Teams A*P, rather than S*P
 * Corrected all 2 Para units on the Falklands Terrain/At-Start card
 * Added Argentinian helicopters and a few more squads
 * Specific Bailout LATs added to Australian Vietnam vehicles and aircraft
 * Fixed hit results for German 1/HMG (F hit was wrong)
 * Added Ammunition to German 2/Panzerschreck and fixed its Experience marker
 * Corrected rally behaviour of 1/W/1 (9th Infantry, Korea)
 * Added new Critical Hit markers to the Grenade and Concentrated Fire VOF counters (on right click menu)
 * Added a couple more Staging Area cards for larger scenarios

Changelog v2.4.10 – Uploaded 20 November 2021
 * Corrected Human Wave behaviour for Teams with a Fire team side
 * Implemented Fanatic Hit Results on all enemy units (when marked as Fanatic from right click menu. Still a few LAT anomalies to correct)
 * Fixed 9th Inf 1 PLT HQ Hit Results (wouldn’t PIN)
 * Added the experience trait to Normandy Mortar Teams 2 & 3
 * Corrected Experience level tagging on US 3 steps (was asking twice)
 * Corrected some errors on US 2 step unit behaviour (2/3 and 3/3)
 * Corrected Hit behaviour of British Afghanistan Javelin and Sniper teams (range and VOF were not reducing on Fire Team side)
 * Removed the D! from Taliban Suicide units, as it causes confusion with the Demolition Charge rules (6.5.2: instant Hit)
 * Removed G! superscript from British Falklands Squads. It represented the 66mm AT Rockets they carried, but these should be treated as assets, not a permanent G! capability
 * Added +1 Burst modifier to Falklands Open and Gully terrain to represent the soft ground
 * Added the Experience trait to all vehicles
 * Added Bailed Out Crew functionality. Automatically places bailing out crew when vehicle is destroyed (two of them, if 2 crew). Specific Bailout LATs done: British Afghanistan; British Falklands; Germans; US WW2, Korea & Vietnam; North Koreans; Japanese; Taliban; Civilian (Australians & 8th Army still to do)
 * Added mechanic for Brewed Up wrecks and Crashed Helicopters (crew killed with no chance of bailout)
 * Added Downed Helicopter and destroyed Taliban/Civilian soft vehicle counters (function the same as wreck markers)
 * Added ‘Activated’ trait to units with AT capability. Not added to Japanese or Chinese HMGs – as these are just ~7.62mm types rather than 50 cal. Same with MG42 German HMGs.
 * Added +1 AT icon to Sniper VOF counter and -2 AT icon to Mines VOF
 * Added ‘Pending Attack Helicopter Mission’ counter, with functionality to then deploy two AHs
 * Resized Command counters on the Command Display and added the Experience trait, to help remind to apply +/- commands from the draw
 * Added a red border to ‘Not Spotted’ counter and green to ‘Vanished’ to make them stand out
 * Removed over 7MB of old & unused images

Changelog - v2.4.9 Uploaded 20 October 2021
 * Added specific counters for a Taliban pickup with a mounted 12.7mm DShK HMG and a VBIED pickup
 * Corrected Hit Result or Rally behaviour on various individual counters where found to be incorrect
 * Made the Hit Results for Japanese units more intuitive (for the fanatic trait)
 * Added ‘Mark Not Spotted’ to enemy units’ right-click menu
 * Changed a lot of Markers to Edition 2 standard, and created new artwork for ‘Not Spotted’ and ‘Vanished’ counters (Markers > Cover)
 * Corrected 9th Inf mortar team counters to bring in line with errata.
 * Added the O-2 Skymaster FAC Aircraft
 * Added a Burning Hut marker for use in Chosin Mission 2, and a Burning Terrain marker for the Falklands Campaign and maybe others in future? Markers > Activity & Environment
 * Started to add 4th Indian Division units for Italy campaign
 * Started on the Terrain for Italy

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 :)