Module:The Longest Day

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Update 2018/03/10: 0.1.2.1, Historical corrections made to U.S. Armored Divisional Artillery They all have 18 barrels per Battalion not 12. I have added Blue to the Attack values of all Artillery type units and red to all units that are eligible to move in the Mech movement phase, this is to make sure the player does not miss out by not seeing the unit. Coastal artillery is in Purple so you don't add it to a ground attack later when they are stacked with other combat units. I have added air interdiction ZOC counters to the Air chart so that they can be used to hue the affected areas, this way is will be easy to know when you have entered an air interdicted hex. The Allied Player Simply use the clone action to make what you need. I hope to do more research into German units and create a more historical module within the next 3-6 months, Thanks to Stephen for the assist in finding documentation sources for the British assault forces update. Feedback would be appreciated.

UPDATE 2018/01/09: 0.1.2 module corrections and add-ons: Corrections 4th inf div U.S. defense values have been changed to 6's Missing spitfire FB 125 added. 76/3rd arty has been slotted in its proper place on sword assault group. U.S. airborne artillery battalions have been added to the setup drop zone table.3/325 Glider inf has replaced the 505 unit in D+1 drop zone W. Replacement units have been given a rotation function to show the step process for absorption into active on-board units. The 12th ss panzer divisions missing mechanized inf unit has been place on the entry track,the erroneous HQ has been removed. Special unit entry numbers have been place under each unit so they are now available to check against activation die rolls. TEC, Combat charts and allied assault landing charts have been added to the module. A complete gunfire control display with bombardment table has been added.

Notes: Setup cards are not generally needed 2 are provided for re-enforcement arrival times. but as the scenarios have a set up function that shows you the set up area by color for each division some are not needed.

UPDATE 06/05/25: TAHGC BIG game, seven pounds of game. It covers the landings and breakout of Normandy. The TLD module effort has committed resources as of 060514 with the strategy of modular assembly starting with scenario, 1. Some additional Java coding requirements are defined.

Assistance to either the module configuration or contributors are welcome. a WGA 2nd edition Rulebook project is also active in parallel. Anyone whose play experience has identified rules issues; options; standards etc are welcome.

Initial challenges are decisions regarding the map which will challenge memory limits. Hence the decision to start with Scenario one.

Game information

Players

 * skotkolr@gmail.com@Scott
 * sawyers.stephen@gmail.com@Stephen
 * bill@wargameacademy.org@wga
 * henigekeith@rockwood.k12.mo.us@keith
 * dholte1@comcast.net@dholte
 * mmoore2812@aol.com@mmoore
 * richard.jaekel@gmail.com@rfjaek
 * akapuno@gmail.com@JonasK
 * massimiliano.colombi@matrix.it@redmax67
 * kankoviak@comcast.net@kankoviak
 * jbeck@rocketmail.com@MoonWa
 * jbowersjab@sbcglobal.net@jab5450
 * gerith1@shaw.ca@Uhlan
 * klaus@knechtskern.de@KlausKnechtskern
 * cacho@retemail.es@pacheta
 * kuraaku7@yahoo.com@Spartan78
 * tomepperly@comcast.net@tepperly
 * vassalengine@ps-aux.net@SgtStahler
 * shmcbee@bellsouth.net@shmcbee
 * nick_alias@web.de@valgurd
 * j.w.wade@comcast.net@rockydadog
 * sincrobuster@yahoo.es@sincrobuster
 * rfdoane@yahoo.com@rfdoane
 * edb41nl@yahoo.com@LtGustl
 * supersolid2@yahoo.com@supersolid
 * bugdany@libertysurf.fr@BugDany
 * olivierdumas2003@yahoo.com@dums2934
 * markgoss1963@yahoo.com@destroyer1963
 * mgebert@shaw.ca@moustachemike
 * martinsaba@aol.com@sabreman
 * ncarter@btinternet.com@N Carter
 * dsglenn54@ca.rr.com@Bigdave57
 * ulvmiller@gmail.com@Ulv Miller