Module:No Retreat 4! Italian Front: 1943-45

Files

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Comments
Italian Front 1.1


 * REMOVED: too many bugs, to be evaluated. Use v1.0 for now.
 * Split the map in 2 parts to make it easier on the tiler.
 * Games saved in v1.0 are not compatible with v1.1.

Italian Front 1.0


 * Initial release.

Module Notes


 * Map
 * All four map boards have been combined into one image of Italy.
 * Map boundary lines show the edges of the (original) map boards.
 * To represent which map boards are currently deployed 'on your table' it is possible to use a board overlay. The Boards button in the toolbar can toggle the overlay for the different map boards.
 * The main map has a hex number grid not present in the original game. It runs from the tip of Sicily to Northern Italy.
 * The Sardinia/Corsica box is on the main map. The other boxes (Reserves, Garrisons, Shattered/Destroyed/Surrendered Units) have been moved to the Forces window.
 * The Roma toolbar button toggles a red highlight 3 hexes around Roma to help with [2.0B].


 * Setup
 * The map contains greyscale Fascist, Fascist 2, and Static counters. These are setup tokens (as per p4, 5, 9 of the playbook). When these tokens are activated you can right-click Setup them. This will replace the setup token with a drawn token from the Draw Cup in Forces. If no more tokens are available in the Draw cup the setup token will just be deleted.
 * The greyscale Fort counters are setup tokens and should be replaced by a Fort marker drawn from the cup. First draw the correct number of Fort markers, Peek at their value, and then decide which setup token to replace with which Fort marker.
 * Place units from the Strategic Map Display (SMD) on the map.


 * Reinforcements
 * The reinforcement units are already placed on the reinforcements chart.
 * Units that upgrade (with a white turn box) do not have a counter on this chart.
 * OB Süd units can be thrown to get a random side. Select the units and right-click Throw Counter (CTRL H).


 * Withdrawals
 * Right-click on a unit space to have the withdrawing unit automatically be retrieved – the log will print where the unit came from.


 * NOTE: some units are withdrawn and re-enter gameplay several times, and there are therefore multiple copies of the same unit in the module. Only use one instance of each unit at a time. Units withdrawn should not ever be re-used, as reinforcing unit counters are already placed as copies.


 * 3-player
 * When the Allies are split between 2 players the British player should give the US player his Reserve tokens and the Shock Target / Clark/Alex Only token.


 * OOP
 * When a unit or marker "leaves the game" or is eliminated place it in the OOP (Out of Play) window.


 * Decks
 * Cards should be drawn using the Draw Card buttons in the hand windows. This will automatically prevent you from drawing the last card in the deck, as per [5.0].
 * When only 1 card is remaining a warning is printed: "* *** Only 1 card remaining, a reshuffle is needed!". Open the Decks window and right-click the Discard pile to Reshuffle.


 * Forces
 * The German Kampfgruppe and Italian Fascist untried markers are undetermined. They do not have a drawn value until they are Flipped to their tried side. They are then replaced with an actual Kampfgruppe/Fascist unit token from a hidden draw cup. This way any of these untried tokens saved in a scenario setup are still randomized later during gameplay.
 * German Kampfgruppe and Italian Fascist units have be to returned to their respective draw cups using the right-click command: Return to Draw cup (untried) / Return to Cup (tried). Tried tokens can not be manually returned by dragging. Exception: Fort tokens are missing a Return command and need to be manually returned to the draw cup.
 * Fort tokens are not undetermined. The German player can Peek at them before placement.
 * The draw cups are always random, and do not need to be shuffled.
 * The Shock!/Blitz! tokens automatically change type when dragged into the German or British/US hand windows.
 * OKW and OB Süd units are on the Reinforcements track.


 * Hand windows
 * You may draw up to 6 cards, but with events it's possible that you temporarily hold more than 6 cards. Therefore there are 2 additional card space.
 * The space on the left holds the Leader card. Right-click the active leader card in Leaders to install.
 * The colored boxes in the middle can be used instead of using the Reserves boxes. The top box is Inactive and the bottom box is Active. Move tokens up/down as they are gained/spent.


 * High Tide
 * The High Tide marker is in the Markers panel, when playing with Initiative Switches.


 * Leaders
 * A random deck space is provided for Axis and for Allies to randomly draw a leader from among multiple candidates.


 * Attrition Combat Resolution
 * Select all the Target tokens you wish to throw and right-click Attrition Throw (or CTRL T) to get the result.

Players

 * bdegroot@gmail.com@bdgza