Scenario vsav setup files: attached below.
One major objective was to remove as many unit status markers as possible (to reduce stacking congestion). In the board game a single combat unit typically carries two markers (strength and fatigue) and can potentially carry several more (demoralized, out of supply/ammo, entrenched, and an attached leader).
Counter clutter in this system is one its big downsides to playing the game as published. Vassalization replaces these markers with game-piece layers invoked from the right-click menu.
Strength markers have been removed and replaced with a dynamic property that is set manually using four function keys:
F1 and F2 = Manpower +1 and -1
F3 and F3 = DISORG and ORG
Strength is displayed in the Mouse-over Stack Viewer.
Fatigue markers have been removed and replaced with a game piece layer on each unit.
Ctrl-F to increase fatigue level. Fatigue removal is automated with a Global Key Command (see below). Manual override (not shown on right-click menu) is Crtl-Shift-F
Demoralized markers have been removed and replaced with a game piece layer on each unit, covering the artillery value.
Ctrl-Z to add demoralization. Removal is automated with a Global Key Command (see below). Manual override (not shown on right-click menu) is Crtl-Shift-Z.
Exhausted status occurs automatically in the Global Key Command (below) - a white stripe under the unit name. Manual overrides (not shown on right-click menu):
Ctrl-X to add exhaustion; Crtl-Shift-X to remove.
Out of Supply markers have been removed and replaced with a game piece layer on each unit, a magenta stripe at the top of the piece.
Ctrl-Y to mark; Crtl-Shift-Y to unmark.
Out of Ammo markers have been removed and replaced with a game piece layer on each unit, a black stripe at the bottom of the piece - artillery value showing zero.
Ctrl-M to mark; Ctrl-Shift-M to replenish.
All these changes do eliminate the mnemonics present on the cardboard markers. Gone are:
- ORG, DISORG, and soldier/cannon icons on the strength markers.
- Extended march reminders on the fatigue markers.
- Strengh and artillery effects on demoralization markers.
But with minimal experience playing the game, all of these are superfluous. For example, any strength value that includes a parenthesized number signifies disorganization. If you can't consistently remember the specifics of extended march and demoralization, take these markers from your copy of the game and park them near you computer monitor as reminders.
Having removed all these markers, there is no longer a need for Force markers (standard rule 6.4), so they have been removed from the module, along with the Force Display windows. It is assumed that no fog of war variants will be used; they were not contemplated in the original design of the game system (a player may examine his opponent's strength markers at any time).
The only remaining unit markers are Flanks Refused (which applies to all units in the hex) and Leader Activation (a temporary indicator).
> Added a numbered hex grid to the maps. Note: The GTC map scans are slightly skewed, so units will not be exactly centered within the hexes in some areas.
> Added a Global Key Command button to automate most of the Recovery Phase. The first two steps are performed manually:
- Step 1: If F0: entrench, build/repair bridge.
- Step 2: If F0, F1, or F2, forage.
- Step 3a: DISORG to ORG if F0 or F1 (and not Demoralized 2 or unsupplied)
- Step 3b: Remove exhaustion if F0 or F1 (and not Demoralized 2)
- Step 3c: Reduce demoralization if F0 or F1
- Step 4: Apply exhaustion if F3 or F4
- Step 5: Reduce fatigue level by three
Note 1: The "Undo last move" button can be used to undo the last click of the Recovery button (in the event of a double-click, for example).
Note 2: Automating Recovery Phase Step 3a (i.e. disorg to org) is not feasible because unit strengths in this module are implemented as text strings, which can't be incremented numerically like the other recoverable factors.
> Added a Movement Point tracker (with dynamic values) as a game piece that can placed on the map where needed (and deleted the Movement Allowance markers from the module).
> Added a splash image to the module.
> TIP: To select non-movable game pieces, such as objective flags or bridges: Shift-click on them.
> TIP: Reduce the Mouse-over delay under File > Preferences (use 250 ms for snappier display of hex contents).
> Thanks to the creators of GTC module version 1.0. Being able to reuse map scans and piece images saves a lot of prep work.
Note 8 Jan 2020: Images above are from an earlier version of the module, which now has revamped game-pieces that improve on the look of the scanned counters.