Version 0.1.55a out

Version 0 1 55 of WW2T features most prominently Smoke Grenades. Infantry with the appropriate capability (white number besides firepower) can now throw Smoke Grenades during their Movement Phase in order to obscure the Line of Sight. Also part of this release is the possibility to Low Crawl during the Rout Phase and thus avoid Interdiction in Open Ground. Portage of Support Weapons has been overhauled. Leaders now lend their portage capacity to any accompanying Squad. Broken units are no longer allowed to carry anything in excess of their portage capacity. Assault Fire now allows Squads with this ability to become much more efficient in the Advancing Fire phase. Morale and Pin Task checks now correctly take leadership modifiers into account. A broken or eliminated Leader leads to Morale Checks or Pin Task Checks for their troops. And finally a new artwork for Leaders and the hex grid has been…
Continue Reading

Version 0.1.52a brings Spraying Fire

A hotfix release was necessary for certain Concealment related situations. Version 0 1 52 combines those bugfixes with some new features. Concealment loss can now require a Reveal action by the other player in case that all qualifying units in LOS are concealed themselfes. This way Dummy units really live up to their full potential like it should be. Also, Dummy units can pretend to control Locations (the opposing player cannot distinguish) right up till the end of a match. Only then they would be removed from play and control goes back to the side which last controlled a Location with a qualifying MMC. The ESC key allows for quick deselection of all Locations, Units and Setup Areas. Fire Attacks now allow for Spraying Fire to be used (Squad and MG). As soon as you select 2 Locations as a target the attack will use Spraying Fire. Units that move…
Continue Reading

Version 0.1.50 available

Admittedly it took a while but finally I can announce Version 0 1 50 Alpha of WW2T. With it comes a big chance with respect to Fog Of War rules - namely the concept of Concealed, Hidden and Dummy units. For this the Setup phase has become slightly more elaborate and sequential. Only at game start both players are allowed to inspect the order of battle. From then on Concealment rules are applied. Concealment gain and loss is handled fully automatically of course. Commands for Mopping Up and Search have been added to the Prep Fire and Movement phases. A new 8 turn scenario (with a new map) is included which makes use of all the new Concealment rules (Stalingrad Tractor Plant). It also features the Factory Building, a new building type. Many bug fixes and smaller improvements have also been shipped like for example the TAB key which allows…
Continue Reading

Version 0.1.50 is in the making

;feature= With this promotional video (based on the current Alpha version) I wanted to update you on the upcoming release. Version 0 1 50 will cover Concealment in scenario setup and game play. Since this will have an impact on many rules already implemented I cannot guarantee a release date yet. The next version will contain a significant number of bugfixes resulting from the fruitful playtesting with members of the Gamesquad forum community. Thank you for your support!
Continue Reading

WW2T 0.1.40a available

The latest update of WW2T (Version 0 1 40a) can be downloaded. It features Snipers for the first time and many smaller rule and user interface fixes. Cowering can now affect Fire Attacks, Close Combat attacks will allow you to ambush your opponent in woods and building hexes (including the possibility to withdraw). Defensive First Fire has been overhauled, you will no longer see three buttons but just one "Defensive First Fire". Should certain units be afffected by Subsequent First or Final Protective Fire rules they still can combine their attack in a Fire Group with those not having fired yet. Descriptions for all scenarios have been added. A new toolbar at the top of the map features buttons to easily access victory objective hexes, to show/hide map counters and to switch on/off the follow mode. Some of them can be toggled on/off via keyboard as well. The F key/button…
Continue Reading

Preview of WW2T version 0.1.40a

The upcoming update 0 1 40a will feature many new event types (Residual FP, Self Rally, Rout etc.) which will help you to better see what your enemy is up to. A new toolbar features a bunch of buttons to access victory conditions and also for the first time the scenario description. A cool new feature will be the "Follow" button (F key). When pressed your map view will follow the actions of your opponent. The Close Combat/Melee will receive a complete overhaul. Ambush is possible now and also the possibility to withdraw from Melee. Cowering has been added to the Fire Attack resolution. Last but not least Snipers will make an appearance. Watch out for the target selection mechanism that will highlight all valid hexes. No more guess work needed. One of the important fixes included in the release will be the tooltip that appears on top of all…
Continue Reading

Version 0.1.30a of WW2T ready

It took a couple of days longer than expected to test everything and fix a couple of bugs. But now version 0 1 30a of WW2T is available in the download section. It contains an important update regarding multiple vertical locations of a hex. You can now properly play the scenario GuardsCounterattack since the German player is able to retreat to and defend himself from upper building levels. Watch out for the staircase symbol which tells you where you can move up and down. Line of Sight mechanics have been overhauled in order to allow shooting over obstacles and also correctly calculate blind hexes should they occur. The update also features some improvements regarding hand over to your opponent. You will receive a audio-visual signal when your action is required. Two keyboard shortcuts allow you to show/hide map counters (H) and show/hide the hexes (V) playing a role in the…
Continue Reading

Outlook on Version 0.1.30a

The next update of WW2T is in the making and will bring non-gound level locations, some usability improvements and a new scenario. With the addition of upper building levels and stairwells the scenario Guards Counterattack will make it much harder for the attacking Russian player to reach his objectives and hopefully lead to a much more balanced game play. Also Line of Sight mechanics have been extended with Blind Hex calculations in conjunction with this. A new scenario (and map) will be added that features 2 new weapon types: Flamethrowers and Demolition Charges. The update is scheduled for next Sunday.
Continue Reading

0.1.20a out with Bypass and more

Version of WW2T can be downloaded from the download page. It includes two new visual features that make life easier. One is the visual depiction of a Line Of Sight after having declared a Fire Attack, the other are Events. Events (currently covering movement and fire attacks) provide a short summary of the last action. They also allow to directly jump to the location where the action has taken place (eye symbol). They will form the basis of more visual feedback of actions taken by other players in the future. The new version of WW2T also adds two new Movement commands: Bypass and Double Time. While Bypass lets you walk around Wood and Building obstacles, Double Time extends your Movement Factors. Also improved has the handling of Fire Groups which should now work correctly including Leader Direction and multi-location Fire Groups. A bit of a headache proved to be the…
Continue Reading

Upcoming version 0.1.20a features

The next Alpha version () will be published in a week from now if everything goes fine. It will feature Double Time when moving Infantry, Sustained Fire and an overhauling of Fire Groups which should now work correctly (including multi-location FGs and leader direction). I've also focused on improving the traceability of actions taken by your opponent which currently is kind of hard because it is only logged to the console. For this I've added an Event system that displays Fire Attacks and Movement actions and lets you jump to their location in the map. For the first time the Line of Sight is also displayed as the result of a Fire Attack with exact depictions on where a LOS breaks or hindrance comes into play. Last but not least Bypass movement will be made available.
Continue Reading