Release

Version 0.2.05 improves usability

The new version is a maintenance release that features a bunch of usability improvements and minor bug fixes. Log file replay is now more comfortable with a small windows that allows you to set the replay speed as well as to stop or pause the replay. Also all interaction with the game is prevented during log file replay. You will be notified of newly arrived chat messages visually and via ring tone in case the chat window is minimized. A small plus sign in the corner of a counter stack in the map view informs you about the fact that a stack consists of more than one counter. This avoids unnecessary mouse overs in order to check the content of stack. Some new buttons have been added to the Map View toolbar. You can now hide all counters except the moving stack which makes following the actions of the moving…
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Release

Version 0.2.01a has finally arrived – bring out the big guns!

Finally I've moved on to version featuring ordnance and lots of new concepts and rules. Just to mention a few of them: In terms of rules, these are the most important additions/improvements to the game play: Ordnance (To Hit process, ammunition types, target acquisition, crews), hidden units, Close combat (now broken and concealed units are correctly handled), Weather conditions and changes, Wall Advantage, Crest status, Rout phase is now event based and fail safe, Unit substitution/ELR, Ammunition shortage, New terrain types (walls, hedges, rowhouses, rubble, gully, bridges, trenches, foxholes). The fire attack tooltip now displays a chance to impose any damage on your target (or the To Hit chance in case of ordnance) . Some actions are now animated in the map (explosions, small arms fire attacks, smoke; no sounds yet). Movement Factors are displayed in a better and more accurate way during movement. The user interface has changed in…
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Release

Last infantry-only version out

Version 0 1 64 of WW2T will be the last version that only covers infantry combat related rules. It comes with 4 fun-to-play scenarios and features many advanced rules (like Concealment, Fire Groups, Fire Lanes (new!) etc.). A new "Report" button has been added to the upper right hand corner of each counter stack in the map. Clicking on it will present you with all details regarding events affecting each unit or weapon (like Morale Checks etc.). The web service has been overhauled. You can now search for certain matches (either you know the match ID or the host player's name or you can filter for specific scenarios). Also all traffic to it is now SSL enciphered. There is a password reminder button in case you've lost your password. Most importantly: from now on every rated match will count for your Elo score! Each player starts with 1000 points. You…
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Version 0.1.61 with many bugfixes

I spent the last 2 weeks almost exclusively with testing and bugfixing. Therefore there is not many new features to talk about. The previous version was unfortunately not very stable and several conditions could lead to the game aborting. Since I will soon move on to ordnance related game mechanics I thought it to be very important that we have a game that allows us to actually play those infantry scenarios. As a way to help testing I have worked primarily on the log file system. You can now start, stop and read log files without issuing console commands through the new Game Tool Bar. A log file allows you to record and replay a complete match. Please be aware that the End Phase button has moved to the bottom Scenario Tool Bar. Another important change affects the way to First Fire at bypass targets. You must from now on…
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Another Hotfix

Another hotfix (0 1 58) was required because the Reveal Unit event that is so important on many occasions (whenever a Unit performs a concealment loss action and all enemy Units are concealed themselves) did not hand back action to the player that had the initiative before under all circumstances. As a goodie you will get a new and probably for some players easier way to navigate the map as an alternative to using the keyboard. Right-click with your mouse on it and drag it into any direction. Zoom with your mouse wheel. This version is backwards compatible with 0 1 57 (in terms of scenarios/matches). From now on I will mention this explicitely in the announcement post for a new release.
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Hotfix 0.1.57 brings new features

A hotfix was required to fix some issues with the previous version. I've added some new features nonetheless. First, leaders will possibly be created due to Self Rally or Close Combat results. Medium and Heavy Machine Guns can from now on be disassembled and reassembled to make carrying them easier. A new move - Street Dash - allows you to run cross a street in a city more safely with your troops. Finally I've added completely new artwork for all personnel units and snipers. Also German machine guns already got their new artwork, other nations are still missing. Enjoy!
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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…
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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…
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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…
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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…
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