Hi All,
We put out beta build 63 last night. I actually got to bed before 1am, which must be a record.
New in this build:
1. Tracks are now displayed as dashed lines, making it much easier to distinguish these. See the attached screenshot below.
2. Added more details to the reinforcement list. Specifically, these now show how many units in the force and method of arrival ( if other than by ground/road ). See attached graphic below.
3. New Tutorials #1 and #2). These are semi-historical scenarios based loosely on the initial 82nd Div operations south of Nijmegen. The aim is to engage and involve the player while teaching them the mechanics of the game. In the first tutorial, lasting just one day, you only have the 505th Regiment plus one arty Bn and a few support units. You have to secure the southern defence line and fend off the arriving Germans. At the same time you must secure the crossings along the Maas-Waal Canal.
The second tutorial continues on with the arrival of the 325th Glider regiment and later the Grenadier Guards Group. It lasts for two days and you must continue to secure the southern defence line against increased German pressure, relieve the defenders at the Honinghutie crossing and drive on the southern suburbs of Nijmegen. It's a very good scenario - great fun to play.
4. First draft of the Tutorial Manual. Covers only Tutorial #1. Still working on Tutorial #2. Plenty of pictures and detailed steps on game mechanics. Includes introductory notes on command structure, command process and orders delay. Also includes a walk through of the commanders appreciation process whereby he reviews orders and the situation and develops his plan. Addresses factors such as enemy and friendly forces, terrain and time and space.
5. Revised the way Delay Orders work. Previously, the force would defend in its current location and withdraw to the next waypoint when threatened or bypased. Now they will advance to the first waypoint and defend there until threatened or bypassed. They will then withdraw back to the next waypoint and so on.
6. A swag of new scenarios were added with build 62, including reworks of the old Arnhem scenarios, using the new estabs and company level force structures. In most cases these are completely new scenarios. Other new ones include Ray Wolfe's "Horrocks Steamroller", a hypothetical breakout by 30th Corps from Joe's bridge with three full divisions and plenty of German defenders - a great schlag!
Well that's about all the new stuff for now. The Game is progressing very well, though as usual taking longer than scheduled. Currently running three weeks behind. Sorry.
But to end on a positive, Paul and I are having great fun testing the new scenarios. Last night we went head to head on Steve Long's "Guards Keep Going" based on the Drive on Deelen scenario. I played the Germans. Paul tried an outflanking move on the Velperberg position to the east of the highway. At the same time he struck hard in the centre. KG Harder gave as good as he got in the centre, despite starting undeployed ( Steve's going to make sure they start dug-in next time

). But KG Spindler just couldn't cope with the avalanche of two Gds Arm Gps. I backstopped them with the 9th SS Recon Bn and six Tiger IIs, but alas my mortar unit was cut down as it tried to flee the Velperberg woods.
In the meantime, Harder's men were starting to crack. They had inflicted grievous casualties on the Welsh and Irish Gps plus destroyed the Mortar Pl of the Green Howards Inf Bn from 69th Bde. Unable to stand I was about to withdraw when we had to call it a night. I credit Paul with a good win, though I reckon I could have held if I had started dug-in. Next time then.
