DOWNLOAD: NGT 5.59
The Theater Map The centerpiece. Your actual game map art (derived from your own art folder), with staff layers over it:
- Own forces in APP-6 symbols — ground, air, naval — with a chain-of-command lens: click a unit and its higher HQ and subordinates light up on the map itself (no window over the ground). A second lens highlights every unit attached to the same HQ.
- Draw your own NATO style graphics on the map that are persistent through the campaign
- Enemy picture from your reporting: tracks with age, assessed carrier presence (triangulated from squadron sightings, SIGINT and last-known positions), threat and strike-reach rings.
- Weather zones and moonlight so the map shows tonight's illumination and each zone's weather.
- Search coverage: every air-search sector drawn as arcs — red = a gap with traffic, amber = assigned but silent, green = covered. Click a sector and it lists the squadrons flying it.
- Logistics on the map: every base as a stock-level pip (black / red / amber / green against the game's own requirement, projectable 7–90 days along the observed trend), convoy lanes with contact ticks, and a base-capability tier layer (more below).
- A right-click staff menu on any hex: show the chain of command, attach units to your task organization, open status cards, zoom.
- Jump to the map from anywhere — any unit, track, or base name on any board focuses the map on that entity.
- Add and combine any layers you want: derived from your planning tools, intelligence reports, base economy, weather, self-generated tactical graphics, operations plans, and so on
- Full suite of intelligence cycle tools including INTSUMs, SIGSUMs, and GRINTSUMs, which can be plottedo n the theater map. Tools for battle tracking and enemy order of battle analysis. Automatically generate intel reports for specific operations you plan.
- Base supply/fuel/oil/ resources against the game's own requirements, weather, moonlight, and now the Intelligence screen's campaign scoring (both sides' scores, PP, sorties, loss categories) —
- Campaign Scoring board: your score ratio against the year's auto-victory threshold (4×/3×/2×), with a trend that accrues a row every accepted turn.
- Combat Assessment: air engagement history from your reports, loss-exchange charts that lead with the question they answer, and an aircraft technical comparison - for both dogfighting and bomber interception
- Manual-grounded readouts everywhere. I swept the manual for every rule with a hard number (230 of them) and put the ones that drive decisions on the boards: airfield overstack (50×size 1E-equivalents), sortie-generation supply bands, the port-size capability table (torpedo/BB rearm only at size 7+, undocked refuel at 5+), spoilage ceilings, fort+2 assault odds on enemy base cards, repair-length estimates from the actual repair-point arithmetic, garrison requirements, base victory-point values.
- EMCON exposure: which of your TFs sit inside the 5-hex high-threat band of an enemy base, and the detection-level ladder (every strike you launch raises your own DL).
- Base capability tiers: every base classified from the manual's own tables — ANCHORAGE → NAVAL STATION → NAVAL BASE → FLEET BASE (and AIRSTRIP → MAJOR AIR BASE for the field), with +YARD and +TENDER modifiers — on the base card, a J4 table, and a map layer.
- Fully functional order of battle generator linked to the operations map and all other staff sections
- campaign planning system with inputs for phases, lines of effort, metrics, operations, and key tasks
- Daily Tasking Order: compares the game state to your planning state in NGT and recommends actions to take on every turn
- Planning tools for maritime patrol, ASW patrol areas, submarine patrol zones, convoys, and air defense identification zones
- Task Force composer with role/type/theater/speed slicers and a doctrine recommender: nine historically grounded templates (Carrier Strike Group per '42–44 fast-carrier practice, Heavy Surface Combatant Group per Guadalcanal night doctrine, Hunter- Killer, Amphibious Assault, Fast Transport…) that draft real free hulls from your save, state every shortfall, and warn when your embarked carrier air exceeds the year's raid-coordination band.
- Lift feasibility on the game's own load costs and TOE slots: pick the units, pick the shipping, get troop/cargo margins and a beach-unload timeline (how many turns to put the force ashore).
- Convoy pipeline: size the requirement (tons/day × distance), draft the smallest hull set that carries it, count the escorts your doctrine wants, check the era's ASW modifiers, send it to the planning tray.
- Force Generation blanket: every squadron, hull and formation on a RESET → TRAIN/READY → AVAILABLE horse-blanket calendar with pacing items (ship classes, airframes, TO&Es, even device pools), operational commitments projecting recovery, and slicers by component/type/theater/nation.
- Operations Board: a weekly/monthly campaign calendar by theater (planning bars to X-day, execution, phases), plus OPORD generation that pulls its intelligence and logistics annexes from the J2/J4 boards automatically.
- Targeting (D3A): nomination folders by theater and score, PIRs you can edit and answer, and an ATO that advances targets through Decide-Detect-Deliver-Assess.
- March estimate: hex-to-hex ground movement time by unit class over the actual terrain (honestly labeled: roads aren't decoded, so a road march beats the figure).
And much more! I'll post additional screenshots below.
