PTD1 Transfer Complete! New Evolutions!

Want to get the Shiny Starters? Shiny Zorua? Shiny legendary dogs? Shiny Mew? or any other shiny pokemon in the game? Adopt them today using SnD coins! Click here for more info.

Visit the PTD: Pokemon Center - a place to trade pokemon, get your Daily Code, adopt Pokemon, view your items and change your avatar!

Welcome to the Sam and Dan Games Developer Blog!

Sam and Dan Games: Fundraiser! Phase 3
Help us keep making games and earn awesome prizes like Shiny Rayquaza and Shiny Heatran!  
Our Goal: $50,000

Welcome once again to another week at Sam and Dan Games. Let's get it started!

PTD1 Transfer Complete!
The goal this week is simple. Add over 30 pokemon from ptd1 and completely finish all the transfer pokemon. Completing this task will also add over 15 new moves to the game.

New Evolutions!
Because of these transfers this will add new pokemon into the game. Tangrowth, Tyrogue, and Hitmontop.

Mystery Gift
Like every week we will have a Mystery Gift and a Giveaway, so look forward to that.

Cosmoids Update
Still not ready to show anything of the new Cosmoids but I've been thinking a lot about it. Excited to show you guys soon.

Weekly Progress

PTD2 Released!
  • Mystery Gift (100%)
    • Graphics (100%)
    • Stats (100%)
    • Evolutions (100%)
    • New Attacks (100%)
      • Dragon Pulse (100%)
    • Add to Breeding Center (100%)
    • Add to Trading Center (100%)
  • PTD1 to PTD2 Transfers (100%)
  • New Pokemon (100%) - Voltorb, Electrode, Exeggcute, Exeggutor, Cubone, Marowak, Hitmonlee, Hitmonchan, Koffing, Weezing, Rhyhorn,  Rhydon, Tangela, Kangaskhan, Horsea, Seadra, Pinsir, Tauros, Lapras, Porygon, Omanyte, Omastar, Kabuto, Kabutops, Aerodactyl, Snorlax, Dratini, Dragonair, Dragonite, Tangrowth, Tyrogue, Hitmontop, Missing No, Mr. Mime.
    • Graphics (100%)
    • Stats (100%)
    • Evolutions (100%)
    • New Abilities (100%)
      • Download (100%)
      • Filter (100%)
      • Scrappy (100%)
      • Aftermath (100%)
    • New Attacks (100%)
      • Conversion (100%)
      • Conversion 2 (100%)
      • Recycle (100%)
      • Snore (100%)
      • Sleep Talk (100%)
      • Dragon Tail (100%)
      • Power Swap (100%)
      • Guard Swap (100%)
      • Mimic (100%)
      • Substitute (100%)
      • Clear Smog (100%)
      • Rolling Kick (100%)
      • Triple Kick (100%)
      • Bone Club (100%)
      • Bonemerang (100%)
      • Barrage (100%)
      • Egg Bomb (100%)
    • Add to Breeding Center (100%)
    • Add to Trading Center (100%)
  • Bug Fix - Destiny Bond bug (100%)
  • Typo - Fixed a typo with Bugsy's Mom (100%)
  • Bug Fix - Roar will now only work once per pokemon (100%)
    I'm pretty excited to finally be able to have all the PTD1 pokemon inside of PTD2, as always let me know what you think!

    Legendary Transfers, Ilex Forest, Game Rebalance

    Want to get the Shiny Starters? Shiny Zorua? Shiny legendary dogs? Shiny Mew? or any other shiny pokemon in the game? Adopt them today using SnD coins! Click here for more info.

    Visit the PTD: Pokemon Center - a place to trade pokemon, get your Daily Code, adopt Pokemon, view your items and change your avatar!

    Welcome to the Sam and Dan Games Developer Blog!

    Sam and Dan Games: Fundraiser! Phase 3
    Help us keep making games and earn awesome prizes like Shiny Rayquaza and Shiny Heatran!  
    Our Goal: $50,000

    Weekly Update
    Welcome once again to another week at Sam and Dan Games. Let's get it started!

    Game Rebalance
    It's about that time again to rebalance the game. The problem that happens is that many of you are higher level so I tend to make the latest levels be a lot harder than they should be at that stage of the game. The problem is that as I add even more content new players can get stuck since the difficulty curve might be too high. What I do to rebalance is start a new game and try to play all the levels. The moment where I feel like I need to start grinding to move on then that level needs to be made easier. Either make the enemy be lower level, or have less health. Ideally in the final game you would never need to grind to beat the story mode.

    I'm also retroactively adding TMs for the Gym leaders that you might have beaten.

    Legendary Transfers
    Last blog I asked in the comments what you wanted to see for this update. Some of you wanted to see the Legendary Beast from PTD1 to be transferred over. So this week we will see Raikou, Entei, Suicune and Victini be added to the transfer list!

    New Moves
    I won't be able to reach Soft Level cap 37 this week but I will add some of the moves from it, plus a few extra fun moves. Are there any specific moves that you want to be added next week? Let me know in the comments below.

    Ilex Forest
    The next map will be Ilex Forest. There won't be any new pokemon in it but there will be some pokemon in the wild that we hadn't seen before so that means new behaviours for them. You can expect to battle a pesky Farfetch'd and gain access to HM Cut.

    Mystery Gift
    Like most weeks, there will be a mystery gift this week. It looks like Ice is winning right now. It is interesting because if Ice wins, there aren't many pure or primary ice type pokemon left. There might not be a choice to vote for.

    Cosmoid Update
    Some interesting things are happening in the Cosmoids world, I hope to have something new to show you guys in the coming weeks, but for now there is nothing new to announce.

    Okay so here is the list of progress

    Weekly Progress

    PTD2 Released!
    • Mystery Gift (100%)
      • Graphics (100%)
      • New Attacks (100%)
        • Sharpen (100%)
        • Haze (100%)
      • Stats (100%)
      • Add to Breeding Center (100%)
      • Add to Trading Center (100%)
    • PTD1 Transfers (100%)
      • New Abilities (100%)
        • Victory Star (100%)
      • New Attacks (100%)
        • Searing Shot (100%)
      • Stats (100%)
      • Add to Breeding Center (100%)
      • Add to Trading Center (100%)
    • Rebalance Game (100%)
      • Reduced the amount needed to level up by 30% (100%)
      • Fixed Zai's Unit Size in battles (100%)
      • Added Bonus Experience to the Zai Berry Fight (100%) - Bonus experience for pokemon level 10 and under.
      • Made the Shadow Pokemon have really high amount of HP in the Zai Berry Fight to prevent players from defeating it before being able to capture it (100%)
      • Added Bonus Experience to the Zapdos Fight (100%) - Bonus experience for pokemon level 15 and under.
      • Fixed a typo with Ash's Dialog on Cherrygrove City (100%)
      • Added Bonus Experience to the Falkner Fight (100%) - Bonus experience for pokemon level 20 and under.
      • Added TM Roost as a reward for beating Falkner (100%) - If you already beat Falkner the TM will automatically be added to your game.
      • Changed Falkner's dialog after beating him for the first time to include him saying that he gave you the badge and the TM (100%)
      • Added a missing Police Man for Violet City when you first enter the town (100%)
      • You can no longer go to Route 32 (south of Violet City) until you beat the Lugia battle (100%)
      • Added Bonus Experience to the Bellsprout Tower Fight (100%) - Bonus experience for pokemon level 20 and under.
      • Boss Bellsprout's wrap attack now has a longer cooldown but he now spins for only half the time before throwing out his wrap (100%)
      • Increased the cooldown on the small bellsprout's razor leaf attack (100%)
      • Added Bonus Experience to the Lugia Fight (100%) - Bonus experience for pokemon levle 20 and under.
      • Slightly increased the damage of Lugia's Gust Attack (100%)
      • Made the first Unown Fight easier (100%) - Lowered the level, hp, and chance to attack for the unown.
      • Made Entei's fight easier (100%) - Lowered the amount of damage the protector unit will take when taking entei's fireball attack. Lowered Entei's level. Lowered the Unown's level and HP. Lowered the amount of Unown that come out at a time and increased the time between unown coming out.
      • Fixed a type with Gary's Dialog before the Mewthree battle (100%)
      • Made Mewthree's battle easier (100%) - Lowered his total hp, lowered his damage to it's target unit.
      • Added TM U-Turn as a reward for beating Bugsy (100%) - If you already beat Bugsy the TM will automatically be added to your game.
      • Changed Bugsy's Dialog to mention giving you the TM (100%)
      • Made Past Route 29 Lass easier (100%) - Made her pokemon more reasonable for the expected level at that stage of the game.
      • Made Past Cherrygroove City Kid easier (100%) - Made his pokemon more reasonable for the expected level at that stage of the game.
      • Made Past Route 30 Trainers easier (100%) - Made their pokemon more reasonable for the expected level at that stage of the game.
      • Made Past Route 31 Trainers easier (100%) - Made their pokemon more reasonable for the expected level at that stage of the game.
      • Made Past Violet City Trainers easier (100%) - Made their pokemon more reasonable for the expected level at that stage of the game.
      • Fixed a typo on Falkner's Dialog on Past Violet City (100%)
      • Made Past Ruins of Alph Trainers easier (100%) - Made their pokemon more reasonable for the expected level at that stage of the game.
      • Made Past Route 32 Trainers easier (100%) - Made their pokemon more reasonable for the expected level at that stage of the game.
      • Made Past Union Cave Trainers easier (100%) - Made their pokemon more reasonable for the expected level at that stage of the game.
      • Made Past Route 33 Trainers easier (100%) - Made their pokemon more reasonable for the expected level at that stage of the game.
      • Made Past Azalea Trainers easier (100%) - Made their pokemon more reasonable for the expected level at that stage of the game.
      • Made the fight against Bugsy easier (100%) - His pokemon are lowered level, have less HP. Scyther starts out slower and now attacks longer before buffing himself again. Ariados now has an initial cooldown on his spider web attack.
    • Ilex Forest (100%)
      • Map (100%)
        • Graphics (100%)
        • Triggers (100%)
      • Trainer Battle (100%)
        • Waves (100%)
        • Level Layout (100%)
      • Wild Fishing Battles (100%)
        • Waves (100%)
          • Poliwag (100%)
          • Magikarp(100%)
        • Level Layout (100%)
      • Wild Pokemon Battles (100%)
        • Waves (100%)
          • Caterpie (100%)
          • Metapod (100%)
          • Weedle (100%)
          • Kakuna (100%)
          • Pidgey (100%)
          • Zubat (100%)
          • Hoothoot (100%)
          • Paras (100%)
          • Oddish (100%)
          • Venonat (100%)
          • Psyduck (100%)
        • Level Layout (100%)
      • Farfetch'd Battle (100%)
        • Waves (100%)
        • Level Layout (100%)
      • Wild Pokemon Behaviors (100%)
        • Paras (100%)
        • Oddish (100%)
        • Venonat (100%)
        • Psyduck (100%)
      • New Attack (100%)
        • Cut (100%)
    • New Attacks (100%)
      • Seed Bomb (100%)
      • Drill Peck (100%)
      • Gravity (100%)
      • Giga Drain (100%)
      • Cross Chop (100%)
      • Extremespeed (100%)
      • Hydro Pump (100%)
      • Thunder (100%)
      • Fire Blast (100%)
      • Blizzard (100%)
      • Solar Beam (100%)
    • Your pokemon will now retain any extra experience they gained past the point of leveling up (100%) - They won't however instantly level up twice, you will need to gain more experience to trigger more level ups, but you won't lose experience as your previously did.
      • Bug Fix  - Rapid Spin not clearing out Stealth Rock (100%)
      • Bug Fix - Added Missing Attack - Lovely Kiss (100%)
      • Bug Fix - Shrinking a few pokemon - Furret, Ekans, Arbok, Slowpoke, and Dunsparce (100%)
      That's what we have for you this week. As always keep checking back to see how I'm doing and let me know what you think! Sam out.

      Scale comparison 15mm Crusader and a 28mm Stormtrooper

      I had a few people asking for a scale comparison of the upcoming 15mm scale Crusader and a 28mm miniature.

      You can see it scales nicely for the 28mm crowd, the head is large enough to fit a pilot into and the overall size looks good.

      Ghaaaw, I wish I went to Gencon

      Spoke with some of the folks from WGF and they said that they had quite a few backers come say hello... Makes me very sad I could not attend. I would have loved to meet the folks that made this possible.

      Here is a shot for Gencon



      Next year come hell or high water, I will be there.

      Back in action! PTD2 update released!

      Want to get the Shiny Starters? Shiny Zorua? Shiny legendary dogs? Shiny Mew? or any other shiny pokemon in the game? Adopt them today using SnD coins! Click here for more info.

      Visit the PTD: Pokemon Center - a place to trade pokemon, get your Daily Code, adopt Pokemon, view your items and change your avatar!


      Welcome to the Sam and Dan Games Developer Blog! Back in action!

      Sam and Dan Games: Fundraiser! Phase 3
      Help us keep making games and earn awesome prizes like Shiny Rayquaza and Shiny Heatran!  
      Our Goal: $50,000

      Back in Action!
      It's good to be back! First I want to thank you all for all the kind words that you gave Zaira and I. We had a wonderful wedding and honeymoon. It was a much needed break from work. I'm fully refreshed and ready to make some content!

      PTD2 Update 1.49 Released!
      I just finished a new update it contains a lot of goodies for you guys and gals.

      • Pokemon Size Adjustments - This was a long time coming. Usually I would resize pokemon manually and more or less estimate how big or small they should be. What I did was changed it so the sizes are automatically figured out using programming instead of me doing it manually. From 0 to 10 feet units will scale at a faster pace than from 10 or higher feet. If it all scales the same you end up with giant Steelix. So I used rattata to figure out 1 foot and your character represents 5 feet. Then I took my Steelix size and made that the measure for how the bigger pokemon should scale. The outcome is that sizes should be more consistent now. Some pokemon got smaller and some got bigger but should be accurate to the game.
      • Soft Level Cap Increased to 36 - Added 11 new attacks to reach the 36 soft level cap. Please note that pokemon that can learn these attacks will be able to learn them even if they are learned at a higher level than the soft cap.
        • X-Scissor, Megahorn, Shadow Claw, Flash Cannon, Dizzy Punch, Psycho Cut, Whirlpool, Stone Edge, Venoshock, Blaze Kick, and Sludge Bomb.
      • The promised Giveaway Pokemon - This coming week I will be giving away Shiny Tepig, Gothita and Electrike.
      • PTD1 to PTD2 Transfers - 15 new pokemon to transfer over! Go to the PTD1 Pokemon Center to transfer your pokemon from ptd1 to ptd2. Keep in mind you can't transfer them back to PTD1 once you transfer them over.
        • Ponyta, Rapidash, Magnemite, Magneton, Farfetch'd, Doduo, Dodrio, Seel, Dewgong, Grimer, Muk, Shellder, Cloyster, Drowzee, and Hypno.
      That's all I have for today, stay tuned for our next blog on Monday! As always let me know what you think!

      Gencon 25% off sale and a preview of the 28mm scale Leviathan Mortis and 15mm scale Leviathan Crusader

      Unfortunately I did not make it to Gencon this year, real life issues of hunting for a new residence intruded on my fun.

      If you can make it to Gencon, Wargames factory will be previewing the 15mm Leviathan Crusader and the 28mm Leviathan Mortis, both were painted for WGF by Matt Leahy. I think he did a fabulous job on these! Yes, that is the 15mm Crusader, all the details found on the 28mm model are present.

      For those of you like myself who cannot attend Gencon, I just wanted to let you know that Wargames Factory if having a 25% off sale. Just be sure to use the discount code on checkout.


      GENCON SALE!

      All Wargame Factory and DreamForge-Games products on sale for 25% off! Sale ends Sunday August 18th at Midnight!

       Use the discount code of conspecial in our webstore shopping cart to receive the discount.

      (Please note that our 3x and 7x deals do not apply during this sale)

       Leviathan Mortis

      15mm Scale Leviathan Crusader

      Desert wadis - practical wargame terrain

      In general terms there are two considerations for wargaming terrain. The first is the aesthetic quality, the second is practicality. Sometimes the aesthetic can be practical, especially when it comes to 'moveable' / free standing terrain. Fantastic looking buildings can be made and ways found to make them practical - by giving them gardens for occupying troops to go in, etc. Trees and other vegetation can also be both because they can be moved around to make space for any troops passing through them. Things become a little more tricky when it comes to larger features, especially hills, rivers and other major topographical features.

      If I were to wish for something to add to my wargaming set up, it would be a collection of nicely sculpted modular terrain tiles. No it's not! Scrub that wish because I could probably have them if I wanted - my modelling skills and knowledge are probably good enough - what I need is a spare £500,000 to buy a spare house big enough to store it all in; because lets face it, I'd want an awful lot of modules to re-fight this and that battle. Therein lies the truth about practical wargames terrain - storage.

      At Fiasco, Leeds Wargames Show later this year, I intend doing a WW2 Western Desert demo game. For it, I need a lot of wadis and escarpment. I have two options. I can spend a heap of money and do it with purpose built terrain modules - which I will have to take down to the dump immediately afterwards because I'll have nowhere to store it - or I can do what I usually do and go the way of versatile, easy to store, applique terrain pieces.

      This week I started planning and making my applique wadi sections. Aesthetically they leave a little, possibly a lot, to be desired, but with a little imagination you can see what they represent. They are certainly better than the pieces of beige paper I've been using up to now.



      They are also extremely easy, and fairly cheap, to produce - I marked and cut the 2mm MDF and glued the banks on sixteen feet this afternoon. I also did a test run on a couple of feet. Here is the result of that test and a "How I....".

      A 12" wadi section. The wadi is 9cm wide overall with 2cm 'banks'. The base is 2mm MDF well primed and undercoated. The banks are foam core. 
      I wanted to be sure of the width of the gap / wadi bed, so I cut the banks down the centre. This also saves on wastage and means section ends match up. I also marked each pair A, B, C, etc. just in case they got mixed up.
       Next I trimmed off the outer bank of the wadi with various craft knives. It does not have to be accurate, but fairly even is best.
       Here is a pic of the wadi in section.
       After trimming the banks, I undercoated them. This is a water based household, exterior undercoat.
       PA good coat of PVA and sprinkled sand and grit gives texture. I will need to go out and get another 4 litre container of this - I've almost used 4 litres in a year!
       There is too much of this to do with an ink wash, so I'm doing these with a cheap acrylic.
       Dry brushed with the paint I used for the table (Dulux emulsion) will blend it in.
       More dry brushing with a lighter colour at the base of the wadi so it stands out a little.
      And that's it. I will be doing turns as simple arcs of 30 (x9) and 45 (x4) degrees. They are river beds, after all, and can meander a bit.

      As flexible as the paper sections (almost), more durable and better looking than the paper, but not as good as sculpted modular terrain - though sixteen feet of modular wadi terrain tile is a lot of module. These will do until.....

      The Battle of Sidi Rezegh (day 2) in full swing.


      Here are some shots of the battle at the end of last night's play. I can't believe that the table, for Command Decision, is only 6 x 6; even on a 10 x 6 it looks quite crowded.
       
      British and German armour engages west of the aerodrome. The Germans are tearing into the British tanks.
       A regiment of A15 Crusaders from 22nd Armoured Brigade rushes through a gun line of 2pdr AT guns still on their portees. 
       5th Panzer Regiment, fans out across the desert, supported by an 88 which has quickly been brought into action. The regiment is advancing on a front of 1500m. 
       On the northern (left) flank of 5th Panzer Regiment, more close support artillery comes into the fray.
       Around the aerodrome the British are forming a second defensive area - they have lost 'B' and the first German infantry are, in limited numbers, above the second escarpment.
       British 25pdrs of 60th and 4th field regiments cluster around the aerodrome.
       Below the second escarpment the Germans, of Group Knabe, are renewing their attack after initially being repulsed.
      On point 'A' a company of 1st KRRC and command and control elements are the last defenders holding the escarpment. 
      The Germans move on 'B' (central) with close artillery support. It is the German artillery, including the 210cm Morser 18s firing from Belhamed, that have done the killing - the German infantry is advancing on empty positions.

      Last night was one of the only times I have ever felt sorry for Peter. He only won 10% of the initiative, and Graham was winning it in big numbers including a runs of over 40 initiative points. Next week will see the conclusion because both sides are now quite low on morale chips. 'B' has fallen to the Germans. 'A' is destined to fall due to the artillery concentrations that are bound to fall on it. It will come down to who holds 'C'. My money, is on a hard fought draw.
        

      Briefings for "Broken Spearhead"

      The following briefings are for the previous post on my version the Command Decision scenario in Benghazi Handicap. It differs somewhat from the original. The primary source for the briefings was Sidi Rezeg Battles 1941 by Agar Hamilton and Turner.

      BTW: This post is picture light, and in a horrible font, because yet again my cursor function is not working properly on this blog!

      GENERAL BRIEFING FOR BOTH PLAYERS
      Yesterday saw the hardest fighting (of the British offensive to relieve Tobruk) so far. The fighting was chaotic as formations of both sides clashed to their front and rear. Between Tobruk and Gabr Saleh, British 70th Division was trying to batter its way out of Tobruk (objective Ed Duda) in the face of ‘Bologna’ and 90th Light, the latter also fighting off probing attacks by 7th Armoured Brigade and 7th Support Group to its rear from Sidi Rezegh. In their turn, 7th Armoured Brigade and Support Group were facing both ways in an attempt to fend off a concerted attack by 15th and 21st Panzer Divisions coming out of the desert from the east. The Panzer divisions were unable to concentrate fully because they were simultaneously holding off 4th and 22nd Armoured Brigades, which had chased them from Gabr Saleh.

      At the end of the day there was no doubt that DAK had come out on top, especially in terms of material. However, the British had shown a good deal of tenacity and, despite very heavy losses, maintained the very important strategic position at Sidi Rezegh.

      BRITISH BRIEFING FOR:
      Brigadier Campbell (7th Support Group), officer commanding Sidi Rezegh, noon, 22nd November 1941

      At Sidi Rezegh, plans for linking up with 70th Division at Ed Duda have been suspended until 22nd Armoured Brigade and 5th South African Brigade reinforce the position from the south. Support Group and 7th Armoured Brigade have spent the morning reorganizing and consolidating their position on the commanding ridge (second escarpment) overlooking Trig Capuzzo and around the aerodrome. Both 7th Armoured Brigade and Support Group are not in the best shape. Yesterday’s losses cannot be made good. Brigadier Davy (7th Armoured Brigade), has reported he has 28 runners, several of which have been hit more than once - he started the operation with 168 tanks – and morale has been adversely affected. It is a comforting thought that the Germans withdrew their armour, northward down the escarpment and out of the battle area, this morning. The arrival of 22nd Armoured Brigade is not expected for some time; 5th South African Brigade has been ordered to hold the third escarpment.

      Major General Gott (7th Armoured Division) has personally given orders that Sidi Rezegh must be held at all cost. It will be the jump off point for units battering their way to relieve Tobruk. Following the arrival of the reinforcements a northward advance on Ed Duda can be resumed.

      BRITISH GAME NOTES AND VICTORY CONDITIONS
      4th Field Regiment RHA begins the game off table. One or both batteries can be ordered forward to the battle area at any time. Once ordered forward the guns cannot be stopped and cannot shoot whilst in transit. The batteries will be in transit for two Artillery Action cards. The guns will arrive (making a normal move) from the south, at the aerodrome, on the appearance of a third Artillery Action card. 

      22nd Armoured Brigade will arrive as reinforcements on the appearance of the Stratagem 1 card from the start of turn 4. Its regiments will arrive (making a normal move) on the card’s appearance, along the British base line east of the third escarpment. There must be a 12” gap between regiments. Note: This deployment is the real reason for the inclusion of the third escarpment in the battle area.

      To achieve a decisive victory: Hold the majority of high ground at the second escarpment (including A and one B) and the aerodrome buildings at C.

      To achieve a crushing victory: Providing that the above requirement is met, at least four companies (any strength) of tanks or infantry must cross the German base line west of point D – they move onto Ed Duda. 


      GERMAN BRIEFING FOR:
      Major General von Ravenstein, officer commanding 21st Panzer Division, noon, 22nd November 1941

      At the end of the day there was no doubt that DAK had come out on top. However, the British had shown a good deal of tenacity and, despite heavy losses, maintained the important position at Sidi Rezegh.

      This morning, following receipt of orders from DAK, 15th and 21st Panzer Divisions moved north to take up defensive positions below the second escarpment. 21st Panzer Division was ordered to concentrate at Belhamed ridge and be ready to counter-attack the expected resumption of the British advance on Tobruk.

      General Rommel, in person, has recently arrived at Division Headquarters. He has personally given you new orders. You must undertake a two pronged attack to secure the second escarpment. He has ordered Group Knabe to make a frontal attack from the north supported by the heavy artillery of Group BÅ‘ttcher (408th Heavy Artillery). Meanwhile, Group Stephan will take a circuitous route via the by-pass road and attack the aerodrome from the west.

      GAME NOTES AND VICTORY CONDITIONS
      Group Stephan will arrive as reinforcements on the appearance of the Stratagem 2 card from the start of turn 3. Its composite units will arrive (making a double move) on the card’s appearance, directly west [flank baseline] of the aerodrome, with at least one battalion of 5th Panzer Regiment leading.

      To achieve a decisive victory: 21st Panzer Division must secure the majority of high ground at the second escarpment (including A and one B) and the aerodrome buildings at C.

      To achieve a crushing victory: Providing that the above requirement is met, 21st Panzer Division must effectively eliminate all British armour.

      Note: In time, the British are expected to continue their attacks toward Ed Duda. The baseline west of point D is the exit point for such attacks.
      
       

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