Welcome to Conflict of Heroes! Current Vassal module version is 1.12. History: ver 1.14 -Added markers for artillery plotting (make invisible to use!) -Added marker for designating a empty hex for speculative fire attacks -Fixed values of Russian SMG squads to match game. (I had values from the upcoming new game) -Changed stacking traits of bunkers and control markers to make them more accessible -Added menu entry for alternate hex grid alignment on bunkers -Russian SMG squads now use a new menu structure that will be for future versions -Fixed firefight 9 setup error (a unit had a damage marker assigned to it.) -Added invisible trait for fixed fortifications (if a setup doesn't have it, swap the unit out from the markers) ver 1.12 -Fixed setup in firefight 6. BA-10 missing from Soviet Player 1, also moved artillery card from player hand to setup window to avoid confusion. -added target markers for off board artillery. Markers can be made invisible along with other useful traits. -added player hand inventory so each player can see number of cards every player has in their hands. -added other rolls menu with rolls for 1 die and 3 dice. 1 die for cards that need a single die roll, 3 dice can be used with the variable AP option of rolling and removing one of the die results. The reported numbers are sorted from lowest to highest. ver 1.11 -Fixed issues with firefight 5 and changed version to identify latest version on Vassal site. ver 1.10 -First official release To install: Download the CoH.mod file and each of the 6 board #.vext files. Save the .mod file into a folder of your choice. Create a folder a new folder in the same folder where the .mod is saved and name it CoH_ext. Save each .vext file in the CoH_ext folder. Run the vassal front end and select the CoH.mod to open. When CoH.mod starts it should load the 6 board #.vext files. To use this module, you should have already selected a firefight to play. If not, then select a firefight from the pull down menu under File. The firefight begins with pre-positioned units on the map. Any other units are located under Reinforcements for that side's HQ button. Each HQ button also has the window where more units can be created (the one's for the firefight have alreday been setup, so this window generally won't get used during a game). The HQ button also pulls up the player hand window where action cards are kept. Once a game has been selected and appears in the map window, click the Hit Markers/Action Cards button and select Prepare Action Deck. This will move the correct set of cards to the window where the card deck used for play is kept. Other Features: Right clicking a unit brings up a menu of options that can be selected. The matching keystroke that can be used is listed there. Common unit commands: [ or ] rotate the unit one hexside either clockwise or counter clockwise. CTRL U flips a unit to it's used side. CTRL I makes a unit hidden for using hidden movement rules. CTRL D draws an appropriate damage counter at random and puts it under the unit. CTRL E will send a destroyed unit to the dead pool on the AP Track. Special unit/marker rules: A highlight menu is available to highlight units tht are: Currently Active/Group Leader Part of a Group Target of Fire These are manually turned on or off as the player sees fit. The menu buttons Clear Highlight and Reset Used can be used at the end of a turn to ready all units on the map for the next turn. CTRL K will remove a unit from the game without sending it to the dead pool. CTRL . (period) or CTRL , (comma) rotates a bunker facing. In order to select a bunker, hold down the shift key while clicking it. It can then be moved if needed. Markers button has a selection of misc markers used during the game. 2 additional items are included: Text Label will allow you to put a editable text label anywhere you want. Right click or CTRL L will let you modify the text. Objective markers for both sides are included. Once placed on the map, these can be selected by holding the Shift key down while left clicking. These can be used for any purpose the players want. I've included them in some firefights to mark entry roads or hexes that are important but are not actual control markers. AP Tracks brings up the window with the command tracks. These are numbered counters that can be increased or decreased by clicking on the plus/minus buttons. Clicking on the number directly will open a field that will let you enter a value you want. Two separate tracks are included for 4 player games. Objective cards when needed are under Hit Markers/Action Cards in a separate window. LOS, mini-map, zoom, hide units to view terrain, notes tools are all included. Dice button will graphically show the results in the button as well as in the text log. Player hands are only visible to the owning player. If you want to tell your ally what cards you have, you'll have to do it in a private message. Vassal limitation and not something that can be fixed for now. Reinforcements are visible to all players, but only the appropriate side can select the units.