Paths of Glory 9.4

This module is made possible by the efforts of Joel Koepp who led most of the module 7.0 efforts which formed the backbone of all that followed; Claudio Ciardelli who added the Deluxe Historical map, snazzier card decks, and pushed forward with automation features; and Brian Reynolds who incorporated the rest of the 2018 Deluxe Edition art assets, added RB/Eliminated box organization and RB-counting, automatic corps-army substitution, VP site control and scoring, automated AR markers, improved logfile reporting, and continued bug-fixing and polish. Special Thanks to Pranas Pauliukonis who did a thorough round of testing for the 9.3 and 9.4 versions, and to Tom Gregorio for providing veteran-player feedback. Special Thanks also to Bill Thomson who integrated Paul Blankenship's "LookAt" feature - original code credited to David Sullivan. Thanks also to everyone who has contributed to the module over the years, including Davout, Kaiman, Pmanlig, ampercival, and egg_salad!

The module is presently maintained by Brian Reynolds - please report any problems to brian@brianreynolds.net.

Introduction

This version of the POG Vassal module is aimed at modernizing the capabilities and graphics to reflect the latest release of the physical game. The new artwork from the Deluxe 2018 edition is included, along with functionality enhancements with a particular focus on streamlining play.

Major Features since 9.0 (see Change List on help menu for full details)

Getting Started

The latest 2018 rulebook includes two scenarios - the Historical Scenario used in most competitive play and the Campaign Scenario representing more closely the "classic" original rules. You can choose to play the Historical Scenario either on the original "classic" map by Mark Simonitch or the new "deluxe" map by Terry Leeds. The original Campaign Scenario is only supported on the classic map.

Updated Functionality

1. Choosing a Side

The side you choose gives you access to its hand of cards--or choose Solitaire to have access to both (also useful for e.g. local play on one computer). For players and competitive events in need of security for cards and dice rolls, it is recommended to use ACTS or a similar server -- the Vassal client by itself cannot provide meaningful security.

2. Cards

To reduce window clutter, card decks have been placed on the main map below the board. Cards can be drawn through several methods, including right-clicking on the draw pile, the "draw" button below each draw pile, and "Draw Cards" buttons located on the toolbar ribbon of both the main window and the player hand windows.

Optional Cards: Instead of creating several scenarios that include/exclude the Optional cards, they are in their own labeled decks for inclusion if you wish. Click the red "Add to Game" button to automatically add the Optional cards to their respective decks (or "draw specific cards" and move them to the proper decks manually, if you wish to use only certain cards). Deal cards to each player using the menu in the main toolbar. The optional cards are available in a separate window accessible from the commands ribbon on top of the game board.

Playing Cards: Select a card in your hand, right click, and choose from: Play as Event (Ctrl-E), Play for OPS (Ctrl-O), Play for RPs (Ctrl-R), Play for SR (Ctrl-S). Combat Cards also have these options: Play as Combat Card (Ctrl-C), or Discard (Ctrl-D). Combat Cards get played to locations below the game map. Events that adjust War Status or VPs will modify those values automatically. Some of the options are greyed out or removed based on the game status (Ex: Play as Event is not available on Turn 1 for Reinforcements events).

Reinforcement Cards: Reinforcement events for e.g. AH, FR, GE, RU now allow the destination to be selected when the event is played. For the occasional situation where it is desired to play a two-army reinforcement card (e.g. GE 17th and 18th armies) split between two spaces, simply event the card to one location and then move one of the armies manually to the other. This was judged more desirable than giving cards a vast menu of split deployment options.

3. Units and Markers

Control markers, forts, trenches, armies/corps, and the various map markers (Attack/Move markers, etc) are separated into different game piece layers to prevent accidental movement and stacking. The drawing order from bottom to top is: Forts, Control Markers, Trenches, Units (armies/corps), then everything else. Units placed in a space will stack with other units there (double click to expand a stack so that individual pieces can be clicked on). Trenches and other markers do not "stack" and can therefore be dragged/adjusted around for better visibility. As of 9.2, an effort has been made to make hotkeys consistent across various counter types (e.g. Ctrl+F is always the "Flip"), and to have counters "flip" to the same back-side as they'd have in the physical game (so e.g. control markers can be flipped AP/CP).

Activation Markers: Move/Attack markers have been significantly debugged as of 9.2 and later. With any unit OR stack selected, you can use Ctrl+M or Ctrl+A to activate the stack for movement or attack (you can also right click). All activation markers can be removed by the toolbar button, and are also removed when the turn is advanced.

4. Scoring and War Status

When a card is played for its event (or an event marker is dragged onto the map or turn track in the case of ACTS play), both the War Status and the VP level will be automatically adjusted as appropriate (they can also be adjusted manually if desired). Once the Blockade event is played (or its marker placed on the turn track), appropriate -1 VP markers will be added to the turn track automatically at each Winter turn, and the VP level adjusted accordingly.

Control Markers and Scoring: When control markers are placed in (or moved to, or deleted from) VP sites, the VP level is automatically adjusted. In the event the VP marker has been manually dragged, the correct VP level (based on current control markers, and any event/vp markers presently on the map or turn track) can be recalculated by right-clicking on the VP marker or from the VP button on the main toolbar.

Final Scoring: By right clicking the VP marker, or from the VP button on the main toolbar, it is possible to calculate Final Scoring using the current map conditions. If the game has not yet reached the end of turn 20 and the combined war status is below the Armistice level of 40, it is still perfectly safe to use the button to compute "hypothetical" final scoring.

5. Placing Action Round markers

At start, and after turn advance, the Action Round markers are positioned near the Action Round chart. When cards are played the AR markers will automatically place themselves on the chart to appropriate locations (e.g. "Ops", "Neutral Entry", etc); for 1-Ops actions and in ACTS play they can be dragged manually or right+clicked for a menu of choices.

6. Replacement Points markers

When a card is played as RPs, the Replacement Points markers are moved automatically on the tracker. In ACTS play, the "RP's" button on the main toolbar can be used to simulate the play of a card of the appropriate ops value for RP's. RP markers for initially neutral countries such as Italy, Bulgaria, and the US now properly stay put and do not accrue RP's before the country enters the war (as marked by either playing the entry card, dragging the appropriate event marker to the map or turn track, or in the case of the US moving the US Entry marker to the Over There box.

7. Near East Restrictions

Right-click the four static Near East restriction markers to flip them over when each one is used in a turn. They will automatically flip back to their available side when the turn is advanced.

8. Reinforcements Card

The Reinforcements Card from the 2018 edition is now supported, providing useful organization and visualization for available armies and corps. When playing via ACTS, the easiest way to deploy these units is to right click on them and pick the destination from the menu (e.g. AH armies will offer "Vienna" and "Budapest"). Units can also be dragged straight to their on-map destinations if desired.

9. Logfile Reporting

Substantial work has been done to clean up and de-bloat the logfile, to help with live and non-ACTS play. In particular units no longer report cosmetic adjustments within the same space or zone (i.e. no more "AH1 Budapest to Budapest" spam). Reporting has also been improved for other game-state changes such as when trenches are added, forts besieged, etc.

10. ACTS support - for server-based play.

Competitive events, and players who desire more hand and dice security, will want to combine use of this Vassal module with a card/dice management site like ACTS (http://acts.warhorsesim.com). Several features have been added to the module to facilitate this mode of play: