Air & Armor Module Notes
Version |
1.1 |
Date |
October 5, 2009 |
Author |
Randy Stone |
This VASSAL module is a conversion of a Cyberboard gamebox by the same author.
The original Air & Armor board game was produced by West End Games.
Version 1.1 changes
The masked counters have been updated to work with the latest version of VASSAL.
Changes from the board game
- The playing board has been reoriented so that north is toward the top of the map (or close enough for game purposes). I'm familiar with the area after having been stationed in Würzburg as a member of the US 3ID, and the original map orientation always looked annoyingly wrong to me, like a painting on a wall hanging slightly askew - about 90 degrees askew. I sleep much better now.
- Some unit colors were changed for readability reasons.
- There is no 'used' side of a counter. Instead the module is configured to automatically mark moved units with a 'Moved' flag.
- The errata changes (see airarmorErrata.txt) have been incorporated into the module charts as needed.
- New track markers have been added to track the intelligence levels and SAM strength. In addition some markers (e.g. Mines) have a "+10" value on the back to track values greater than 9. Added a Canadian "Air Hits" marker to keep track of their losses (sorry Canada!).
- Highways and autobahns are differentiated more on the map than in the original, but they're the same for game purposes.
Keyboard conventions
Several counters have variable strengths or states that can be set by cycling through a series of images for that counter. The
module convention is to use the ctrl-, and ctrl-. keys to do that, which are the keys with the '<' and '>' characters.
Just think ctrl-< and ctrl-> (without worrying about uppercase) which decreases or increases the state respectively. Easier to use than to explain.
Markers
Markers are available from the Marker window in unlimited supply. Many of the unit state markers can be placed directly from a unit counter by selecting a unit and right-clicking to bring up the unit menu. Those that may require an explanation are listed below.
- NATO, Warsaw Pact tabs
- Minefield
- These markers are owned by a side. Mask with ctrl-m to hide the minefield value from the opposing side. Set the strength by cycling through the values (Dummy to 9).
- Strength
- These markers are owned by a side. May be placed through the unit menu of most combat units. Mask with ctrl-m to hide the strength from the opposing side. Set the strength by cycling through the values (1-9).
- Shattered (WP only)
- Use these markers on the WP Planning Roster to indicate which regiments have shattered.
- Unit tab
All markers under the Unit tab can be placed through the unit menu, or from here directly.
- Terrain tab
All terrain markers are non-stackable and can only be moved with a shift-click.
- Bridge
- The bridge marker is used to signify a destroyed or constructed bridge. The images associated with this marker differ by angle and destroyed state. Cycle through the images to select the appropriate one.
- Track Markers tab
These are markers used on the game tracks, keeping record of command points, resources, etc.
- WP Command
- The WP Command markers are owned by the WP side and are used on the WP Planning
Roster (on the game map) to set the current command for each active regiment.
Mask with ctrl-m to hide the command value from NATO, and set the command by cycling through the values.
- Note tab
This contains a single marker that can hold text, allowing the placement of a note on the map.
Counters
All unit counters other than air units are found on the WP or NATO TO&E boards, along with the maximum strength of each unit.
Each unit counter can be returned to its starting position on their TO&E board by using the "Return" choice
on the unit menu (ctrl-r).
Air units are found in the "Air Units" piece palette.
Helicopters
Both WP and NATO helicopters have special items found in their unit menus:
- Strength
- This item pops-up a box in which the player can set the strength for this unit.
Alternatively a player may simply draw out a number of helicopter units equal to the maximum strength allowed.
The masked strengh markers aren't needed for helicopters since their strength may be set when a helicopter is deployed on a mission,
and would leave the separate strength marker on the map when "Rearm & Refuel" is chosen (see below).
- Rearm & Refuel
- Returns the helicopter unit to the appropriate "Rearm & Refuel" box on the game map.
Problems, questions, or suggestions?
Please contact me if you find any problems with the module, or have any suggestions or questions about it. I can be reached at zotres@austin.rr.com.