ADC2 module for Battle for Stalingrad

This module will only work in HPS's Aide de Camp 2


ADC2 published by HPS Simulations
Module designer:  Charles Dye--With a THANKS to John Kincaid for his
insight and help.


Note:  This module requires you to have version 2.09 or later of ADC2. 
Please check the web site at http://www.hpssims.com for the latest
version.  It is assumed you know how to use ADC2.   You must also
have a copy of Battle for Stalingrad



Getting Started:

All of the files needed to install and play this module are included on the
diskette. It is suggested that you create a folder in the Game Sets folder
of ADC2 for Battle for Stalingrad.



Scenarios:

There is only one scenario .OPS file. To play scenario one just use the first turn
of this scenario. 
You should  make a copy of a scenario .OPS file and rename it for each game 
you're playing.


Notes:



Counters:

Most counters closely mirror the paper game in zoom 3.

This module uses flip definitions to show your units have been used in that turn.
In the paper game the numbers were a different color when flipped.  I chose to 
make the counter itself a different color when flipped. 


 
This set does not use Hidden Units.



Piece/Class Names and Values:  NOT USED



Class Names: include information to make
each Class unique.

Class Values:
1    Fire strengh A and C 
2    Fire Strengh B and D
3    Range
4    Movement Points
5    AA Range


Scenarios:

I make no claims to know the optimum set-up for these scenarios, so
look them over for at-start placement. I placed German units in one stack in their
boundary area.  The Russian units will need to be placed from the start pools.
  

Conclusion:

Every effort has been made to make this module a faithful rendition of
the original Battle for Stalingrad board game.  


Enjoy:




Comments on Hidden Movement

ADC2 has 3 hidden movement features that can really enhance the fun of playing
boardgames.

Area Hidden

This "area-based" method reveals  the unit when an opponents
unit is within "X" hexes. You can get more details in the Help index by typing "hidden".

Set up:

1) Go to the Advanced menu
2) Make sure "Auto Reveal When Moving (Range): On"
3) Go to Edit/Players
    Perform the following on each of the two players (not be more than 2)  
    Choose a "player"
    Choose "Edit Selected Player Info" (click button)
    Go to "Search/Reveal Range"
    **Set to whatever range you want to use, 5 to 9 seems to work good ** 
    (This is all you need to do when start with a new game) 
    Go to "Hidden Piece Options"
    Made sure the following options are checked:
    "Use Hidden Pieces For this Player"
    "Pieces hidden when placed on board"
    "Pieces in force pools always hidden"
     Click on "Save"
     Click on "X" to close window
4) End of changes


Units spotted (revealed)) will remain that way until the end of your turn, even if the spotting unit moves back out of range.

If you want the program to run the spotting routine manually, go to "Advanced" menu and select "Run(Range) Auto-Reveal Now".
 
Hex Hidden

This method hides the identity of all units below the top unit in a stack. The details can be found in the "readme.txt" file accompanying version 2.01 or greater. It is also copied at the end of this document.

Set up:
1) Go to the Advanced menu
2) Make sure "Auto Reveal During Combat: On" (all other options off)
3) Go to Edit/Players
    Perform the following on each player
    Choose a "player"
    Choose "Edit Selected Player Info" (click on button)
    Go to "Hidden Piece Options"
    Made sure the following options are checked:
    "Use Hidden Pieces For this Player"
    "Pieces hidden when placed on board"
    "Pieces in force pools always hidden"
    Range setting is not applicable in this option
    Click on "Save"
    Click on "X" to close window
4) End of changes





