ADC2 module for Triumphant Return

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

Published by Moments in History, 1998
Designed by John Desch
ADC2 published by HPS Simulations
Module creator: Nicholas Bell
Produced by: John C Kincaid (jkincaid@primenet.com)
		   
Getting Started
Copy the folder and all included files into your ADC2 directory. It is suggested that Triumphant Return (TR) folder be kept in ADC2's 'Game Sets' folder. You must know how to use the ADC2 program, and own a copy of the game "Triumphant Return".

Counter Clarifications
It was impossible to get a good-looking scan of the various counters which would fit on a reasonably sized counter. Zoom 1 and 2 have 'standard' NATO type military symbols for tank-combat capable units.  The tank combat value is still marked in the upper left-hand corner.  Zoom 3 units have readily identifiable AFV silhouettes.

I have changed the SS units to the more 'traditional' white on black and the 2nd Parachute Division to black on sky blue.  

Setting up to play.
Three .ops files are included matching the three scenarios:

Scn 17-1 The Breakthrough 3 Nov 43.ops
Scn 17-2 The German Counterattack 15 Nov 43.ops
Scn 17-3 Clash of Titans 1 Dec 43.ops

The campaign game can be played by starting the Scn 17-1...ops file.

Additionally, three 'alternate' ops files have been included based on a revised map and deployments based on my own view of the terrain and situation.  These ops files are unofficial in all aspects and may upset the play balance and victory conditions as defined by the rules. Note that the third alternate scenario 17-3 starts on 5 Dec 43.

In all scenarios the turn marker is flipped to either Soviet or German to indicate who moves first.

In all ops files units have been deployed on the map or on the turn track in the case of reinforcements.  Pools have been established and markers are located in the appropriate pool.  The 8th Panzer upgrade counter is located in the German Mech Unit Pool.  Note that the Korp Abteilung C although placed on the turn record as a reinforcement, is not a true reinforcement and its use is covered by 15.0 Special Units.

The tank brigades covered under rule 15.0 Special Units also have special replacement counters on the turn track as reminders.  Other replacements are taken or lost in accordance with the rules and therefore no special counters have been made for them.

Class Values
The class values displayed in order A. B. C. are:
A.  Combat Strength
B.  Movement Allowance
C. Tank Effectiveness

Infopages
Info pages have not been established for any of the scenarios because creating them for all the various scenarios would make the entire gameset too large to fit on a 1.44 mb disk.  However, BMP files of the CRT. TEC, and Tank Combat Table have been included so that you can make your own Infopages if you desire.   Players may find that just using the charts provided with the game is more convenient.

Playing the Game:
Flip definitions have been defined for all units.  Two sided units flip back and forth.  Units with multiple counters in the game flip down through all four steps and then flip back to there strongest side, so pay close attention when taking loses or adding replacements.

To speed play, let the attacker determine retreat paths and losses.  Players should attempt to establish standard operating procedures to govern situations, eg retreat maximum permitted unless in a victory hex.  If only one defending tank unit is being attacked, let the attacker handle the combat.  Defender SOP could read "fire at the strongest unit which would be eliminated if hit first," or whatever the players feel this is important.  Establishing SOPs will really help speed up play.  And if something really offends the opposing player, those parts of the turn can be redone.

Hidden Units:
Players have five basic options.  Of course the players can modify these by altering the search range or adding dummy units.

1.  Edit the players and uncheck Hidden Pieces for this Player.  All units will be visible at all times.  Be sure to "Run Auto Reveal Now' found under the 'Advanced' menu after editing the player.

2.  Edit the players and set the Search/Reveal Range to 1.  Also set the Hidden Piece Symbol to either Soviet or German Hidden Piece. Be sure to "Run Auto Reveal Now" found under the 'Advanced' menu after editing the player.  This option will make all units adjacent to your units visible.  Those enemy units not adjacent to your units will be marked with the appropriate hidden symbol. Thus you will have an idea where the enemy is massing reserves but not know what or how many (if stacked) there are.

3.  Edit the players and set the Search/Reveal Range to 0 and 'Auto Reveal During Combat' ON as found under the 'Advanced' Menu. Also set the Hidden Piece Symbol to either Soviet or German Hidden Piece. Be sure to "Run Auto Reveal Now' found under the 'Advanced' menu after editing the player.  This will make all enemy units appear as hidden unit symbols until attacked.  If you use this option be sure to "Run Auto Reveal Now" following combat or those units involved will remain visible.

4.  Edit the players and set the Search/Reveal Range to 1.  Under Hidden Piece Options UNCHECK "Default for Hidden Units."   Be sure to "Run Auto Reveal Now" found under the 'Advanced' menu after editing the player.  Also set the "Auto Reveal when Moving' ON under the "Advanced" menu. This option will make all units adjacent to your units visible.  Those enemy units not adjacent to your units will be invisible. Certainly will keep both players wondering as they advance.  

5.  A combination of #2 and #4.  The German player uses hidden unit symbols while the Russian hidden units default symbol is No Symbol.  Thus the Russian player will have an idea where the German reserves are, but the German player will have no idea where the Russian reserves are.  This accurately reflects the failure of German intelligence and the excellent deception practices of the Soviet Army. Of course, units in contact will be identified through

Option 4a is the default option in all scenarios.

Questions
If you have questions about this ADC2 gameset, please contact Nicholas Bell (nbell@icdc.com).
