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	<title>News from the Front</title>
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<item xml:lang="en">
		<title>EuF2 Vassal module prototype</title>
		<link>http://www.eurofront.org/news/spip.php?article14</link>
		<guid isPermaLink="true">http://www.eurofront.org/news/spip.php?article14</guid>
		<dc:date>2012-02-26T19:00:00Z</dc:date>
		<dc:format>text/html</dc:format>
		<dc:language>en</dc:language>
		<dc:creator>David ROBERT</dc:creator>



		<description>&lt;p&gt;The latest version of the EuF2 module I am currently developping.&lt;/p&gt;

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&lt;a href="http://www.eurofront.org/news/spip.php?rubrique3" rel="directory"&gt;Game aids&lt;/a&gt;


		</description>


 <content:encoded>&lt;div class='rss_texte'&gt;&lt;dl class='spip_document_43 spip_documents'&gt;
&lt;dt&gt;&lt;a href=&quot;http://www.eurofront.org/news/IMG/zip/EuF2_014-2.zip&quot; title='Zip - 6.2 Mb' type=&quot;application/zip&quot;&gt;&lt;img src='http://www.eurofront.org/news/local/cache-vignettes/L52xH52/zip-2bcd4.png' width='52' height='52' alt='Zip - 6.2 Mb' style='height:52px;width:52px;' /&gt;&lt;/a&gt;&lt;/dt&gt;
&lt;dd class='spip_doc_descriptif' style='width:120px;'&gt;EuF2_014.zip
&lt;/dd&gt;
&lt;/dl&gt;
&lt;p&gt;&lt;strong&gt;Changelog:&lt;/strong&gt;
v014 - 26 February 2012 (VASSAL 3.2.0-svn8082)
&lt;br /&gt;&lt;img src=&quot;http://www.eurofront.org/news/local/cache-vignettes/L8xH11/puce-32883.gif&quot; width='8' height='11' class='puce' alt=&quot;-&quot; style='height:11px;width:8px;' /&gt; Added Global properties to track basic front production.
&lt;br /&gt;&lt;img src=&quot;http://www.eurofront.org/news/local/cache-vignettes/L8xH11/puce-32883.gif&quot; width='8' height='11' class='puce' alt=&quot;-&quot; style='height:11px;width:8px;' /&gt; Added Production dashboard to track PP Sources control and supply state
&lt;br /&gt;&lt;img src=&quot;http://www.eurofront.org/news/local/cache-vignettes/L8xH11/puce-32883.gif&quot; width='8' height='11' class='puce' alt=&quot;-&quot; style='height:11px;width:8px;' /&gt; Change: Started real keystroke migration to named keystroke where proper.
&lt;br /&gt;&lt;img src=&quot;http://www.eurofront.org/news/local/cache-vignettes/L8xH11/puce-32883.gif&quot; width='8' height='11' class='puce' alt=&quot;-&quot; style='height:11px;width:8px;' /&gt; Change: Renamed Offmap area from EZ (exit zones) to Disctrict and TB (transit box) to Region.
&lt;br /&gt;&lt;img src=&quot;http://www.eurofront.org/news/local/cache-vignettes/L8xH11/puce-32883.gif&quot; width='8' height='11' class='puce' alt=&quot;-&quot; style='height:11px;width:8px;' /&gt; Fix: Added missing Districts and Region definition for Northern UK.
&lt;br /&gt;&lt;img src=&quot;http://www.eurofront.org/news/local/cache-vignettes/L8xH11/puce-32883.gif&quot; width='8' height='11' class='puce' alt=&quot;-&quot; style='height:11px;width:8px;' /&gt; ToDo: Add zones for WF, MF and EF offmap area and move those Fronts areas to created zones.&lt;/p&gt; &lt;p&gt;v013 - 8-16 November 2009 (VASSAL 3.1.13-svn6215)
&lt;br /&gt;&lt;img src=&quot;http://www.eurofront.org/news/local/cache-vignettes/L8xH11/puce-32883.gif&quot; width='8' height='11' class='puce' alt=&quot;-&quot; style='height:11px;width:8px;' /&gt; Added Numbering to Reinforcement track.
&lt;br /&gt;&lt;img src=&quot;http://www.eurofront.org/news/local/cache-vignettes/L8xH11/puce-32883.gif&quot; width='8' height='11' class='puce' alt=&quot;-&quot; style='height:11px;width:8px;' /&gt; Added 1939 Historical Setup (complete with setup cards and units)
&lt;br /&gt;&lt;img src=&quot;http://www.eurofront.org/news/local/cache-vignettes/L8xH11/puce-32883.gif&quot; width='8' height='11' class='puce' alt=&quot;-&quot; style='height:11px;width:8px;' /&gt; Fix: Added missing Reserve Armies, Strategic Reserves and BU/HU/RU armies to SOVIETS setup graphics
&lt;br /&gt;&lt;img src=&quot;http://www.eurofront.org/news/local/cache-vignettes/L8xH11/puce-32883.gif&quot; width='8' height='11' class='puce' alt=&quot;-&quot; style='height:11px;width:8px;' /&gt; Fix: Added missing BU/HU/RU liberation armies units to OOB.
&lt;br /&gt;&lt;img src=&quot;http://www.eurofront.org/news/local/cache-vignettes/L8xH11/puce-32883.gif&quot; width='8' height='11' class='puce' alt=&quot;-&quot; style='height:11px;width:8px;' /&gt; Fix: Added missing Liberation Armies to ALLIES setup graphics
&lt;br /&gt;&lt;img src=&quot;http://www.eurofront.org/news/local/cache-vignettes/L8xH11/puce-32883.gif&quot; width='8' height='11' class='puce' alt=&quot;-&quot; style='height:11px;width:8px;' /&gt; Added Separate buttons to take ownership &amp; hide all reinforcements
&lt;br /&gt;&lt;img src=&quot;http://www.eurofront.org/news/local/cache-vignettes/L8xH11/puce-32883.gif&quot; width='8' height='11' class='puce' alt=&quot;-&quot; style='height:11px;width:8px;' /&gt; Fix: Corrected hotkey for hiding/revealing Beachheads
&lt;br /&gt;&lt;img src=&quot;http://www.eurofront.org/news/local/cache-vignettes/L8xH11/puce-32883.gif&quot; width='8' height='11' class='puce' alt=&quot;-&quot; style='height:11px;width:8px;' /&gt; Fix: Changed hidden layer for Beacheads (now similar to other blocks)&lt;/p&gt; &lt;p&gt;v011 - 16 April 2009 (VASSAL 3.1.4)
&lt;br /&gt;&lt;img src=&quot;http://www.eurofront.org/news/local/cache-vignettes/L8xH11/puce-32883.gif&quot; width='8' height='11' class='puce' alt=&quot;-&quot; style='height:11px;width:8px;' /&gt; Added Global properties to track airpower.
&lt;br /&gt;&lt;img src=&quot;http://www.eurofront.org/news/local/cache-vignettes/L8xH11/puce-32883.gif&quot; width='8' height='11' class='puce' alt=&quot;-&quot; style='height:11px;width:8px;' /&gt; Change: Pieces that should not be selected at the same time as units and regular markers can now only be selected using Alt+Clic and Alt+Lasso (Vassal bug in does DoesNotStack trait corrected)&lt;/p&gt; &lt;p&gt;v010 - 8 April 2009 (VASSAL 3.1.4-svn5481)
&lt;br /&gt;&lt;img src=&quot;http://www.eurofront.org/news/local/cache-vignettes/L8xH11/puce-32883.gif&quot; width='8' height='11' class='puce' alt=&quot;-&quot; style='height:11px;width:8px;' /&gt; Added game dashboard (used to track Sea/Air power and weather)
&lt;br /&gt;&lt;img src=&quot;http://www.eurofront.org/news/local/cache-vignettes/L8xH11/puce-32883.gif&quot; width='8' height='11' class='puce' alt=&quot;-&quot; style='height:11px;width:8px;' /&gt; Added Seapower tracker to game dashboard
&lt;br /&gt;&lt;img src=&quot;http://www.eurofront.org/news/local/cache-vignettes/L8xH11/puce-32883.gif&quot; width='8' height='11' class='puce' alt=&quot;-&quot; style='height:11px;width:8px;' /&gt; Added Weather roll button including control of month and phase to allow or deny roll
&lt;br /&gt;&lt;img src=&quot;http://www.eurofront.org/news/local/cache-vignettes/L8xH11/puce-32883.gif&quot; width='8' height='11' class='puce' alt=&quot;-&quot; style='height:11px;width:8px;' /&gt; Fix: Added control of phase to allow or deny Diplomatic Event rolls&lt;/p&gt; &lt;p&gt;v009 - 5-6 April 2009 (using VASSAL 3.1.4-svn5472)
&lt;br /&gt;&lt;img src=&quot;http://www.eurofront.org/news/local/cache-vignettes/L8xH11/puce-32883.gif&quot; width='8' height='11' class='puce' alt=&quot;-&quot; style='height:11px;width:8px;' /&gt; Fix: Corrected layers order in all mapboard (main, battle, setup)
&lt;br /&gt;&lt;img src=&quot;http://www.eurofront.org/news/local/cache-vignettes/L8xH11/puce-32883.gif&quot; width='8' height='11' class='puce' alt=&quot;-&quot; style='height:11px;width:8px;' /&gt; Fix: Corrected Soviets M.D. names on setup card graphics.
&lt;br /&gt;&lt;img src=&quot;http://www.eurofront.org/news/local/cache-vignettes/L8xH11/puce-32883.gif&quot; width='8' height='11' class='puce' alt=&quot;-&quot; style='height:11px;width:8px;' /&gt; Fix: revert to 100% default zoom level for setups
&lt;br /&gt;&lt;img src=&quot;http://www.eurofront.org/news/local/cache-vignettes/L8xH11/puce-32883.gif&quot; width='8' height='11' class='puce' alt=&quot;-&quot; style='height:11px;width:8px;' /&gt; Fix: SOVIETS setup graphics vertical offset &amp; grid
&lt;br /&gt;&lt;img src=&quot;http://www.eurofront.org/news/local/cache-vignettes/L8xH11/puce-32883.gif&quot; width='8' height='11' class='puce' alt=&quot;-&quot; style='height:11px;width:8px;' /&gt; Fix: Added missing BH markers graphics
&lt;br /&gt;&lt;img src=&quot;http://www.eurofront.org/news/local/cache-vignettes/L8xH11/puce-32883.gif&quot; width='8' height='11' class='puce' alt=&quot;-&quot; style='height:11px;width:8px;' /&gt; Fix: Added missing Hidden BH graphics
&lt;br /&gt;&lt;img src=&quot;http://www.eurofront.org/news/local/cache-vignettes/L8xH11/puce-32883.gif&quot; width='8' height='11' class='puce' alt=&quot;-&quot; style='height:11px;width:8px;' /&gt; Fix: Added missing &quot;Marker Layer=Units&quot; trait to BH prototype to enable stacking with units on board &lt;br /&gt;&lt;img src=&quot;http://www.eurofront.org/news/local/cache-vignettes/L8xH11/puce-32883.gif&quot; width='8' height='11' class='puce' alt=&quot;-&quot; style='height:11px;width:8px;' /&gt; Added Reinforcement board graphics
&lt;br /&gt;&lt;img src=&quot;http://www.eurofront.org/news/local/cache-vignettes/L8xH11/puce-32883.gif&quot; width='8' height='11' class='puce' alt=&quot;-&quot; style='height:11px;width:8px;' /&gt; Added Reminders for Season changes
&lt;br /&gt;&lt;img src=&quot;http://www.eurofront.org/news/local/cache-vignettes/L8xH11/puce-32883.gif&quot; width='8' height='11' class='puce' alt=&quot;-&quot; style='height:11px;width:8px;' /&gt; Added Reminders for Weather Roll (EF&amp;WF)&lt;/p&gt; &lt;p&gt;v008 - 1-4 April 2009 (using VASSAL 3.1.4-svn5472)
&lt;br /&gt;&lt;img src=&quot;http://www.eurofront.org/news/local/cache-vignettes/L8xH11/puce-32883.gif&quot; width='8' height='11' class='puce' alt=&quot;-&quot; style='height:11px;width:8px;' /&gt; Added Setup card for Soviets
&lt;br /&gt;&lt;img src=&quot;http://www.eurofront.org/news/local/cache-vignettes/L8xH11/puce-32883.gif&quot; width='8' height='11' class='puce' alt=&quot;-&quot; style='height:11px;width:8px;' /&gt; Fix: Corrected cv error for German 25th Fort unit&lt;/p&gt; &lt;p&gt;v007 - 29-31 mar 2009
&lt;br /&gt;&lt;img src=&quot;http://www.eurofront.org/news/local/cache-vignettes/L8xH11/puce-32883.gif&quot; width='8' height='11' class='puce' alt=&quot;-&quot; style='height:11px;width:8px;' /&gt; Graphics naming conventions change
&lt;br /&gt;&lt;img src=&quot;http://www.eurofront.org/news/local/cache-vignettes/L8xH11/puce-32883.gif&quot; width='8' height='11' class='puce' alt=&quot;-&quot; style='height:11px;width:8px;' /&gt; PNG Graphics size optimization with PNGOUT
&lt;br /&gt;&lt;img src=&quot;http://www.eurofront.org/news/local/cache-vignettes/L8xH11/puce-32883.gif&quot; width='8' height='11' class='puce' alt=&quot;-&quot; style='height:11px;width:8px;' /&gt; Removal of obsolete graphics from module file
&lt;br /&gt;&lt;img src=&quot;http://www.eurofront.org/news/local/cache-vignettes/L8xH11/puce-32883.gif&quot; width='8' height='11' class='puce' alt=&quot;-&quot; style='height:11px;width:8px;' /&gt; Added missing graphic for hidden status in Allies &amp; Soviets Owner prototype
&lt;br /&gt;&lt;img src=&quot;http://www.eurofront.org/news/local/cache-vignettes/L8xH11/puce-32883.gif&quot; width='8' height='11' class='puce' alt=&quot;-&quot; style='height:11px;width:8px;' /&gt; Added zooming capability to all Setup boards
&lt;br /&gt;&lt;img src=&quot;http://www.eurofront.org/news/local/cache-vignettes/L8xH11/puce-32883.gif&quot; width='8' height='11' class='puce' alt=&quot;-&quot; style='height:11px;width:8px;' /&gt; Added overview capability to main map
&lt;br /&gt;&lt;img src=&quot;http://www.eurofront.org/news/local/cache-vignettes/L8xH11/puce-32883.gif&quot; width='8' height='11' class='puce' alt=&quot;-&quot; style='height:11px;width:8px;' /&gt; Fix: Added missing gamepiece layers to main map (Markers/Units/Control), battle boards (Markers/Units) and setup boards (Markers/Units/Setup).
&lt;br /&gt;&lt;img src=&quot;http://www.eurofront.org/news/local/cache-vignettes/L8xH11/puce-32883.gif&quot; width='8' height='11' class='puce' alt=&quot;-&quot; style='height:11px;width:8px;' /&gt; Fix: Corrected Greece OOB palette (used tabbed panels for unit types instead of regular drop-down list)
&lt;br /&gt;&lt;img src=&quot;http://www.eurofront.org/news/local/cache-vignettes/L8xH11/puce-32883.gif&quot; width='8' height='11' class='puce' alt=&quot;-&quot; style='height:11px;width:8px;' /&gt; Fix: Corrected wrongly named terrain markers for battle board B through F&lt;/p&gt; &lt;p&gt;v006 - 28 mar 2009 (using VASSAL 3.1.3)
&lt;br /&gt;&lt;img src=&quot;http://www.eurofront.org/news/local/cache-vignettes/L8xH11/puce-32883.gif&quot; width='8' height='11' class='puce' alt=&quot;-&quot; style='height:11px;width:8px;' /&gt; Replaced Setup Cards maps with Setup Cards game pieces in saved game files.
&lt;br /&gt;&lt;img src=&quot;http://www.eurofront.org/news/local/cache-vignettes/L8xH11/puce-32883.gif&quot; width='8' height='11' class='puce' alt=&quot;-&quot; style='height:11px;width:8px;' /&gt; Added Disruption menu for HQ units&lt;/p&gt; &lt;p&gt;v005 - 22 mar 2009
&lt;br /&gt;&lt;img src=&quot;http://www.eurofront.org/news/local/cache-vignettes/L8xH11/puce-32883.gif&quot; width='8' height='11' class='puce' alt=&quot;-&quot; style='height:11px;width:8px;' /&gt; Added Setup Cards tabbed panel including Axis S'39 setup.&lt;/p&gt; &lt;p&gt;v004 - 21 mar 2009
&lt;br /&gt;&lt;img src=&quot;http://www.eurofront.org/news/local/cache-vignettes/L8xH11/puce-32883.gif&quot; width='8' height='11' class='puce' alt=&quot;-&quot; style='height:11px;width:8px;' /&gt; Added missing Initiave_ global properties defining players sides
&lt;br /&gt;&lt;img src=&quot;http://www.eurofront.org/news/local/cache-vignettes/L8xH11/puce-32883.gif&quot; width='8' height='11' class='puce' alt=&quot;-&quot; style='height:11px;width:8px;' /&gt; Removed obsolete Alloc &amp; PP tracking prototypes (&lt;Side&gt;&lt;X&gt;FAlloc &lt;Side&gt;BasePP)
&lt;br /&gt;&lt;img src=&quot;http://www.eurofront.org/news/local/cache-vignettes/L8xH11/puce-32883.gif&quot; width='8' height='11' class='puce' alt=&quot;-&quot; style='height:11px;width:8px;' /&gt; Added MF &amp; EF Status in Events display
&lt;br /&gt;&lt;img src=&quot;http://www.eurofront.org/news/local/cache-vignettes/L8xH11/puce-32883.gif&quot; width='8' height='11' class='puce' alt=&quot;-&quot; style='height:11px;width:8px;' /&gt; Added Production trackers for Axis/Allies/Soviet WF/EF Controlled PPs
&lt;br /&gt;&lt;img src=&quot;http://www.eurofront.org/news/local/cache-vignettes/L8xH11/puce-32883.gif&quot; width='8' height='11' class='puce' alt=&quot;-&quot; style='height:11px;width:8px;' /&gt; Fix: Corrected Axis/Allies/Soviet Hex/EZ/TB control markers (used Markers protype instead of Control) Shift-Click to select and move&lt;/p&gt; &lt;p&gt;v003 - 20 mar 2009 (using VASSAL 3.1.2)
&lt;br /&gt;&lt;img src=&quot;http://www.eurofront.org/news/local/cache-vignettes/L8xH11/puce-32883.gif&quot; width='8' height='11' class='puce' alt=&quot;-&quot; style='height:11px;width:8px;' /&gt; Removed old buttons for Para grounding
&lt;br /&gt;&lt;img src=&quot;http://www.eurofront.org/news/local/cache-vignettes/L8xH11/puce-32883.gif&quot; width='8' height='11' class='puce' alt=&quot;-&quot; style='height:11px;width:8px;' /&gt; Added Production trackers for Axis/Allies MF Allocations&lt;/p&gt; &lt;p&gt;v002 - 13 nov 2008
&lt;br /&gt;&lt;img src=&quot;http://www.eurofront.org/news/local/cache-vignettes/L8xH11/puce-32883.gif&quot; width='8' height='11' class='puce' alt=&quot;-&quot; style='height:11px;width:8px;' /&gt; Added Axis &amp; Allies diplomatic events indicators
&lt;br /&gt;&lt;img src=&quot;http://www.eurofront.org/news/local/cache-vignettes/L8xH11/puce-32883.gif&quot; width='8' height='11' class='puce' alt=&quot;-&quot; style='height:11px;width:8px;' /&gt; Added button for Axis &amp; Allies DE rolls taking into account betrayals
&lt;br /&gt;&lt;img src=&quot;http://www.eurofront.org/news/local/cache-vignettes/L8xH11/puce-32883.gif&quot; width='8' height='11' class='puce' alt=&quot;-&quot; style='height:11px;width:8px;' /&gt; Added Production trackers for Axis/Allies/Soviets base production
&lt;br /&gt;&lt;img src=&quot;http://www.eurofront.org/news/local/cache-vignettes/L8xH11/puce-32883.gif&quot; width='8' height='11' class='puce' alt=&quot;-&quot; style='height:11px;width:8px;' /&gt; Added Production tracker for Axis EF Allocation&lt;/p&gt; &lt;p&gt;v001 - 23 nov 2008
&lt;br /&gt;&lt;img src=&quot;http://www.eurofront.org/news/local/cache-vignettes/L8xH11/puce-32883.gif&quot; width='8' height='11' class='puce' alt=&quot;-&quot; style='height:11px;width:8px;' /&gt; Added hex grids and regions to all zones of main map
&lt;br /&gt;&lt;img src=&quot;http://www.eurofront.org/news/local/cache-vignettes/L8xH11/puce-32883.gif&quot; width='8' height='11' class='puce' alt=&quot;-&quot; style='height:11px;width:8px;' /&gt; Added Allies &amp; Soviets diplomatic events indicators
&lt;br /&gt;&lt;img src=&quot;http://www.eurofront.org/news/local/cache-vignettes/L8xH11/puce-32883.gif&quot; width='8' height='11' class='puce' alt=&quot;-&quot; style='height:11px;width:8px;' /&gt; Axis diplomatic events being created&lt;/p&gt;&lt;/div&gt;
		
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<item xml:lang="en">
		<title>War In Our Time</title>
		<link>http://www.eurofront.org/news/spip.php?article20</link>
		<guid isPermaLink="true">http://www.eurofront.org/news/spip.php?article20</guid>
		<dc:date>2010-04-04T21:32:47Z</dc:date>
		<dc:format>text/html</dc:format>
		<dc:language>en</dc:language>
		<dc:creator>Craig BESINQUE</dc:creator>



		<description>&lt;p&gt;A EuroFront II scenario postulating Czech rejection of the Munich Agreement followed by a German attack&lt;/p&gt;

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&lt;a href="http://www.eurofront.org/news/spip.php?rubrique2" rel="directory"&gt;EuroFront2&lt;/a&gt;


		</description>


 <content:encoded>&lt;div class='rss_chapo'&gt;&lt;p&gt;In September 1938, with the aid of British PM Neville Chamberlain, Hitler gained the Sudetenland from Czechoslovakia in a diplomatic victory that changed the power balance of Europe. The ceded region contained Czechoslovakia's frontier fortifications, leaving the nation defenseless. What would have happened had the Czechs fought instead?&lt;/p&gt;&lt;/div&gt;
		&lt;div class='rss_texte'&gt;&lt;p&gt;Four PDF files are attached.&lt;/p&gt; &lt;p&gt;First is the additional block labels for Czech, and pro-Axis Polish units (ignore the Austrian units, not used here). Players will need to furnish an additional 15 blue blocks and 13 black blocks.&lt;/p&gt; &lt;p&gt;Second is the Starting Forces table, as for standard Eurofront Scenarios.&lt;/p&gt; &lt;p&gt;Third is the Scenario Rules, again as for standard scenarios.&lt;/p&gt; &lt;p&gt;Fourth is the Alliance Reaction table applicable to this scenario. Note that this table reflects European Alliance structures of the late '30's.&lt;/p&gt; &lt;p&gt;The Munich Agreement changed everything: the reliability of French and British Alliance relationships was brought into question, if not doubt. The result was a general re-evaluation of diplomatic relationships and alliance structures, and a subsequent re-alignment of Europe. This revised &quot;1939&quot; Alliance Reaction system is that published in the standard rules.&lt;/p&gt; &lt;p&gt;This material has been somewhat playtested but is presented 'as-is'. In particular the Victory Conditions need refinement despite their complexity. The underlying problem is allowing for the extreme variability of strength on both sides in evaluating &quot;Victory&quot;, when Alliance Reactions can yield almost any conceivable combination of belligerents, from Germany vs Czechoslovakia alone to WW2 exploding in 1938.&lt;/p&gt; &lt;p&gt;This makes for a wildly entertaining and highly replayable game.&lt;/p&gt; &lt;p&gt;Feedback requested on BGG/CSW/Columbia forums. Enjoy.&lt;/p&gt; &lt;p&gt;Craig&lt;/p&gt; &lt;p&gt;PS. The &quot;post-October&quot; AR table is not used here &#8212; it applies to a variant &quot;Spring 1939&quot; Czech scenario, with the Czechs resisting total German occupation despite their fortress line having been neutered and Europe having adjusted to the new diplomatic reality. Perhaps later.&lt;/p&gt; &lt;p&gt;PPS. The Austrian units are not used here, they are for another variant under development that begins in 1936.&lt;/p&gt;&lt;/div&gt;
		
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		<title>The Excel EuroFront 2 Production Point Roster</title>
		<link>http://www.eurofront.org/news/spip.php?article19</link>
		<guid isPermaLink="true">http://www.eurofront.org/news/spip.php?article19</guid>
		<dc:date>2009-04-04T23:45:29Z</dc:date>
		<dc:format>text/html</dc:format>
		<dc:language>en</dc:language>
		<dc:creator>Craig BESINQUE</dc:creator>



		<description>&lt;p&gt;Play Aid to help players calculate and track Production on all 3 Fronts throughout the game. Each player can use the Excel workbook to track their PP, expenditure and saved PP from turn to turn. Think of this as your automated Game Record Sheet.&lt;/p&gt;

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&lt;a href="http://www.eurofront.org/news/spip.php?rubrique3" rel="directory"&gt;Game aids&lt;/a&gt;


		</description>


 <content:encoded>&lt;div class='rss_chapo'&gt;&lt;p&gt;A completed example - showing the control of resources of WW2 - is also available for download.&lt;/p&gt;&lt;/div&gt;
		&lt;div class='rss_texte'&gt;&lt;p&gt;This well designed PlayAid, which automates both the EuF2 PP Roster and the Game Record sheet, comes to us courtesy of British blockgamer of Adrian Davis.&lt;/p&gt; &lt;p&gt;It is in Excel 2003 format, which should work for most users.&lt;/p&gt; &lt;p&gt;A &quot;Read Me&quot; tab of the spreadsheet gives explanatory notes, and the separate &quot;WW2&quot; file shows this same spreadsheet filled in for a historical WW2 game as an example of its use.&lt;/p&gt; &lt;p&gt;Enjoy, and my thanks to Adrian for submitting this.&lt;/p&gt; &lt;p&gt;Craig&lt;/p&gt;&lt;/div&gt;
		
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		<title>EuroFront 2 Production Point Roster</title>
		<link>http://www.eurofront.org/news/spip.php?article18</link>
		<guid isPermaLink="true">http://www.eurofront.org/news/spip.php?article18</guid>
		<dc:date>2009-03-15T19:27:29Z</dc:date>
		<dc:format>text/html</dc:format>
		<dc:language>en</dc:language>
		<dc:creator>Craig BESINQUE</dc:creator>



		<description>&lt;p&gt;Play Aid to help players calculate and track Production on all 3 Fronts throughout the game. Each player maintains his own sheet (1 page covers 2 game years).&lt;/p&gt;

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&lt;a href="http://www.eurofront.org/news/spip.php?rubrique3" rel="directory"&gt;Game aids&lt;/a&gt;


		</description>


 <content:encoded>&lt;div class='rss_chapo'&gt;&lt;p&gt;Often undetected player errors in PP calculations compound throughout the game because players only modify their current PP counts to reflect changes. If these errors remain undetected, the cumulative error can be significant enough to seriously skew the game. This play aid allows players to easily and accurately confirm current PP totals as the game progresses.&lt;/p&gt;&lt;/div&gt;
		&lt;div class='rss_texte'&gt;&lt;p&gt;EuroFront 2 PP Roster Instructions&lt;/p&gt; &lt;p&gt;Using these sheets, players can accurately calculate (or confirm) their monthly Production totals on each front. All 3 factions use the same sheets, which cover 2 game years of play each.&lt;/p&gt; &lt;p&gt;Print the PDFs as needed. Record at the top your faction (Axis/Allies/Soviets) and the game years covered.&lt;/p&gt; &lt;p&gt;In each Front section, enter the PPs collected from each nation for the month in question. If a nation is wholly controlled, use the Totals given (Axis uses the rightmost Total, which doubles Resource PPs). If that nation is only partially controlled, count City + Resource PPs controlled and enter this lesser number.&lt;/p&gt; &lt;p&gt;Total each Front's PP INCOME in its grey subtotal row. Then enter the PP modifications in the subsection below as applicable and calculate the NET PPs in the grey subtotal row below that.&lt;/p&gt; &lt;p&gt;Finally, add the current Basic Production for that Season/Year found in the Basic Production Table at the bottom, and subtract MF and EF (Axis only) Allocations.&lt;/p&gt; &lt;p&gt;This yields the current Front Production, which is entered in the TOTAL FRONT PRODUCTION row.&lt;/p&gt; &lt;p&gt;Do this for both West and East Fronts (MF Production = the MF Allocation). Don't forget to transfer the Axis EF Allocations to the lower locations as shown by the connecting line. Then total WF PRODUCTION and EF PRODUCTION in the TOTAL PRODUCTION row. You're done!&lt;/p&gt;&lt;/div&gt;
		
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		<title>EuF2 Map Correction Overlays</title>
		<link>http://www.eurofront.org/news/spip.php?article17</link>
		<guid isPermaLink="true">http://www.eurofront.org/news/spip.php?article17</guid>
		<dc:date>2009-03-15T18:50:46Z</dc:date>
		<dc:format>text/html</dc:format>
		<dc:language>en</dc:language>
		<dc:creator>Craig BESINQUE</dc:creator>



		<description>&lt;p&gt;PDF files and directions for printing EuroFront2 map correction stickers on translucent and opaque sticky paper and applying them to the maps.&lt;/p&gt;

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&lt;a href="http://www.eurofront.org/news/spip.php?rubrique9" rel="directory"&gt;Notes&lt;/a&gt;


		</description>


 <content:encoded>&lt;div class='rss_texte'&gt;&lt;p&gt;EuF2 Map Correction Overlay Instructions v2 (March 2008)&lt;/p&gt; &lt;p&gt;1)	Print the &#8220;A&#8221; overlays on translucent sticky paper (as Avery 08620 Easy-Peel Clear Mailing Labels). Print the &#8220;B&#8221; overlays on white sticky paper (also formatted for 3x10 label sheets). Three copies of each correction overlay are provided (in case of mistakes, or share!)&lt;/p&gt; &lt;p&gt;2)	&#8220;Panel 1&#8221; refers to the top left (NW) panel of a mapsheet. &#8220;Panel 4&#8221; is the top right (NE).&lt;/p&gt; &lt;p&gt;3)	Use Exacto knife or scissors to cut out the correction overlays and apply as directed below. Burnish with a spoon. In some cases a White-Out pen is needed to make corrections.&lt;/p&gt; &lt;p&gt;WF NORTH MAP&lt;/p&gt; &lt;p&gt;1.	[panel 1] Correct EAST AFRICA box in BRITISH EMPIRE display to read &#8220;SOMALILAND&#8221;. Cut around the blue SOMALILAND overlay B1 and apply over existing &#8220;EAST AFRICA&#8221; text. Burnish.&lt;/p&gt; &lt;p&gt;2.	[panel 4] Add rail line from Dombas to Oslo. Cut around transparent RR overlay A3 and apply between Dombas and Olso. Burnish.&lt;/p&gt; &lt;p&gt;3.	[panel 4] Convert straits from Copenhagen - Malmo. Cut around the red RR Straits overlay A4 and apply over the existing black straits symbol between Copenhagen and Malmo. Burnish.&lt;/p&gt; &lt;p&gt;4.	[panel 8] Convert Stettin to 1 PP city. Cut around replacement 1 PP sticky overlay B2 and apply over the 2 PP City symbol. Burnish.&lt;/p&gt; &lt;p&gt;WF SOUTH MAP&lt;/p&gt; &lt;p&gt;1.	[panel 2] Correct Mallorca to belong to Spain, not Britain. Cut around the Spain opaque overlay B3 and apply over the &#8220;Britain&#8221; text. Burnish.&lt;/p&gt; &lt;p&gt;2.	[panel 4] Add forest to Naples W1 hex. Cut around transparent forest overlay A1 and apply to Naples W1 hex (after peeling off the original correction overlay). Burnish.&lt;/p&gt; &lt;p&gt;3.	[panel 5] NOTE: All traffic between Atlantic Ocean and Indian Ocean must pass through South Africa (and STOP there). [No map correction overlay.]&lt;/p&gt; &lt;p&gt;4.	[panel 7] Remove rail connection between Petrozavodsk and Archangel in AXIS NORTHERN EMPIRE display. Use white-out pen. [No map correction overlay.] Also white-out the hexside between Stavanger and Haugesund, which should be ocean.&lt;/p&gt; &lt;p&gt;EF NORTH MAP&lt;/p&gt; &lt;p&gt;1.	[panel 5] Add southern Lithuanian border along Curzon line. Cut around dashed black transparent border overlay A2 and apply along Curzon Line between Insterburg and Grodno.&lt;/p&gt; &lt;p&gt;2.	[panel 5] Remove Soviet MD separator (red triangle) at the south vertex of Lvov W1. Carefully white-out the red triangle. Cut around the green triangle translucent overlay A6 and apply over the whitened triangle. Burnish.&lt;/p&gt; &lt;p&gt;EF SOUTH MAP&lt;/p&gt; &lt;p&gt;1.	[panel 1] Add Soviet MD separator at the north vertex of the Jassy hex. Cut around the red triangle overlay A5 and apply. Burnish.&lt;/p&gt;&lt;/div&gt;
		
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		<title>MasterFront rules &amp; game aids</title>
		<link>http://www.eurofront.org/news/spip.php?article15</link>
		<guid isPermaLink="true">http://www.eurofront.org/news/spip.php?article15</guid>
		<dc:date>2008-12-06T14:02:02Z</dc:date>
		<dc:format>text/html</dc:format>
		<dc:language>en</dc:language>
		<dc:creator>David ROBERT</dc:creator>



		<description>&lt;p&gt;Old rules and game aids&lt;/p&gt;

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&lt;a href="http://www.eurofront.org/news/spip.php?rubrique8" rel="directory"&gt;Rules&lt;/a&gt;


		</description>


 <content:encoded>&lt;div class='rss_texte'&gt;&lt;dl class='spip_document_24 spip_documents'&gt;
&lt;dt&gt;&lt;a href=&quot;http://www.eurofront.org/news/IMG/pdf/Masterfrontupdate.pdf&quot; title='PDF - 209 kb' type=&quot;application/pdf&quot;&gt;&lt;img src='http://www.eurofront.org/news/local/cache-vignettes/L52xH52/pdf-eb697.png' width='52' height='52' alt='PDF - 209 kb' style='height:52px;width:52px;' /&gt;&lt;/a&gt;&lt;/dt&gt;
&lt;dt class='spip_doc_titre' style='width:120px;'&gt;&lt;strong&gt;masterfrontupdate.pdf&lt;/strong&gt;&lt;/dt&gt;
&lt;/dl&gt;
&lt;p&gt;First update published for MasterFront 1.0 Rules (it includes Diplomatic Events charts as well as Game Data chart&lt;/p&gt; &lt;dl class='spip_document_23 spip_documents'&gt;
&lt;dt&gt;&lt;a href=&quot;http://www.eurofront.org/news/IMG/pdf/masterfront1.21.pdf&quot; title='PDF - 3.5 Mb' type=&quot;application/pdf&quot;&gt;&lt;img src='http://www.eurofront.org/news/local/cache-vignettes/L52xH52/pdf-eb697.png' width='52' height='52' alt='PDF - 3.5 Mb' style='height:52px;width:52px;' /&gt;&lt;/a&gt;&lt;/dt&gt;
&lt;dt class='spip_doc_titre' style='width:120px;'&gt;&lt;strong&gt;masterfront1.21.pdf&lt;/strong&gt;&lt;/dt&gt;
&lt;/dl&gt;
&lt;p&gt;Latest MasterFront rules version (1.21)&lt;/p&gt; &lt;dl class='spip_document_25 spip_documents'&gt;
&lt;dt&gt;&lt;a href=&quot;http://www.eurofront.org/news/IMG/pdf/SCWrules1.2.pdf&quot; title='PDF - 178.5 kb' type=&quot;application/pdf&quot;&gt;&lt;img src='http://www.eurofront.org/news/local/cache-vignettes/L52xH52/pdf-eb697.png' width='52' height='52' alt='PDF - 178.5 kb' style='height:52px;width:52px;' /&gt;&lt;/a&gt;&lt;/dt&gt;
&lt;dt class='spip_doc_titre' style='width:120px;'&gt;&lt;strong&gt;SCWrules1.2.pdf&lt;/strong&gt;&lt;/dt&gt;
&lt;/dl&gt;
&lt;p&gt;Rules and order of battle for MedFront SCW Scenario using MaF rules&lt;/p&gt; &lt;dl class='spip_document_26 spip_documents'&gt;
&lt;dt&gt;&lt;a href=&quot;http://www.eurofront.org/news/IMG/pdf/MaFMarkers1.1.pdf&quot; title='PDF - 403.7 kb' type=&quot;application/pdf&quot;&gt;&lt;img src='http://www.eurofront.org/news/local/cache-vignettes/L52xH52/pdf-eb697.png' width='52' height='52' alt='PDF - 403.7 kb' style='height:52px;width:52px;' /&gt;&lt;/a&gt;&lt;/dt&gt;
&lt;dt class='spip_doc_titre' style='width:120px;'&gt;&lt;strong&gt;MaFMarkers1.1.pdf&lt;/strong&gt;&lt;/dt&gt;
&lt;/dl&gt;
&lt;p&gt;MasterFront game markers not published by Columbia Games&lt;/p&gt; &lt;dl class='spip_document_27 spip_documents'&gt;
&lt;dt&gt;&lt;a href=&quot;http://www.eurofront.org/news/IMG/pdf/MaFGameRecordsheets.pdf&quot; title='PDF - 59.5 kb' type=&quot;application/pdf&quot;&gt;&lt;img src='http://www.eurofront.org/news/local/cache-vignettes/L52xH52/pdf-eb697.png' width='52' height='52' alt='PDF - 59.5 kb' style='height:52px;width:52px;' /&gt;&lt;/a&gt;&lt;/dt&gt;
&lt;dt class='spip_doc_titre' style='width:120px;'&gt;&lt;strong&gt;MaFGameRec...sheets.pdf&lt;/strong&gt;&lt;/dt&gt;
&lt;/dl&gt;
&lt;p&gt;MasterFront record sheets&lt;/p&gt;&lt;/div&gt;
		
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		<title>MasterFront 1.0 Design notes</title>
		<link>http://www.eurofront.org/news/spip.php?article16</link>
		<guid isPermaLink="true">http://www.eurofront.org/news/spip.php?article16</guid>
		<dc:date>2008-12-06T13:57:51Z</dc:date>
		<dc:format>text/html</dc:format>
		<dc:language>en</dc:language>
		<dc:creator>David ROBERT</dc:creator>



		<description>&lt;p&gt;Notes about MasterFront concepts and challenges by the author himself.&lt;/p&gt;

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&lt;a href="http://www.eurofront.org/news/spip.php?rubrique9" rel="directory"&gt;Notes&lt;/a&gt;


		</description>


 <content:encoded>&lt;div class='rss_texte'&gt;&lt;p&gt;&lt;strong&gt;MasterFront 1.0 Design Notes&lt;/strong&gt;&lt;/p&gt; &lt;p&gt;&lt;i&gt;By Craig Besinque&lt;/i&gt;&lt;/p&gt; &lt;p&gt;MasterFront is a refinement/redevelopment of EuroFront 1.0 to:&lt;/p&gt; &lt;p&gt;integrate all current BlockFront system rules into one package, compile errata to date, streamline and rationalize the game system, and improve strategic balance.&lt;/p&gt; &lt;p&gt;The following notes go through the game in chronological order, discussing major MaF rules changes, their impact on play, and the design intentions behind them.&lt;/p&gt; &lt;h3 class=&quot;spip&quot;&gt;SUMMER 1939&lt;/h3&gt;
&lt;p&gt;EuF 1.0 Problem Areas: Awkward, non-standard treatment of the Partition of Poland. Gamey German interference with efficient Soviet occupation of E Poland (particularly damaging with 20 PP Soviet HQs) by delayed evacuation of key points.&lt;/p&gt; &lt;p&gt;The &quot;&lt;i&gt;France First&lt;/i&gt;&quot; strategy of redeploying main forces west in September and defeating France all too successful due to early weakness of French army and hindsight appreciation of same. The Free Game was broken by (among other things) this same French vulnerability to S'39 assault (the success of French Army Artillery in countering the France First strategy may enable a successful redesign of the Free Game, but considerable further work is required).&lt;/p&gt; &lt;h3 class=&quot;spip&quot;&gt;FRANCE FIRST&lt;/h3&gt;
&lt;p&gt;&lt;strong&gt;French Army Artillery&lt;/strong&gt;: French infantry is given SF/DF (until France is demoralized). French defensive DF is enough to seriously erode the offensive power of the weaker German army of S'39. If Germany strikes west, stalemate over the winter is the likely outcome. The Germans are discouraged from completely stripping the Polish front by the increased likelihood of Soviet Mobilization if Poland captures German territory [it otherwise being only a 1/6 chance in &#8216;39].&lt;/p&gt; &lt;h3 class=&quot;spip&quot;&gt;POLAND&lt;/h3&gt;
&lt;p&gt;&lt;strong&gt;Molotov Pact / Starting Conditions [September &#8216;39]&lt;/strong&gt;: The Soviets cannot enter W Poland/the Axis cannot enter Baltic States without initiating War. The Soviets are restricted to the USSR during Sept I, may enter E Poland Sept II (but no rail movement). The Axis may enter E Poland but must exit immediately following Allied Polish Partition Diplo Event (possible beginning October) to avoid a DoWar on the USSR.&lt;/p&gt; &lt;p&gt;&lt;strong&gt;Polish Partition Diplo Event [October]&lt;/strong&gt;: USSR Asserts Molotov Pact
The Polish Partition DE annexes the Baltic States/E Poland into the USSR, allowing subsequent Soviet rail movement &amp; building there. Axis must exit E Poland next turn.&lt;/p&gt; &lt;p&gt;&lt;strong&gt;Border Disputes&lt;/strong&gt;: This rule provides motivation (none in EuF 1.0) for garrisoning current German-Soviet borders while at peace (other side can occupy ungarrisonned border hexes without a DoWar). Grace Period allows 1 turn to occupy new borders following Diplomatic frontier changes.&lt;/p&gt; &lt;h3 class=&quot;spip&quot;&gt;SOVIETS / 1939 STARTING CONDITIONS&lt;/h3&gt;
&lt;p&gt;&lt;strong&gt;Red Army Purge / Reforms&lt;/strong&gt; :Soviet HQ costs start at 20 PPs (as EuF 1.0). The Red Army Reforms DEs drop HQ costs to 15, then 10 PPs. Soviet Mobilization no longer triggers RA Reforms. The only way for the Allies to initiate RA Reforms is to fight and win the (very costly) Winter War (Soviet Emergency also enables RAR1, but this requires an Axis initiative &#8211; invasion of Russia).&lt;/p&gt; &lt;p&gt;&lt;strong&gt;Finland/ Leningrad 1939&lt;/strong&gt; :The Finnish border starts 1939 where printed, with Leningrad not yet a fortress. Upon completion of the Winter War (Finnish Armistice), the border moves one hex north, and Leningrad (now out of artillery range) becomes a Fortress. The Winter War has been recast as a series of Diplomatic Events. The Soviets are no longer required to wage the Winter War at a specified time (or at all). The one Diplo Event/month limitation means the Soviets must wage the Winter War Dec/39 - Feb/40 to finish it in time for Allies to fight in Norway March &#8211;May (also by Diplo Events). So the Soviets must prepare for the Winter War by pre-positioning the required units before December. See W'39 below.&lt;/p&gt; &lt;h3 class=&quot;spip&quot;&gt;WINTER 1939&lt;/h3&gt;
&lt;p&gt;EuF 1.0 Problem Areas: Awkward, non-standard treatment of Winter War, including requirements that made no sense if a Russo-German war is simultaneously underway. Winter War timing incorrect. Ditto for Norway Campaign, plus Axis can benefit from a simultaneous early French Campaign. Treatment of Denmark was unconvincing.&lt;/p&gt; &lt;h3 class=&quot;spip&quot;&gt;REDESIGNED NORTHERN CAMPAIGNS&lt;/h3&gt;
&lt;p&gt;Recast as linked series of Diplomatic Events, using standard DE mechanics. Allows players the option of not following the historical sequence &amp; timing of these abstracted off-map campaigns, but gives solid and credible reasons for doing so (in the absence of conditions to the contrary, such as active land war on a main fronts). Timing is improved: Winter War takes place Dec-Feb, and Norway Campaign in March-May (both historically accurate). PP expenditures remain consistent with building historical OBs for S'40. The requirements to actually place &amp; expend units/HQs in specified locations adds credibility and feel by requiring transport of units into position for these off-map campaigns. Heavy Axis HQ expenditure in the Norway Campaign March/April makes an early start in France difficult and likely inadvisable (when Fr Army Artillery is taken into account). If Winter War is initiated but not finished (no Finnish Armistice), the Finland Joins Axis DE (no Finn units/PPs in play, but 4 Axis units allowed in Finland/can attack Russia from there) becomes inevitable upon Soviet belligerence. If Finnish Armistice is obtained, Finland Joins Axis can only occur only if Leningrad is Axis-controlled (ie: standard EF conditions).&lt;/p&gt; &lt;h3 class=&quot;spip&quot;&gt;DEC-FEB DES: THE WINTER WAR / NORWAY PREP&lt;/h3&gt;
&lt;p&gt;&lt;strong&gt;December&lt;/strong&gt;. [Allies always do Diplo Events first] Assuming required Soviet units are correctly pre-positioned (in Leningrad/Tallinn/EZ 'W'), the Allies can do Winter War1 (W1) DE. Units are revealed, reduced 1cv each, and re-hidden. Assuming its units are also correctly pre-positioned, Axis may do Norway Invasion Prep (NA).&lt;/p&gt; &lt;p&gt;&lt;strong&gt;January&lt;/strong&gt;. Again assuming Soviet units are in position and W1, Allies can do WWar2 (W2) DE. The Axis may do Norway Prep (NA) if not done already, but cannot initiate Norway Campaign (NB) until weather clears (March).&lt;/p&gt; &lt;p&gt;&lt;strong&gt;February&lt;/strong&gt;. Assuming W2, Allies can finish the Winter War with W3 Finnish Armistice, triggering standard EF conditions re Finland: the border is shifted north, EZ &#8216;'V' becomes Soviet, Leningrad becomes a Fortress, and Finland cannot join the Axis until Leningrad is Axis. Most importantly, Red Army Reforms1 (S1) is enabled. Axis must do NA by February to be in position to win the Norway Campaign (otherwise the Allies can win).&lt;/p&gt; &lt;h3 class=&quot;spip&quot;&gt;MAR-MAY: THE NORWAY CAMPAIGN&lt;/h3&gt;
&lt;p&gt;If prepared (NA), the Axis can win Norway by pursuing the campaign consistently over the next 3 months. If not, the Allies can win, which would be painful for the Axis: they would lose 5 PPs (blockade), while the Allies gain 5 PPs (better Battle of Atlantic results) and retain Naval Supremacy. Even in losing cause, Allied resistance will force higher Axis costs (in PPs).&lt;/p&gt; &lt;p&gt;&lt;strong&gt;March&lt;/strong&gt;. If its units are in position, Allies can do DE N1 (Norway Expedition Prep). If not, the Axis can win immediately (jump directly to ND &#8212;Norway Dominated). Assuming Axis NA and Allied N1, and its units are ready, Axis can reply DE NB (Norway Campaign Begun), which automatically defeats Denmark. The heavy Axis expenditures (3 HQ/4 unit steps) in Norway make a simultaneous spring attack on Belgium/France dubious.&lt;/p&gt; &lt;p&gt;&lt;strong&gt;April&lt;/strong&gt;. If the units are ready, Allies can continue with DE N2 (Norway Expedition Begun), forcing Axis to answer NC (Norway Campaign Continues) or risk losing Norway. If the Allies do not do N2, the Axis can jump directly to ND (Norway Dominated) and win Norway. In doing NC, the Axis can and should mobilize its Norway Campaign HQs toward France/ Belgium for a May attack, as its final Norway DE (ND) does not require unit pre-positioning or expenditure.&lt;/p&gt; &lt;p&gt;&lt;strong&gt;May&lt;/strong&gt;. The Allies can do N3 (Norway Exped. Continued), or not. In either case the Germans can win the campaign with ND (Norway Dominated &#8212; no expenditure necessary). Doing N3 costs the Allies HQ/unit steps, the only advantage being that it forces the Axis to do ND immediately, or the Allies can win Norway by executing N4 in June.&lt;/p&gt; &lt;h3 class=&quot;spip&quot;&gt;SOVIET MOBILIZATION&lt;/h3&gt;
&lt;p&gt;&lt;strong&gt;EuF1 Problem&lt;/strong&gt;: The Soviets can also Mobilize and threaten Rumania (e.g., while Germany is busy in Norway/ France). The resulting early 2-Front war provided a strong possibility of fatally delaying the Germany timetable of conquest and growth, versus a palpable but insufficient downside for the Soviets. (This attractive ploy was often employed by the Soviet player just to get actively into the game).
If the Soviets mobilize, they will not receive cheap units until Great Patriotic War, which now cannot occur until both Soviet Emergency (Axis units within USSR/39) and W'41 have occurred. Soviet Reserve Armies (cadres) still arrive upon Mobilization, but the (full strength) Strategic Reserve armies are now delayed until Soviet Emergency. In addition, Japanese Intervention (one of the existing EuF1 diplomatic penalties for Mobilization) now also cancels the arrival of half the Soviet shock units (arriving in W'41).&lt;/p&gt; &lt;h3 class=&quot;spip&quot;&gt;SOVIET WINTER WAR BYPASS&lt;/h3&gt;
&lt;p&gt;&lt;strong&gt;Problem&lt;/strong&gt;: The Soviets now have the option to bypass the Winter War (saving about 145 PPs, mostly in HQ strength). &lt;strong&gt;Fixes&lt;/strong&gt;: Soviet bypassing of the Winter War seriously delays RA Reforms (which are no longer enabled by Soviet Mobilization), meaning the Soviets have to fight Germany at a severe disadvantage in HQ costs. Without Finnish Armistice, only Axis invasion of the USSR will enable the first stage drop to 15 PP HQ costs, and only penetration of USSR/39 (Soviet Emergency) will enable the second drop to 10 PPs. Both events are low-dieroll DEs, so they may be delayed for some time even after the cited triggers take effect.&lt;/p&gt; &lt;h3 class=&quot;spip&quot;&gt;SUMMER 1940&lt;/h3&gt;
&lt;p&gt;EuF 1.0 Problem Areas: Commonly, the French S'40 OB was considerably stronger than historical and France was able to survive 3-4 months (into July-Aug). The usual French defense was passive/defeatist, aimed at maximum delay, not possible survival or damaging the Germans. A slugfest or blocking defense campaign was likely, instead of maneuver. No motivation for the historical Allied forward movement into Belgium. Italian entry often delayed to/beyond July (so the MF opens late). French Armistice process ill-defined and open to abuse. Allied &#8216;foresight' strategy of withholding the BEF / sending MF units early was both effective and without political cost. The Axis could start the Western Campaign in spring (March), and despite the concurrent PP drain of the EuF1 Norway Campaign, gain an earlier victory over France, with a resulting PP windfall of many PPs (France, Low, Italy, and Rumania PPs all begin 1-2 months early).&lt;/p&gt; &lt;h3 class=&quot;spip&quot;&gt;FRENCH 1940 OB&lt;/h3&gt;
&lt;p&gt;The Phony War DE limits French builds to just 1 step per turn after Polish defeat (but this ends upon Axis aggression in the west). A strong French OB is still possible, but this requires an early commitment to a &quot;strong France&quot; OB.&lt;/p&gt; &lt;h3 class=&quot;spip&quot;&gt;FRENCH CAMPAIGN&lt;/h3&gt;
&lt;p&gt;After many contorted attempts to enable a more historical France40 campaign (none really satisfactory when compared to the rules load required), a solution (gestated as a fix for France First) finally appeared. &quot;French Artillery&quot; is based on the fact that French units are armies, not corps. While 4cv SF infantry units may be fair regarding offense and morale (hit absorption), they understate French defensive firepower. French armies therefore begin with Defensive DF and lose it only upon &quot;demoralization&quot;, caused by loss of a French/Belgian major city or Maginot Line fort. Combined with &quot;Eben Emael&quot; (the Belgian Liege fort is reduced to infantry if paradropped upon) and &quot;Sedan Appendix&quot; (one French unit can occupy the Phillipeville /Sedan hex), this yields a pretty convincing Belgium/France campaign.&lt;/p&gt; &lt;p&gt;&lt;strong&gt;Norway / Early Start&lt;/strong&gt;: The recasting of the Norway Campaign now acts as a serious drain on German HQ power during April and May, discouraging a &quot;Spring&quot; western offensive.&lt;/p&gt; &lt;p&gt;&lt;strong&gt;Belgium&lt;/strong&gt;: The usual EuF1 result in Belgium of either a stalemate in the Ardennes or an immediate breakthrough to the coast (before the Allies can react) is now fundamentally altered by the fragility of the Liege fort once the German para unit arrives (April). The Belgians must now deploy their 3rd unit in Mons to prevent a breakthrough to the sea after Liege is blitzed. A good French unit in Sedan stops the Ardennes thrust (only one unit across the Meuse). The Allies must then face the choice of either accepting demoralization (loss of French defensive DF), or engaging forward into Belgium to save its capital. This often yields a much better representation of the historical campaign in Belgium. By advancing to the shorter line in Belgium and maintaining French morale (DF), the Allies have a chance to hurt the Germans, and even (with a lot of luck) stop them. But the French army still melts rapidly in combat unless the Panzers are shot up.&lt;/p&gt; &lt;p&gt;&lt;strong&gt;BEF / Political Effect&lt;/strong&gt;: Upon French Demoralization (loss of Belgian/French major city or Maginot Line fort), not only is the Fr Army Artillery bonus lost, but Allied Solidarity must be checked every turn. If the BEF is sub-par in size and the dieroll is unfavorable, the French must offer Armistice.&lt;/p&gt; &lt;h3 class=&quot;spip&quot;&gt;ARMISTICE&lt;/h3&gt;
&lt;p&gt;The revised Armistice and Defeat rules are intended to put the Allies into increasing danger re FNA if no Armistice offer is made, but still leave this decision open to the Allies.&lt;/p&gt; &lt;p&gt;&lt;strong&gt;No Armistice Offer Made&lt;/strong&gt;&lt;/p&gt; &lt;p&gt;Failure of the Allies to offer Armistice (in order to delay the proceedings) as the French National Supply situation deteriorates endangers French North Africa (FNA) and ultimately Gibraltar). Consider the following points:&lt;/p&gt; &lt;ul class=&quot;spip&quot;&gt;&lt;li&gt;Allied WF units cannot enter the MF (including Gibraltar/Malta) until Italy Joins Axis. &lt;/li&gt;&lt;/ul&gt;
&lt;ul class=&quot;spip&quot;&gt;&lt;li&gt;Allied Naval Supremacy is [normally] cancelled upon Italy Joins Axis.&lt;/li&gt;&lt;/ul&gt;
&lt;ul class=&quot;spip&quot;&gt;&lt;li&gt;British units cannot enter FNA until France is Defeated (ie, Paris is Axis and last French unit dies), or Axis units enter FNA.&lt;/li&gt;&lt;/ul&gt;
&lt;ul class=&quot;spip&quot;&gt;&lt;li&gt;Once Paris or French National Supply is lost, French units begin attritioning. Defeat will occur when the last French unit dies (Axis Supply Phase).&lt;/li&gt;&lt;/ul&gt;
&lt;ul class=&quot;spip&quot;&gt;&lt;li&gt;Following French Military Defeat, FNA becomes Axis controlled. The Allies will have next move, and can occupy FNA ports by invasion (acclimatization -2 cv), but are unlikely to defeat non-zero defenders. Note that only amphibious units (British 1 Corps) can now make Long-Range Sea Invasions (ie, 4 seas under Naval Supremacy, 2 seas without). This, coupled with the prohibition of WF units in Gibraltar prior to Italian belligerence, makes effective Allied invasion to/beyond Algiers unlikely. After French Military Defeat (FNA Axis) Axis units can ship into unengaged FNA ports by Sea Movement (acclimatization -2 cv) or invade into engaged/enemy ones. &lt;/li&gt;&lt;/ul&gt;
&lt;ul class=&quot;spip&quot;&gt;&lt;li&gt;A military struggle for FNA should follow. The Axis, with a firm base in Tunis, can out-build the Allies in FNA (only 22 Allied WF/MF PPs total). Loss of Algiers and Suez would bring Spain into the war and likely mean the fall of Gibraltar. &lt;/li&gt;&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;Armistice Offer Made&lt;/strong&gt;&lt;/p&gt; &lt;p&gt;Once an Armistice offer is made, the Axis immediately signals whether it accepts/rejects. The Allies can have key French units in port, ready to ship to FNA (-2 acclimatization) or England if Armistice is rejected.&lt;/p&gt; &lt;ul class=&quot;spip&quot;&gt;&lt;li&gt;&lt;strong&gt;Armistice Accepted: &lt;i&gt;Vichy&lt;/i&gt; &lt;/strong&gt; If Armistice is accepted, France is defeated &amp; its army eliminated. Vichy is created (small 2-cadre army + FNA units), co-operating with Axis (4 PPs + Rail transit rights). FNA becomes Vichy controlled (a soft spot for later Allied invasion). Spain cannot join the Axis unless Vichy is betrayed (Vichy and Algiers must be Axis controlled). Any subsequent Axis FNA campaign would have to fight Vichy units, and the British will be able to ship in directly to help.&lt;/li&gt;&lt;/ul&gt;
&lt;ul class=&quot;spip&quot;&gt;&lt;li&gt;&lt;strong&gt;Armistice Rejected: &lt;i&gt;Anglo French Union&lt;/i&gt; &lt;/strong&gt; If Armistice is rejected, France is still defeated, but all French units become Free French (= British, can evacuate to England/FNA, can draw supply from London, etc). FNA remains Allied controlled. However, (since there is no Vichy) the Axis can defend all of France with German units. If few BEF are evacuated safely, Axis may pursue a Sea Lion campaign.&lt;/li&gt;&lt;/ul&gt;
&lt;h3 class=&quot;spip&quot;&gt;FNA CAMPAIGN&lt;/h3&gt;
&lt;p&gt;A fight for French North Africa can occur if Armistice is not offered or is refused (AFU), or if the Axis later attacks Vichy. The Tunisia/ Atlantic Basing rules are intended make this possibility interesting and realistically balanced. The Axis can spend half its MF Allocation of WF PPs in the MF Tunisia Basing area. Allies can spend half their MF Allocation of WF PPs in the MF Atlantic Basing area, (but only have 7 PPs total in late S'40, if MF Allocation is 15). Algiers &amp; Tunis are key locations. Axis control of Algiers, Tunis, and Egypt equals MF Victory (most MF restrictions lifted). Total control of France &amp; FNA (except Morocco) can bring in Spain to the Axis by Diplo Event (multiple attempts allowed if Axis MF Victory), allowing almost certain capture of Gibraltar and Axis Naval Supremacy (a probable war-winner).&lt;/p&gt; &lt;h3 class=&quot;spip&quot;&gt;MALTA&lt;/h3&gt;
&lt;p&gt;The change to Triple Repulse (TR : DR 1-3), of Air Assault into Fortresses (as opposed to the usual DR 1), significantly reduces the chance of a Malta invasion succeeding, even assuming the Axis player is quick and efficient enough to choreograph one before Winter/40. This is a desirable change (considering the large effect of Malta on MF balance) though the chances of success remain better than 50/50 (vs. a 2 cv defense). New &#8216;pre-opening' MF rules now double MF building costs, and prohibit entry of non-MF units into the MF before Italian belligerence. This effectively disallows the &quot;Malta Shuffle&quot; tactic of replacing the Malta garrison early with 2 Cdn infantry reinforcement (the Allies now must use a MF Veteran, a more questionable proposition).&lt;/p&gt; &lt;h3 class=&quot;spip&quot;&gt;WINTER 1940&lt;/h3&gt;
&lt;p&gt;EuF 1.0 Problem Areas: Axis adopts numerous pre-Barbarossa shortcuts (including bypassing the Yugoslavia/Greece/Crete campaigns), saving significant extra PPs for Russia. While Yugoslavia is indefensible, the Axis campaigns in Greece (and particularly Crete) were very expensive compared to the on-map benefits gained. In EuF1, the game disadvantages of foregoing these campaigns (heightened British threat to Ploesti) were deferred until much later in the war, while the PP savings made Barbarossa more likely to succeed, thus winning the war before British pressure could make itself felt.&lt;/p&gt; &lt;p&gt;&lt;strong&gt;Greece&lt;/strong&gt;: The Axis needs Balkans Pacified (Rumania, Hungary, Bulgaria, Yugoslavia, &amp; Greece are all defeated, Axis or Cooperating) to obtain of Satellites Released [to EF], or Turkey Joins Axis DEs.&lt;/p&gt; &lt;p&gt;&lt;strong&gt;Crete&lt;/strong&gt;: The Axis must now control Crete to obtain ME Rebellion or Turkey Joins Axis (see below).&lt;/p&gt; &lt;p&gt;&lt;strong&gt;ME Rebellion DE (formerly &#8216;ME Pacification')&lt;/strong&gt;: This is converted to a Diplomatic Event, possible only when Balkans Pacified, Crete is Axis controlled and no Allied unit is in ME Box. The Axis penalty for ignoring Crete is partly that the British unit (usually 3 Cps) otherwise sent to garrison the ME can now garrison Crete instead (and threaten Greece) or join MF forces.&lt;/p&gt; &lt;p&gt;&lt;strong&gt;Turkey Joins Axis DE&lt;/strong&gt;: Now a Diplomatic Event, also requiring Balkans Pacified, all Greece (including Crete) Axis controlled, and Axis units in the ME box. No Turkish units arrive, but Axis gains +4 PPs and 4 Axis units can enter Turkey (and attack Baku from there). Another reason for the Axis to reduce Greece and Crete.&lt;/p&gt; &lt;h3 class=&quot;spip&quot;&gt;EAST FRONT 1941-42&lt;/h3&gt;
&lt;p&gt;EuF 1.0 Problem Areas: EastFront Overload, the Axis policy of stripping the WestFront of units/HQs/PPs and applying these in the east, where victory is particularly sensitive to extra inputs in 1941. The Allies, at their most impotent in 1941, were poorly situated to make use of any opportunities thus presented. Axis could also preserve PPs by declining a MF campaign (withholding Italian belligerence).&lt;/p&gt; &lt;p&gt;&lt;strong&gt;Vichy Joins Allies / Diplo&lt;/strong&gt; Event (see below): The negative effects of this event are increased, making it risky to send WF units east.&lt;/p&gt; &lt;p&gt;&lt;strong&gt;PP Transfers&lt;/strong&gt;: Only one 10 PP transfer is allowed from one front to another.&lt;/p&gt; &lt;p&gt;&lt;strong&gt;Italian Belligerence&lt;/strong&gt;: This now occurs automatically upon the defeat of France, removing the Axis option to decline a MF campaign.&lt;/p&gt; &lt;h3 class=&quot;spip&quot;&gt;WEST FRONT 1941-42&lt;/h3&gt;
&lt;p&gt;EuF 1.0 Problem Area: Insufficient Allied land threat in WF to discourage EF Overload.&lt;/p&gt; &lt;p&gt;&lt;strong&gt;Vichy Joins Allies / Diplo Event&lt;/strong&gt;: If the WF is denuded to add Axis units to the EF, the Allies will find undefended hexes in France to invade. Allied-controlled hexes in Occupied France enable French Revolt and may spark Vichy Joins Allies, which will cause the Axis big problems in West. Free French unit rebuildability (if Vichy joins Allies) helps magnify this threat. Another major side-effect of this DE is the automatic triggering of 2nd Front, giving the Allies a double turn (WF initiative flip) to increase the havoc, and demoralizing all Axis Satellites&lt;/p&gt; &lt;p&gt;&lt;strong&gt;OKH Cross-Command&lt;/strong&gt;: Reduction of OKH command range to full power in either the EF or WF (and just half power in the other) makes reacting to an invasion in West with just SHQs more difficult (and also gives symmetry with OKW re WF/MF).&lt;/p&gt; &lt;p&gt;&lt;strong&gt;MED FRONT 1941-42&lt;/strong&gt; EuF 1.0 Problem Areas: Compared to standalone MF, Allies incur extra costs associated with shifting historical [duplicate] forces to the MF. On the other hand, British units could be sent to the MF early, where Axis units could not. Desert Maintenance was inadequate to prevent Axis from using superior WF Production to overload the MF. Torch initiative flip-flop can be manipulated to yield an Allied double move into Tunis.&lt;/p&gt; &lt;p&gt;&lt;strong&gt;AF Cross-Command&lt;/strong&gt;: Placement of AF SHQ in Gibraltar (flex point) allows it full command in the MF, hence better Allied mobility to/within MF&lt;/p&gt; &lt;p&gt;&lt;strong&gt;BEF / Solidarity&lt;/strong&gt;: The Allied ability to send British units to the MF early upon Italian belligerence was predicated on the Allies preserving British HQ steps by withholding the BEF from France. This strategy will now result in France offering Armistice early. Contrarily, if the BEF is sent to France and evacuated, it is nearly impossible to better the historical unit transfer schedule.&lt;/p&gt; &lt;p&gt;&lt;strong&gt;Desert Maintenance Penalty&lt;/strong&gt;: Extra-historical unit concentrations in the MF are penalized by -5 Allocated PPs/ alien unit! IE: lose one MF PP die roll (re Shipping Losses) per non-MF unit in the MF.&lt;/p&gt; &lt;p&gt;&lt;strong&gt;PP Transfers&lt;/strong&gt;: Only one 10 PP transfer allowed from one front to another.&lt;/p&gt; &lt;p&gt;&lt;strong&gt;Second Front / Diplo Event&lt;/strong&gt;: The predictable WF Initiative switch at Nov/42 was abused by Allied player timing Torch (Oct II) to give the Allies a guaranteed double turn, grabbing Tunis before Axis could react. Now this initiative switch happens randomly at the Second Front Diplo Event, which also demoralizes Vichy (and Axis Satellites). As Vichy units will not Capitulate until demoralized, Allies must obtain 2nd Front (hence Initiative Switch) before the Torch invasion.&lt;/p&gt; &lt;h3 class=&quot;spip&quot;&gt;BLOCKFRONT SYSTEM UPDATES&lt;/h3&gt;
&lt;p&gt;&lt;strong&gt;GENERAL SYSTEM CLEANUPS&lt;/strong&gt;&lt;/p&gt; &lt;ul class=&quot;spip&quot;&gt;&lt;li&gt;&lt;strong&gt;Supply Sources&lt;/strong&gt;/ Origin: Rationalized definition of Supply Line elements.&lt;/li&gt;&lt;li&gt;&lt;strong&gt;MF Units&lt;/strong&gt;: Which units have special privileges in MF is defined and standardized. &lt;/li&gt;&lt;li&gt;&lt;strong&gt;Minor Unit Restriction&lt;/strong&gt;: Restriction of national units is clarified and standardized. &lt;/li&gt;&lt;li&gt;&lt;strong&gt;Defeat/Surrender&lt;/strong&gt;: Defeat and Surrender are defined and standardized.&lt;/li&gt;&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;SEQUENCE OF PLAY&lt;/strong&gt;&lt;/p&gt; &lt;p&gt;&lt;strong&gt;Problems&lt;/strong&gt;: The order of events in the SUPPLY phase needed clarification. Also a need for re-definition of hex control during the Supply phase and Production phase.&lt;/p&gt; &lt;p&gt;&lt;strong&gt;Solutions&lt;/strong&gt;: The Supply phase has been broken into two new phases: Supply phase (place BHs, paradrop Linkup, Sea Interdiction and Enemy Supply Check); and Politics phase (Morale, Armistice, Revolt, Surrender, Defeat). A Diplomacy phase now follows Production. Now standardized that hex control is evaluated at the beginning of each phase.&lt;/p&gt; &lt;p&gt;&lt;strong&gt;FORTRESSES&lt;/strong&gt;&lt;/p&gt; &lt;p&gt;&lt;strong&gt;Problems&lt;/strong&gt;: Sevastopol could be loaded up with 4 units and supplied by sea unless engaged. But German attacks would face a storm [ &#177;12 cv] of TF Defensive Fire (&#177; 6 hits per combat !!!), pretty intimidating with only 2 attackers/phase and combat required vs. fortresses. (NOTE: without forced combat, a besieger can unrealistically smother a fortress indefinitely with just one attacker). Leningrad with a single defender is too weak, especially after a scenario setup, when the Germans could unrealistically set up its best units [SiegeGun, SS tanks, HQs] nearby and take it quickly before the Russians could counter. In an ongoing game, concentrating units there would be visible to the Soviets, who could try to interfere. But Leningrad with two defenders is too strong. Requiring Lake Supply to support a 2nd defender a popular (but inelegant) recourse.&lt;/p&gt; &lt;p&gt;&lt;strong&gt;Solution&lt;/strong&gt;: All defenders are granted Triple Defense (simplest, as the system norm is for all defenders to share terrain benefits), but only the largest single defender has Triple Fire and Fortress Supply. In Sevastopol, multiple defenders is now dubious: an attacker can attrition extra defenders (port engaged = no sea supply) 1cv each per turn at only the cost of receiving their normal (SF) fire. In Leningrad, the Soviets can set up for a scenario start with more than one unit in Leningrad to confound a surprise German attack deployment. The extra unit[s] will eventually attrition away and die from lack of fortress supply, but the Germans cannot afford to waste these prime units waiting for this to happen. So a multiple-defender Soviet setup (and the 2nd unit may not be that good) counters a mass deployment of siege units at Leningrad.
Lake Supply: Many playtesters like Lake Supply (Leningrad can furnish Fort Supply to 2 Soviet defenders if Rail Supply to Lake Ladoga shore), but this is unnecessary with the above.&lt;/p&gt; &lt;p&gt;&lt;strong&gt;STRATEGIC PARADROPS&lt;/strong&gt;&lt;/p&gt; &lt;p&gt;&lt;strong&gt;Problems&lt;/strong&gt;: Paradrop problems revolving massive cutting of enemy supply lines, blitz movement through enemy lines, etc. were never really solved by various remedies adopted.&lt;/p&gt; &lt;p&gt;&lt;strong&gt;Solution&lt;/strong&gt;: Paradropped units are dispersed through the drop turn. Dispersed paras cannot move (eg, Blitz turn), exert no hex control, even in the drop hex, and must check for Linkup at end of the drop turn (Supply phase). If the dispersed Para is in a friendly hex or a hex with a friendly unit/ZOC, it achieves Linkup and recovers from dispersal (ZOC restored), but is still subject to normal supply considerations (check each enemy supply phase). If no Linkup is achieved, dispersed paras are eliminated.
Perennial paradrop problems seem to be solved. Paradrops can no longer control the drop hex, enabling blitz breakthroughs &#8216;forward' through it. Strategic (deep penetration, supply-cutting) paradrops now are only effective if Linkup achieved with friendly ground units, otherwise the Paras die immediately, making no effect. Paradrops still viable in Sea Lion type situations: even unsupplied friendly units provide Linkup.&lt;/p&gt; &lt;p&gt;&lt;strong&gt;NOTE&lt;/strong&gt;: Para Offensive DF dropped. Bad effects re Malta and EF balance. Grounding. If any paras are eliminated, all national paras are grounded. This helps the Malta situation in that paras must be evacuated before elimination (which gums up the works re invasion transport), or the Axis must accept the risk of permanent para grounding.&lt;/p&gt; &lt;p&gt;&lt;strong&gt;LONG-RANGE INVASIONS&lt;/strong&gt;&lt;/p&gt; &lt;p&gt;Only Amphibious units can make Long-Range (2-sea) blitz invasions. The Germans have no amphibious units, the Soviets only have one. This change does away with &#8216;trick' invasions to Alexandria, Batumi, Rumania, etc. 2-Wave blitz invasions are still allowed by any unit type.&lt;/p&gt; &lt;p&gt;&lt;strong&gt;EXIT ZONES / TRANSIT BOXES&lt;/strong&gt;&lt;/p&gt; &lt;p&gt;A hopefully more coherent and complete rules system for EZs/TBs is introduced. A play-aid map shows off-map EZ/TB/sea connectivity. Exit Zones are considered 2 rail hexes off map, and 2 rail hexes from each other. Off-map rail movement is fully linkable with on-map rail movement. Units can also move into/out of / between EZs with one land move (via normal HQ command), regardless of unit speed.
Transit Boxes are one rail move distant from connecting EZs/TBs. When moving by road (if engaging or where there is no rail line), it costs 2 Supreme Moves (SHQ command) to move into/ out of TBs.
EZ/TB battles: HQs can enter these, combat is never mandatory, unit building is allowed (at double unit costs in engaged EZs/TBs).&lt;/p&gt;&lt;/div&gt;
		
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	</item>
<item xml:lang="en">
		<title>VASSAL Module SITREP (take 2)</title>
		<link>http://www.eurofront.org/news/spip.php?article13</link>
		<guid isPermaLink="true">http://www.eurofront.org/news/spip.php?article13</guid>
		<dc:date>2008-11-23T21:28:36Z</dc:date>
		<dc:format>text/html</dc:format>
		<dc:language>en</dc:language>
		<dc:creator>David ROBERT</dc:creator>



		<description>&lt;p&gt;I got back to it. At last. Here are the latest news about my ongoing work to provide you with a playable EuF2 module.&lt;/p&gt;

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&lt;a href="http://www.eurofront.org/news/spip.php?rubrique2" rel="directory"&gt;EuroFront2&lt;/a&gt;


		</description>


 <content:encoded>&lt;div class='rss_chapo'&gt;&lt;p&gt;SITREP (Situation Report): &#8220;&lt;i&gt;an update to an existing report, issued as conditions change or events begin to unfold.&lt;/i&gt;&#8221;&lt;/p&gt;&lt;/div&gt;
		&lt;div class='rss_texte'&gt;&lt;p&gt;First of all, if you missed this information, there is already a playable module for EuroFront2. This one, designed by &lt;a href=&quot;http://consimworld.ning.com/profile/BenSmith&quot; class='spip_out' rel='external'&gt;Ben Smith&lt;/a&gt;, is available on the Vassal engine web site (modules section): &lt;a href=&quot;http://www.vassalengine.org/community/index.php?option=com_vassal_modules&amp;task=display&amp;module_id=497&quot; class='spip_out' rel='external'&gt;click here&lt;/a&gt;.&lt;/p&gt; &lt;p&gt;Nonetheless, since I started to develop my own module, I intend to see this project through. Then if you wish to use it, or part of it for your own module, then be my guest!&lt;/p&gt; &lt;p&gt;&lt;strong&gt; June 2007 - October 2008&lt;/strong&gt;&lt;/p&gt; &lt;p&gt;Uh... actually I did not work at all on this module. My usual tendency to let time fly by got hold of me. Again.&lt;/p&gt; &lt;p&gt;&lt;strong&gt;November 2008&lt;/strong&gt;&lt;/p&gt; &lt;p&gt;Here we are.&lt;/p&gt; &lt;p&gt;What I had to do in May 2007 is done:
&lt;br /&gt;&lt;img src=&quot;http://www.eurofront.org/news/local/cache-vignettes/L8xH11/puce-32883.gif&quot; width='8' height='11' class='puce' alt=&quot;-&quot; style='height:11px;width:8px;' /&gt; finishing all units graphics
&lt;br /&gt;&lt;img src=&quot;http://www.eurofront.org/news/local/cache-vignettes/L8xH11/puce-32883.gif&quot; width='8' height='11' class='puce' alt=&quot;-&quot; style='height:11px;width:8px;' /&gt; creating all units in the game
&lt;br /&gt;&lt;img src=&quot;http://www.eurofront.org/news/local/cache-vignettes/L8xH11/puce-32883.gif&quot; width='8' height='11' class='puce' alt=&quot;-&quot; style='height:11px;width:8px;' /&gt; adding traits to all individual units
&lt;br /&gt;&lt;img src=&quot;http://www.eurofront.org/news/local/cache-vignettes/L8xH11/puce-32883.gif&quot; width='8' height='11' class='puce' alt=&quot;-&quot; style='height:11px;width:8px;' /&gt; defining the proper TimeTracker component
&lt;br /&gt;&lt;img src=&quot;http://www.eurofront.org/news/local/cache-vignettes/L8xH11/puce-32883.gif&quot; width='8' height='11' class='puce' alt=&quot;-&quot; style='height:11px;width:8px;' /&gt; finding a way to track events
&lt;br /&gt;&lt;img src=&quot;http://www.eurofront.org/news/local/cache-vignettes/L8xH11/puce-32883.gif&quot; width='8' height='11' class='puce' alt=&quot;-&quot; style='height:11px;width:8px;' /&gt; designing a proper production tracking system&lt;/p&gt; &lt;p&gt;&lt;strong&gt;So why isn't this module already available?&lt;/strong&gt;&lt;/p&gt; &lt;p&gt;Well... there are still some things to be done. But not that much:
&lt;br /&gt;&lt;img src=&quot;http://www.eurofront.org/news/local/cache-vignettes/L8xH11/puce-32883.gif&quot; width='8' height='11' class='puce' alt=&quot;-&quot; style='height:11px;width:8px;' /&gt; finishing the production tracking
&lt;br /&gt;&lt;img src=&quot;http://www.eurofront.org/news/local/cache-vignettes/L8xH11/puce-32883.gif&quot; width='8' height='11' class='puce' alt=&quot;-&quot; style='height:11px;width:8px;' /&gt; creating the setups for at least one or two scenario.&lt;/p&gt; &lt;p&gt;But I intend to make the ongoing prototype module available for you to have a look at as I work on it. You'll find it on this website in the EuroFront section. I'll attach a text file that describe the change betweent the different builds.&lt;/p&gt; &lt;p&gt;Be warned that I develop this module using the latest beta version for Vassal. That'a a tad risky as it's not always stable but it enables me to always use the latest functionnalities and patches provided by the industrious and dedicated developers.&lt;/p&gt; &lt;p&gt;I'll note down in the changelog file wich version of Vassal I used. Try to use a version with a build number at least as high as the one noted in this changelog.&lt;/p&gt; &lt;p&gt;&lt;strong&gt;Sneak peeks&lt;/strong&gt;&lt;/p&gt; &lt;p&gt;Here are two screen captures from the module.&lt;/p&gt; &lt;p&gt;&lt;span class='spip_document_19 spip_documents spip_documents_left' style='float:left; width:500px;'&gt;
&lt;img src='http://www.eurofront.org/news/IMG/jpg/euf2_b001_battle.jpg' width='500' height='345' alt=&quot;&quot; style='height:345px;width:500px;' /&gt;&lt;/span&gt;This one if the standard battleboard to be used when there are too many units for a convenient battle resolution on the board. As for the ADC2 module, there are zones for markers as well as a terrain indicator piece.&lt;/p&gt; &lt;p&gt;&lt;span class='spip_document_21 spip_documents spip_documents_left' style='float:left; width:500px;'&gt;
&lt;img src='http://www.eurofront.org/news/IMG/jpg/euf2_b001_events-2.jpg' width='500' height='375' alt=&quot;&quot; style='height:375px;width:500px;' /&gt;&lt;/span&gt;This other one is the screen used to tracks Allies &amp; Soviet diplomatic events. As you can see, each event has its own line with a light indicator for active events and a pseudo-button to toggle on or off each event. Axis events will use the same system as well as another screen used to describe other special events or conditions in the game (fronts opened or not, grounded para, loss of oil supply, etc).&lt;/p&gt;&lt;/div&gt;
		
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		<title>EastFront PLUS</title>
		<link>http://www.eurofront.org/news/spip.php?article12</link>
		<guid isPermaLink="true">http://www.eurofront.org/news/spip.php?article12</guid>
		<dc:date>2008-02-17T21:27:30Z</dc:date>
		<dc:format>text/html</dc:format>
		<dc:language>en</dc:language>
		<dc:creator>Craig BESINQUE</dc:creator>



		<description>&lt;p&gt;Setup OOBs and text rules for adding the Med Front and Finnish Campaigns to EastFront2.&lt;/p&gt;

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&lt;a href="http://www.eurofront.org/news/spip.php?rubrique3" rel="directory"&gt;Game aids&lt;/a&gt;


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 <content:encoded>&lt;div class='rss_chapo'&gt;&lt;p&gt;EastFront2 Plus is an expansion module for EastFront 2 that enables full use of its map area by adding the North and Med Fronts to play. Scenarios are provided for S'41, W'41, S'42 and W'42. The Soviet player plays the British in the Med Front. Rules and units from EuroFront2 are required, as well as a few units from WestFront2.&lt;/p&gt;&lt;/div&gt;
		&lt;div class='rss_texte'&gt;&lt;h3 class=&quot;spip&quot;&gt;19.0 INTRODUCTION&lt;/h3&gt;
&lt;p&gt;EastFront2 Plus is an expansion module for EastFront 2 that enables full use of its map area by adding the North and Med Fronts to play. Scenarios are provided for S'41, W'41, S'42 and W'42. The Soviet player plays the British in the Med Front.&lt;/p&gt; &lt;p&gt;Rules and units from EuroFront2 are required, as well as a few units from WestFront2. The additional units required are shown on the EastFront2 Plus GERMAN and SOVIET OOB cards, which gives their historical starting strength and location for June, 1941. Tables show the total number and cv of each unit type for other scenarios.&lt;/p&gt; &lt;p&gt;Knowledge of EuroFront2 rules is required. Rather than citing each relevant rule, a brief summary and a reference to the EuroFront2 rulebook is given.
Other than as noted, EastFront2 rules apply.&lt;/p&gt; &lt;h3 class=&quot;spip&quot;&gt;19.1 MAP&lt;/h3&gt;
&lt;p&gt;&lt;strong&gt;Play Area&lt;/strong&gt;&lt;/p&gt; &lt;p&gt;The entire map area is in play, except Sweden is permanently neutral. The AXIS sits at the west mapedge, the SOVIETS at the east mapedge. The Soviets play the Allies in the Med Front.&lt;/p&gt; &lt;p&gt;Mapedge areas (squares and circles) in the Arctic, Eastern, and Southern Zones are in play in these scenarios (see 19.4 below).&lt;/p&gt; &lt;p&gt;The western mapedge is an AXIS Supply Source; the eastern is a SOVIET Supply Source; and southern mapedge sea areas are ALLIED Supply Sources.&lt;/p&gt; &lt;p&gt;&lt;strong&gt;Tundra [EuF2 1.332]&lt;/strong&gt;&lt;/p&gt; &lt;p&gt;Tundra terrain is found in the Arctic Zone. It has effects like mountains (double defense, 2 stacking).&lt;/p&gt; &lt;p&gt;&lt;strong&gt;Roads [EuF2 1.61]&lt;/strong&gt;&lt;/p&gt; &lt;p&gt;Roads are found in both the Arctic Zone and Med Front. They can act as supply sources and allow strategic road movement in the MF.&lt;/p&gt; &lt;h3 class=&quot;spip&quot;&gt;19.2 MAPEDGE AREAS&lt;/h3&gt;
&lt;p&gt;The Arctic, Eastern and Southern Zones along the map edges contain squares and circles, which are playable areas in these scenarios.&lt;/p&gt; &lt;p&gt;&lt;strong&gt;Districts [EuF2 18.0]&lt;/strong&gt;&lt;/p&gt; &lt;p&gt;Circles are Districts, small areas about 2 hexes across. Districts function much like hexes, except that building is allowed when engaged (at double cost!), and combat is always optional. Normal terrain effects apply.&lt;/p&gt; &lt;p&gt;&lt;strong&gt;Regions [EuF2 18.0]&lt;/strong&gt;&lt;/p&gt; &lt;p&gt;Squares are Regions, large areas about 5 hexes across. Regions function much like Districts, except that rail movement, rail supply, and sea supply may be traced through defensive battles in Regions (ie, the defender maintains control of the rail system in a Region even if it is engaged).&lt;/p&gt; &lt;p&gt;&lt;strong&gt;Routes [EuF2 18.0]&lt;/strong&gt;&lt;/p&gt; &lt;p&gt;Districts and Regions are connected to the map and each other by rail and road Routes. Rail Routes are red dotted lines. Road Routes are grey-brown dotted lines.
Both kinds of Routes can be short or long. Short Routes are thinner with shorter dashes, and are 2 hexes in length. Long Routes re thicker with longer dashes and are 5 hexes in length.&lt;/p&gt; &lt;p&gt;Rail Movement along rail Routes is counted normally (2 or 5 hexes per Route). Rail movement rules apply (cannot enterr enemy areas, etc.).&lt;/p&gt; &lt;p&gt;Normal Land Movement along Routes is by March. Any unit (regardless of speed, weather, etc.) can move along a short Route by March, which can be commanded by SHQ/THQ or a normal HQ. Any unit can move along a long Route by DoubleMarch, which costs 2 Supreme Moves (by SHQ/THQ only).
The engagement limit is 2 units per Route.&lt;/p&gt; &lt;p&gt;&lt;strong&gt;EF2 Plus Off-Map Areas&lt;/strong&gt;&lt;/p&gt; &lt;p&gt;For these scenarios, a few WF locations are represented as special off-map areas.&lt;/p&gt; &lt;p&gt;Berlin is a short rail Route west of Torun SW. OKW SHQ is restricted to Berlin, and is immune to weather disruption there. It builds with WF PPs. No other units can enter Berlin.&lt;/p&gt; &lt;p&gt;Several &#8220;off-map&#8221; WF locations are available to British units (some start there) as off-map Regions, including Britain, Gibraltar, South Africa and connecting sea areas. These are represented on the EF2 Plus SOVIET OOB card.
Britain and Gibraltar are in the West Front. Units there build using WF PPs, but can move to the Med Front by sea movement.
AF SHQ in Britain is immune to weather disruption. AF SHQ in Gibraltar can flex command in the Med Front at full efficiency (see 19.4 below).
South Africa is in the Med Front. Units entering South Africa must STOP. Units entering the MF from the WF lose 2cv Acclimatization.&lt;/p&gt; &lt;h3 class=&quot;spip&quot;&gt;19.3 UNITS&lt;/h3&gt;
&lt;p&gt;&lt;strong&gt;THQs [EuF2 5.8]&lt;/strong&gt;&lt;/p&gt; &lt;p&gt;THQs are weaker, cheaper SHQs, with restricted command ability. The British have a THQ unit in the MF and the Germans have one (Italian) in the MF and two in the NF (one Finnish).&lt;/p&gt; &lt;p&gt;&lt;strong&gt;Static [EuF2 2.272]&lt;/strong&gt;&lt;/p&gt; &lt;p&gt;Static units are cheap, slow infantry only moveable by SHQ/THQ. The Germans have static units in the MF and NF (Finnish).&lt;/p&gt; &lt;p&gt;&lt;strong&gt;British [EuF2 20.3]&lt;/strong&gt;&lt;/p&gt; &lt;p&gt;A number of British units from WestFront2 and EuroFront2 are necessary for this scenario. They are blue blocks with tan labels. British units cannot enter hexes containing Soviet units and vice-versa.&lt;/p&gt; &lt;h3 class=&quot;spip&quot;&gt;19.4 COMMAND&lt;/h3&gt;
&lt;p&gt;&lt;strong&gt;SHQ Flex Command [EuF2 5.721]&lt;/strong&gt;&lt;/p&gt; &lt;p&gt;The German OKW SHQ located in the WF (see below) can exert command in the Med Front at half-efficiency (a Supreme Move commanded in the MF costs double). OKW cannot command in the EF. OKW must remain in Berlin in these scenarios.
The OKH SHQ cannot command in the MF.&lt;/p&gt; &lt;p&gt;The Allied AF SHQ located in the WF can also exert command in the MF at half efficiency. If located in Gibraltar, AF can optionally exert command in the MF at full efficiency and half efficiency in the WF for that turn. (Gibraltar is in the WF and AF there builds with WF PPs).&lt;/p&gt; &lt;p&gt;&lt;strong&gt;THQ Command [EuF2 5.8]&lt;/strong&gt;&lt;/p&gt; &lt;p&gt;THQs are smaller, weaker, cheaper SHQs with restricted command ability, only able to command certain units. THQs only command one unit per CV. They only have single air range (not double like SHQs). They only cost 5 PPs to rebuild. They can command Strategic Movement by rail or sea.&lt;/p&gt; &lt;p&gt;The Germans have the Italian CS THQ, which commands in the MF only, the Dietl THQ, which commands in the NF only, and the Mannhm THQ, which commands Finnish units only. The British have the ME THQ, which can command units in the MF only.&lt;/p&gt; &lt;h3 class=&quot;spip&quot;&gt;19.5 MINOR POWERS&lt;/h3&gt;
&lt;p&gt;Several special rules apply to Finland (and to Turkey and the ME Mandates if the optional Diplomacy rules are used, see below).&lt;/p&gt; &lt;p&gt;&lt;strong&gt;Finland [EuF2 20.82]&lt;/strong&gt;&lt;/p&gt; &lt;p&gt;Within Finland, Finnish infantry fires DF/DF and moves 2 hexes in Snow.
Mannhm THQ can support combat within Finland (Command Range equals CV, traced normally as for field HQs).&lt;/p&gt; &lt;p&gt;Greater Finland includes Petrozavodsk. Finns are restricted to Greater Finland and adjacent locations unless Leningrad is Axis controlled.&lt;/p&gt; &lt;p&gt;&lt;strong&gt;The ME Mandates [EuF2 20.92]&lt;/strong&gt;&lt;/p&gt; &lt;p&gt;Syria, Palestine, Iraq and Persia are ME Mandates. They are all Allied-controlled in S'41.&lt;/p&gt; &lt;p&gt;&lt;i&gt;Important: An Allied or Soviet unit must be present in each ME Mandate at the end of every friendly turn.&lt;/i&gt;&lt;/p&gt; &lt;p&gt;&lt;strong&gt;Turkey [EuF2 20.91]&lt;/strong&gt;&lt;/p&gt; &lt;p&gt;&lt;i&gt;[Requires 12 Turkish units from EuF2]&lt;/i&gt;&lt;/p&gt; &lt;p&gt;Turkey begins the game neutral. Neither side may enter its territory before Declaring War in a Command phase, in which case it joins the other side and its units are deployed (see EuF2 16.4). It may also join the Axis using the optional Diplomacy rules (see 19.8 below).&lt;/p&gt; &lt;p&gt;Turkey is in the East Front. Its units trace supply to Ankara, which must be able to trace rail/ sea supply to the friendly Great Power capital (Berlin or Moscow) or to Istanbul. Turkish infantry fires SF/DF within Turkey.&lt;/p&gt; &lt;p&gt;&lt;i&gt;Important: A Soviet unit must be present in each of the 4 Soviet minor cities bordering Turkey at the end of every friendly turn.&lt;/i&gt;&lt;/p&gt; &lt;h3 class=&quot;spip&quot;&gt;19.6 NORTH FRONT (EuF 21.4)&lt;/h3&gt;
&lt;p&gt;Finland and the Arctic Zone have EF weather.&lt;/p&gt; &lt;p&gt;All Finnish units, and Soviet and German units with &#8220;V&#8221; inside a blue circle are North Front Veterans. All other units are NF Aliens.&lt;/p&gt; &lt;p&gt;North Front Veterans are allowed inside the Arctic Zone without penalty. NF Aliens within the Arctic Zone during Production incur a 5 PP/unit Arctic Maintenance penalty each month.&lt;/p&gt; &lt;p&gt;German NF Aliens entering the Arctic Zone lose 2 cv Acclimatization. Soviets only lose 1cv.&lt;/p&gt; &lt;p&gt;OKH can command in the Arctic Zone at half efficiency. Stavka can command in the Arctic Zone at full efficiency.&lt;/p&gt; &lt;p&gt;German (but not Finnish) units in the Arctic Zone build using 150% of normal costs (round up). HQ costs are: 10 PPs if in rail supply; 15 PPs if in Sea Supply. THQ cost is 5 PPs/CV.&lt;/p&gt; &lt;h3 class=&quot;spip&quot;&gt;19.7 MED FRONT (EuF 21.3)&lt;/h3&gt;
&lt;p&gt;The Med Front begins south of Turkey. The Med Front always has Dry weather. The Desert Zone is that part of the MF NOT within the Southern Zone.&lt;/p&gt; &lt;p&gt;All British and German units with &#8220;V&#8221; inside an orange circle are Med Front Veterans. All British / German units with &#8220;R&#8221; inside an orange circle are Med Front Residents. All other units are MF Aliens.&lt;/p&gt; &lt;p&gt;Med Front Veterans and Residents are allowed inside the Desert Zone without penalty. MF Aliens within the Desert Zone during Production incur a 5 PP/unit Desert Maintenance penalty each month.&lt;/p&gt; &lt;p&gt;All units entering the Med Front from another front lose 2 cv Acclimatization. OKW can command in the Med Front at half efficiency. AF can command in the MedFront at full efficiency from Gibraltar, at half efficiency elsewhere.
In the Med Front, unit speeds are reduced by 1 (minimum 1) unless moving entirely along a road or rail line. Supply Lines in the MF can only be traced one hex, not the usual two.&lt;/p&gt; &lt;p&gt;All units in the MF build using 150% of normal costs (round up). HQ costs are: 10 PPs if in/adjacent to a major port or in a minor port; 15 PPs if in rail supply; and 20 PPs if in road supply. THQ cost is 5 PPs/CV.&lt;/p&gt; &lt;h3 class=&quot;spip&quot;&gt;19.8 DIPLOMACY [Optional]&lt;/h3&gt;
&lt;p&gt;&lt;strong&gt;ME Rebellion [optional]&lt;/strong&gt;&lt;/p&gt; &lt;p&gt;&lt;i&gt;[Requires 6 ME Mandate units from EuF2]&lt;/i&gt;&lt;/p&gt; &lt;p&gt;The Soviet player need NOT leave an Allied/ Soviet unit in each ME Mandate. If not, the German player rolls 1 die at the end of each German Supply phase. On a DR of 1-2, place a national unit at cadre strength in the capital. This is a normal German unit, which must trace supply to its capital, and its capital must trace Rail/Sea (NOT road) supply to Berlin. If not, it is unsupplied, with the usual effects.&lt;/p&gt; &lt;p&gt;&lt;strong&gt;Turkish Cooperation [optional]&lt;/strong&gt;&lt;/p&gt; &lt;p&gt;If Germany controls a ME Mandate Capital, roll 1 die at the end of the German Supply Phase. If the DR is less than or equal to the number or German-controlled ME Mandate Capitals, Turkey gives 3 PPs to Germany and allows it rail transit rights through Turkey: rail supply may be traced through Turkey, and German units may rail through Turkey, but may not stop within it.&lt;/p&gt; &lt;p&gt;&lt;strong&gt;Turkey Joins the Axis [optional]&lt;/strong&gt;&lt;/p&gt; &lt;p&gt;The Soviet player need not garrison all his border cities with Turkey.
If not, the German player rolls 1 die at the end of each German Supply phase. If the DR is less than or equal to the number of ungarrisoned border cities with Turkey, Turkey Joins the Axis. Place the Turkish army in Turkey as per the EuroFront2 PRO-AXIS MINORS OOB card, adding 3 infantry cv.
Turkish units trace supply to Ankara, which must be able to trace Rail/Sea Supply to Berlin or to Ankara. Otherwise Turkish units are unsupplied.
Turkey also Joins the Axis if Baku or Basra is German-controlled.&lt;/p&gt; &lt;h3 class=&quot;spip&quot;&gt;19.9 SCENARIO RULES&lt;/h3&gt;
&lt;p&gt;These are in addition to those in EastFront2.&lt;/p&gt; &lt;p&gt;S'41: Axis units cannot move inside Hungary or Finland in June 1941.&lt;/p&gt; &lt;p&gt;W'41. Finnish units are exempt from Winter Paralysis.&lt;/p&gt;&lt;/div&gt;
		
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		<title>EuroFront II Supply Table</title>
		<link>http://www.eurofront.org/news/spip.php?article10</link>
		<guid isPermaLink="true">http://www.eurofront.org/news/spip.php?article10</guid>
		<dc:date>2008-01-02T21:11:03Z</dc:date>
		<dc:format>text/html</dc:format>
		<dc:language>en</dc:language>
		<dc:creator>Craig BESINQUE</dc:creator>



		<description>&lt;p&gt;A table intended to help clarify the definition of Supply Lines in EuroFront.&lt;/p&gt;

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&lt;a href="http://www.eurofront.org/news/spip.php?rubrique2" rel="directory"&gt;EuroFront2&lt;/a&gt;


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 <content:encoded>&lt;div class='rss_chapo'&gt;&lt;p&gt;Defining Supply situations in EuroFront is not generally nearly as complicated as this graphic might imply. This chart, however, is designed as a quick reference for all situations, including the more obscure and uncommon ones.&lt;/p&gt;&lt;/div&gt;
		&lt;div class='rss_texte'&gt;&lt;p&gt;Frndly = friendly&lt;/p&gt; &lt;p&gt;Neut = Neutral (nations)&lt;/p&gt; &lt;p&gt;Disp = disputed (hexes)&lt;/p&gt;&lt;/div&gt;
		
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