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Gall Notes v1.2

This Vassal module includes three maps for the naval and land campaigns of the Gallipoli wargame. It was not possible to include all three maps on one board, so the module allows switching between the naval map and two land maps. The module adds several new counters and tracking markers to the game, including for optional units, minefields, batteries, and ammunition. It also incorporates digital damage tracking and line-of-sight determination tools.

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0% found this document useful (0 votes)
57 views3 pages

Gall Notes v1.2

This Vassal module includes three maps for the naval and land campaigns of the Gallipoli wargame. It was not possible to include all three maps on one board, so the module allows switching between the naval map and two land maps. The module adds several new counters and tracking markers to the game, including for optional units, minefields, batteries, and ammunition. It also incorporates digital damage tracking and line-of-sight determination tools.

Uploaded by

pmigli
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
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Notes on the Vassal Module for Paper Wars' Gallipoli

Gallipoli includes three maps: one for the naval game and two for sectors in the
land campaign. It was not feasible to include all three in one board. The naval map
is the main map that appears when you first open the module. To see the Suvla Bay
or Cape Helles land map, click on its button in the toolbar. Note that each map
window has a few controls that apply only to that board, but many key tools appear
only on the main (naval) map.

The pieces incorporate all changes called for by the errata.

All ships are separate counters rather than some being printed on the flipside of
others.

The scenario instructions for the naval variants call for some missing ships to be
represented by similar ships in the countermix. For what it's worth, the module
adds separate counters for these ships.

The module also adds counters for the optional Turkish torpedo boats and for the
semi-optional Turkish emplaced torpedo tubes.

For convenience, the module adds markers for naval bombardments.

In the original game minefields are recorded secretly by the Turkish player on a
piece of paper. As an alternative, The module adds Minefield counters that can be
made invisible to the Allied player (for details, see
http://www.vassalengine.org/wiki/Hideable).

Similarly, all of the Turkish batteries can be made invisible so that they can be
deployed on the map rather than having their locations recorded secretly.

Rather than keeping track of ammunition on a sheet of paper, you can use a Turkish
fort ammo counter at each facility. Click on the up arrow to adjust the value up,
and click on the down arrow to adjust it down. These pieces can also be made
invisible to the Allied player.

Similar counters exist to keep track of Turkish battery ammo on the Europeand and
Asian sides of the Straights. These work the same way as the fort ammo counters.

All three maps have the Vassal line-of-sight feature accessible from the toolbar.
Click on the "Check LoS" button. Then, left-click on the firing unit and drag to
the target. The line of sight will appear as a red line, and the range will
display above the target hex. Click anywhere on the map to turn off LoS.

***********************************************************************************
*

Version 1.1 Notes:

Enhancements:
* Added a Reverse indicator to ship counters.
* Added a temporary hit count to Allied ships since the hits don't take effect
until the end of the turn.
* Added rotatable Towing and Towed markers.
* Added a flipside to Minefield counters that says "Cleared".
* Consolidated the three naval gunnery tables into one chart and added the section
of the rules dealing with range effects.
* Digitized the Allied and Turkish Damage Record sheets and made them interactive
(as in the Manassas module). Click on a block to mark it with an "X"; click again
to remove the "X". In the case of Turkish fort gunnery tracks (only), click once
to make a diagonal slash indicating temporary suppression; click a second time to
change the slash to an "X" indicating a permanent loss; click a third time to
remove the mark. Access to each damage record sheet is restricted to the owning
side and to the Solitaire player.

Fixes:
* Set the maximum value on fort ammo markers to 10.
* Configured the Naval Historical scenario to ask which side you want to play.

***********************************************************************************
*

Version 1.2 Notes:

Enhancements:
* Added a marker to indicate that artillery has fired. Flip the marker (Ctrl-F) to
switch between "Offensive" and "Defensive".
* Added a blank white marker (since the rules make several references to them).
* Added several markers to track the effects of critical hits in the naval game.

Fixes:
* Dummies now mask correctly.
* Some Minor tweaks.

***********************************************************************************
*

COMMAND MENUS

Land units:
* Mask (Ctrl-M) - (Only for some Turkish units) Mask the counter so that its
identity and strength will not be known to the Allied player. Press again to
unmask. For details on masking, see http://www.vassalengine.org/wiki/Mask.
* Flip (Ctrl-F) - Flip the unit to its reduced side (if there is one) or, for
artllery, to its limbered side.
* Delete (Ctrl-X) - Delete the piece.
* Movement Trail - Toggle the trail on or off.
* Disorganized (Ctrl-D) - Cycle through a "1", a "2", or nothing. Disorganization
is represented by a watermark on the unit counter rather than by a separate piece.
* Out of Supply (Ctrl-S) - Toggle an out-of-supply indicator on or off. The
indicator is a yellow bar at the bottom of the counter.

Ships:
* Rotate Right (Ctrl-Right) - Change facing to the right.
* Rotate Left (Ctrl-Left) - Change facing to the left.
* Delete (Ctrl-X) - Delete the piece.
* Reverse (Ctrl-R) - Flag the ship as moving in reverse.
* Movement Trail (Ctrl-T) - Toggle the trail on or off.
* Hit (Ctrl-H) - (Only for Allied ships) Temporarily record gunnery hits so that
they can be applied at the end of the turn.
* Dead in Water/Grounded (Ctrl-D) - Cycle through a "D" for "Dead in the Water",
"G" for "Grounded", or nothing.

Batteries:
* Hide (Ctrl-H) - Toggle invisibilty on or off. For details, see
http://www.vassalengine.org/wiki/Hideable.
* Flip (Ctrl-F) - Flip the unit to its reduced side (if there is one).
* Delete (Ctrl-X) - Delete the piece.
* Movement Trail - Toggle the trail on or off.
* Limber - Toggle an "L" limbered indicator on or off.

Minefields:
* Hide (Ctrl-H) - Toggle invisibilty on or off.
* Delete (Ctrl-X) - Delete the piece.
* Clone (Ctrl-C) - Make a copy of the piece.

Turkish fort ammo:


* Hide (Ctrl-H) - Toggle invisibilty on or off.
* Delete (Ctrl-X) - Delete the piece.
* Clone (Ctrl-C) - Make a copy of the piece.
* Add 1 (Ctrl-Up) - Add one to the ammo value
* Subtract 1 (Ctrl-Down) - Subtract one from the ammo value.

Turkish battery ammo:


* Hide (Ctrl-H) - Toggle invisibilty on or off.
* Delete (Ctrl-X) - Delete the piece.
* Clone (Ctrl-C) - Make a copy of the piece.
* Add 1 (Ctrl-Up) - Add one to the ammo value
* Subtract 1 (Ctrl-Down) - Subtract one from the ammo value.

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