September 1944. Hitler’s armies are retreating in disorder after their defeat in the Normandy hedgerows. The Allies keep up the chase across France, but General George Patton’s 3rd US Army is beset by supply difficulties. The Germans finally manage to re-establish a defensive line around the heavily fortified medieval city of Metz. According to orders issued by Hitler, fortress commanders are to hold this position at all costs…
Encouraged by good feedback from our previous post, we decided to start on a series of short trailers about our game mechanics, old and new. The story starts with the 3rd Army actions following the long and bloody stalemate at Metz. It is through a series of coincidences that we are again going on about stragglers (sorry!) but I hope the trailer is worth it for everybody. There is also a lengthy development update at the end of the post, as usual. Continue reading

August 1944: after months of hard fighting, the Allies are finally out of Normandy. In front of them, the Wehrmacht has all but disintegrated, having stood its ground up until breaking point. Supply is now the biggest concern for the Allies. Taking the large port of Antwerp will allow them to freely operate their vast armies and air forces in the months to come.
Better believe it! The announcement will go through “proper” PR channels as well, but here goes the blog version. The game is scheduled for release later this year (Q3 2019) and all of the rest you basically already know if you’ve been reading this blog.
By now, a lot of the people following this diary must be thinking “so anyway, this game is practically done, right?”
Hi there! Here’s a new post, finally, with two screenshots to make up for the lack of updates over the summer. The game is starting to resemble the real thing more and more, so there is a lot to talk about, even if everything is not 100% done yet.
We’ve now been able to play full length scenarios for some time. The first batch we’ve created includes Husky, Dragoon, and a tiny Colmar Pocket scenario. The amphibious landings are not yet modeled, but otherwise these battles play well enough. Today I also received an initial version of 1st Monte Cassino from Daniel. Interesting times 🙂
You can tell from the big screenshot below that all the game elements are in. That means it’s game on… finally.
Playing a full game turn is now within our sights, save for the plus-sized hurdle that has to be dealt with first: enemy unit visibility. The game now features Fog of War, so all the game rules need to be re-checked for visibility. Moves and attacks will obviously change FoW, but there are also new mechanics like air reconnaissance, and HQ abilities play an important role as well.
We’re in that happy place where you put together a bunch of existing, but previously disconnected pieces and they all start working together seamlessly.