Tank destroyer rule and other special assets on BGA

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Grotchov
Posts: 26
Joined: 16 June 2022, 16:43

Tank destroyer rule and other special assets on BGA

Post by Grotchov »

Hello !

Maybe most of you have experienced this before, but sometimes BGA does not apply certain rules. For instance, I created a scenario with a tank destroyer and added the badge related to this unit on the M44 editor, but on BGA it does not work and the units are treated as standard armor. Is there a special trick to make this rule apply?
Other than that, I did manage to apply the Tiger rules for tanks. Do you have other examples of special rules that you have managed to make apply on BGA?
Thank you for your answer and help!
Sacha2142
Posts: 44
Joined: 05 January 2024, 20:28

Re: Tank destroyer rule and other special assets on BGA

Post by Sacha2142 »

Hi,

Tank destroyer are not implemented at all in BGA, so you won't get this rule to work!

Many rules, especially ones related to units, work out of the editor, without modifying the .m44 file (by placing the correct marker on units, for example): engineers, snipers, Tigers, most terrain, etc.

For others, you'll need manual tweaking, here's a non-exhaustive list that I'm able to come up with from the top of my head:

- Special rules: Night vision (sunset or sunrise), commissar token, US marines, Imperial Army, blitz, desert movement, paradrop, armor breakthrough, BEF fightback, Italian army, replacing air power with artillery bombard, recon as air power (permanent or when controlling specific hexes), don't shuffle after TFH, empty section grants a medal, unit must exit to win, destroyable bridge.
- Objectives: many type of rules for the medals: majority, only for one team, permanent, temporary (the base rule), medal counting several points, both team can have the medal at once.
- Units related: trains, unit cannot exit, inf with boat.
- Terrain related: minefield, impassable terrain (with or without blocking the line of sight), different kind of rivers (ford, fordable stream, wide river over which inf cannot shoot), exit markers (with inf exit count 2 available), seawall.

I might have forgotten a few.
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Grotchov
Posts: 26
Joined: 16 June 2022, 16:43

Re: Tank destroyer rule and other special assets on BGA

Post by Grotchov »

Hi Sacha !

Thank you for your answer. By "manual tweaking" do you mean there is a way to modify the m44 file directly in order to apply a specific rule on BGA, or you are just saying that we can only change the rules by trying to applying the rule directly on the board with the help of the opponent for instance ?
Sacha2142
Posts: 44
Joined: 05 January 2024, 20:28

Re: Tank destroyer rule and other special assets on BGA

Post by Sacha2142 »

I mean editing the .m44 file in a text editor.
.m44 files use the JSON format, which is a text-based data format: it can be read and edited in any text editor.
All the examples I've provided are implemented in BGA (which means that the game will enforce the rule), provided it's added in the .m44 file.

But you're right that some other rules, which are not implemented, need cooperation from the other player. For example, I made a scenario in which a unit cannot be attacked, except if it has already moved or attacked. This rule is not available in BGA, so it needs to be 'manually' followed.
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Grotchov
Posts: 26
Joined: 16 June 2022, 16:43

Re: Tank destroyer rule and other special assets on BGA

Post by Grotchov »

Interesting, I was not aware at all of this. Is there any tutorial somewhere where I can learn what I can do regarding the M44 scenarios ?
Sacha2142
Posts: 44
Joined: 05 January 2024, 20:28

Re: Tank destroyer rule and other special assets on BGA

Post by Sacha2142 »

Unfortunately, there is no tutorial available. I stated on this forum some time ago that I intended to write a guide about that, but did not have time to work on it yet :/
If you need to use some specific rules, you can list them and I'll try to guide you on how to do it. You can also send me a PM so we can see more in details if it's possible and how to do it.
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