Tabletop Simulator

Tabletop Simulator

Hearts of Iron the Card Game
Showing 21-30 of 37 entries
< 1  2  3  4 >
Update: 26 Jun, 2015 @ 9:00pm

Now utilizes the new Snap feature. Jesus Christ this one took a long one to be implemented. Greatly improves card handling ten fold.

Update: 11 Apr, 2015 @ 2:13pm

Happy Tabletop day! I'd figure id get off my lazy ass for this one day to optimize the hell out of HoI:TCG. Optimizations have always been the weakness point of this creation thus far and the cause of the ridiculous load times especially for first time start ups. Fret no more, as I have no streamlined the decks and the deck sheets themselves so now the mod loads at impressive speeds even on the first time loads!

So now you can load at the speed of light enjoy HoI:TCG even faster and any other tabletop games for today!

Update: 25 Oct, 2014 @ 10:17am

Yar! Huge update y'all! This update coincides with the 3.0v release of TTS and contains huge amounts of changes releated to the new tech system + a new HQ booster pack that includes 10 new HQ's! Not only that but if you are a veteran of the old HoI-TCG you will remember what persistent HQ's were. The games where evil allied players will keep Operation strangle on the field making it hard to get rid of causing your inevitable defeat is now back. So hold on to your pants because here is the full change log.

Other Changes
-------
Persistent HQ's (refer to manual for more info about them)
updated manual
Optimization
Starter decks slightly changed

All
---
Flank attack S1 --> S0
Encirclement S4 --> S2
Trenches S2 --> S0
Cameoflauge S3 --> S2
Faulty Weapons S2 --> S0
Equipment Upgrade S2 --> S0
Infantry probe VP1 --> VP2
Immediate Reserves in battle ---> combat phase
Fix text for ; Flank attack ; Immediate reserves
command confusion text update
Properganda/STAVAKA/Panzerkrieg/Air sup/OP strangle : Change to persistent
All artillery units get their swap ability back


Axis
---
Feuherbrigade T1 --> TB
Prempt T1 --> TB
Prepbomb T2 --> T1
Tiger T1 --> T2
SS-inf CR-P2 --> CR-P1
Hidden mines T1 --> TB
Infiltration defender from inf + inf inf to inf inf + inf
Stug F2 --> F3 | BR-DMG P3 --> BR-DMG P2 | T1 --> TB
Fallschrimjager (costs 2 facts to repair) | CR P1 --> P2
Rommel F4 --> F3
Kesselring F4 --> F3
Richtofen F4 --> F3
Flak 88 AR P2 --> AR P4
Rear area flak AR P2 --> P3 | BR P2 --> BR P3
JU-87 G2 F4 --> F3
BF109 T1 --> TB
20mm flak AR P1 --> P2
75mm IG 18 AR/CR P2 --> P3
Volksgreniders T2 --> T1
Blitz SU1 --> SU0
Kessel SU1 --> SU0
Stosstruppen SU2 --> SU1

Allied
--
Churchil T1 --> T2
Sherman B-P3 --> B-P2
Obs post T1-- > TB
m2 browning T2 --> T1
LRDG F3 --> F2
CAP text fix
Patton F4 --> F3
Keith F4 --> F3
Harris T2 --> T1 | F4 --> F3
B17 CR P2 --> CR P1
Spitfire T1 --> TB
target reference point T2 --> T1 | Text fix
Paratroopers CR P1 --> P2
75mm pack howitzer AR/BR P2 --> P3
Victor target SU2 --> SU1
Mech off SU1 --> SU0

Comintern
----
Guardsinf CR-P2 --> CR-P1
Partisan T2 --> T1
Humanwave TB --> T1
KV-1 TB --> T1
Tank riders T1 --> TB
Hidden mines T1 --> TB
Guards T-70 T1 --> TB
NKVD T1 --> TB
120mm mortar F3 --> F2
fix no quarters text
Zhukov T2 --> T1 | F4 --> F3
Massed guns F4 --> F2
Yak-7B T1--> TB
85mm flak AR P2 --> P4 | BR P2--> P4
37mm AA AR P1 --> P2
SMG infantry T2 --> T1
Put Guards Yak-7B back in
Put missing card Vasily Zaitsev in
Attrition SU2 --> SU1
Deep OPs SU1 --> SU0
Maski SU1 --> SU0
Mass attack SU1 --> SU0

New cards
---------
HQs
---
Demoralized Forces : All
Fierce Combat : All
Pincer Manueuver : All
Envelope Tactics : All
Close Air Support : All
War Exhaustion : All
Covert Operations : All
Code Breakers : Allied
Order No.227 : Comintern
Fanatical Zeal : Axis

Update: 13 Oct, 2014 @ 12:59am

Quick live balance.

-Research Facilities costs from 3 Infra to -1 factory and 1 infra

Update: 12 Oct, 2014 @ 8:46pm

Quick fix.

-Infra factory cost = -3 instead of -1

Update: 12 Oct, 2014 @ 12:24pm

Pretty nice push for this release version. A major overhaul was done to the games rule sets for tech and infrastructure. I felt the game was being needlessly dragged on or caused a good game to collapse because of not having the right card at the right time. The game should be less random and more skill based. So on that note I went ahead and went back to the games roots. All rule based changes are also adapted to the manual.

-Infrastructure cards are now like in the original game. During the armament phase you can kill factories to expand your infra and the infra card no longer needs to be in your deck to do so. Thus you may do it at any time or any turn as long as its the armament phase.

-Tech cards are now in the same vein as infra and no longer need to be in your deck. You must pay 3 infra to place down a tech. Cause of this increasing in tech level is now easier to do thus the flow of the game is more smooth

-Not having the prerequisite techs no longer doubles the cost of the card. Again going back to the games roots, the cards cost and repair now increases based on the difference between your current tech level and the cards tech level. (IE: Your current Tech level is base, Panther tank is a Tech 2 unit that costs 4 facts. Deploying and repairing Panther tank will cost 6 facts. If you tech up to level 1, Panther tank now costs 5 facts to build/repair. If you tech up to level 2 Panther tank now costs and repairs as said on the card.)

Other changes were also done
=======================

-Pregame is now already setup, just take a starter deck and go right at it
-All token pieces have been fixed and no longer phase through cards
-All token pieces and side infra/tech cards are now properly and neatly organized instead of a bad mess.

Some prelim changes done to Allied forces
=================================
-Engineer : Tech level increased from Base to 1
-Royal Sapper : Tech level decreased from 1 to Base
-M2 Browning MG : Tech level increased from 1 to 2; Fact cost decreased from 3 to 2
-B-24J : Armor decreased from 3 to 2; CR Pen increased from 1 to 2.

Update: 3 Oct, 2014 @ 8:47pm

Ok, Finally got off my rear end and did a small update to the game after trying to utilize as much of the new features as possible.

Now I tried to get the Snap Grid system to work but because of the true custom nature of my board its unfortunately impossible unless untill they allowed independent grids. Apart from that I cleaned up the tokens which are now in nice neat bags instead of just thrown about all over the board.

Apart from that not much else was changed. Still the same ol good game. Hopefully in feature patches I will be able to add much needed ease of play functions such as card snapping and deck building.

Update: 7 Jun, 2014 @ 1:18pm

Custom tokens are here finally! No more random pieces for random stuff!

Update: 2 Jun, 2014 @ 11:13pm

Related to previous patch

Update: 2 Jun, 2014 @ 11:03pm

The following changes were made to unit cards

Allies
--------
Added missing artillery icon for the 25-Pounder