No Retreat! The Russian Front 1941-45

No Retreat! The Russian Front 1941-45

 This topic has been pinned, so it's probably important
ENHANCEMENT BACKLOG
This post to gather ideas of improvements from players.
Done items are removed from this list.

TUTORIALS
- add some how to from the boardgame such as how to reduce a fortress in 2 steps. (DONE in PDF)

VICTORY
- Victory screen: Could you please add the points needed for the next Sudden Death check in the Score window? Like this, we can see immediately if we are in trouble or not. (DONE)
- Skip sudden death option (DONE)

MULTiPLAYER
- More simultaneous play (close to real-time with animationss).
- Better replay animations (DONE)

ORGANIZATION
- Undo capabilities. (DONE with a global undo)

CARDS
- When you have a card to play to shift a given column in the CRT, could you please display the CRT, at the same time in the same window, to know immediately if it is worth it?

MAP
- Show city supply path (DONE)
- Show ZOC as a filter

SCENARIOS
- Halifax what-if https://steamcommunity.com/app/2869590/discussions/0/591776982251877589/
- Case Blue, Saturn, Bagration played till 1945. (DONE 0.8)

SOUNS & MUSIC
- More sounds during combat.

MOVEMENT
- Undo the move of the clicked unit. (DONE)
- Mark with sign or colors, destination hex which will bring the unit temporarily out of supply.

UNITS
- It would probably be nice if the counter graphics could be modded, or if you want a bit more control you could take sprite sheet submissions from the community and implement them as graphical options in game. This would cover the option for unit designations and also cater for those mavericks who don't like NATO symbols.
Last edited by carrierbattles; Jan 13 @ 7:55am
< >
Showing 1-6 of 6 comments
Campaigns
1. starting from case blue 42 date till the end
2. starting from Zitadelle 43 date till the end
3. starting from Bagration 44 date till the end

instead of just few turns
Possibility to still play campaign game even when one side lost due to not achieving required VP or having a Victory condition for soviets to seize Berlin and for nazis to seize Mosco and Leningrad and Stalingrad without paying attention to VPs.
Some thoughts:

1) It would be super helpful to show the odds for each attack on the map when allocating attacks. Even when selecting target hexes it would be very helpful to display the best possible odds on each hex. You could add a hotkey to toggle this on and off.

2) IMO allocating units from stacks to an attack needs to be easier as good play unavoidably tends to involve a fair bit of trial and error for good odds and the current system feels a bit clunky. Maybe a right click popup to select units in stacks that appears directly over the hex in question would be smoother?

3) Could we have a 'logistics mode' for the map where all supply sources, supply paths, (and, if you're feeling ambitious, in supply hexes) are shown? A supply hotkey and colour coding of long supply paths would also be a nice addition.

4) When moving units, it would be helpful if moves to out of supply hexes could be highlighted in a slightly different colour (may be redundant if you implement #3).

5) Non obvious special events, such as removal of the axis armour bonus when Ploeisti is captured, or major axis reinforcement conditions, should probably have a popup.

6) It would be useful for new players to have a clear cross symbol across a card if it currently cannot be played due to initiative requirements.

7) It would probably be nice if the counter graphics could be modded, or if you want a bit more control you could take sprite sheet submissions from the community and implement them as graphical options in game. This would cover the option for unit designations and also cater for those mavericks who don't like NATO symbols.

Sorry, came out longer than I'd planned. Hope you find a few of those ideas helpful!
1. The interface is terrible. There should be a confirmation option...to often there is irreversible action. After this happened to be several times, I started saving often. Which reminds me, the method of save and load is also weird and clunky. Let players save whenever...this prevents death by misclick.

2. Attacks should give info on factors involved and mods as units are added.

3. Movement is glitchy, and not all eligible destination hexes are shown in green. Allow hex by hex movement...that way you don't rely on the machine calcs or paths.

4. Enable a filter to show ZOCs ... this can be trouble around water features, not to mention the presence of other units.

5. Alert players when they have cards that can be played. In the boardgame this is easy. In the game you don't hold your cards or have a stack in front of you. Also, many cards can only be played in certain phases and it sucks to realize too late that that phase has passed.

The board game is great. We just have to let the players actually play it instead of fighting with the clunky interface.
Originally posted by bjacobs:
1. The interface is terrible. There should be a confirmation option...to often there is irreversible action. After this happened to be several times, I started saving often. Which reminds me, the method of save and load is also weird and clunky. Let players save whenever...this prevents death by misclick.

2. Attacks should give info on factors involved and mods as units are added.

3. Movement is glitchy, and not all eligible destination hexes are shown in green. Allow hex by hex movement...that way you don't rely on the machine calcs or paths.

4. Enable a filter to show ZOCs ... this can be trouble around water features, not to mention the presence of other units.

5. Alert players when they have cards that can be played. In the boardgame this is easy. In the game you don't hold your cards or have a stack in front of you. Also, many cards can only be played in certain phases and it sucks to realize too late that that phase has passed.

The board game is great. We just have to let the players actually play it instead of fighting with the clunky interface.

Thanks for your personal point of view..

0. There are confirmation options. Hopefully not everywhere but if you feel it lacks somewhere, please tell exactly where. Notes also that some action are irreversible by design (some play of cards, a die-roll...)

1. About save. In addition to autosave (which players loves in other games), you may fork current game by the rename and duplicate feature available from the home button.

2. That is nice to have, where the warmer pleasure of optimising its combat ratio when planning its attack :-) You get this info on the battle ratio button on any unit involved in a given battle.

3. Movement is correctly displayed, unless you have a precise case which we would be greatly interested by receiving via F10. Nothing prevents you to move hex by hex actually.

4. That is nice to have feature listed in this post. No so difficult to do mentally with the few number of counters, especially if you used to the boardgame. Very few exception (lakes, forts, low on supply).

5. This has been in place since the beginning. Cards are emphasised by a green halo so is the hand button. In case you have a doubt, select the card and you will see a reason why the card can't be played right now.

Clunkyly yours :steamhappy:
Originally posted by Kirisame:
Some thoughts:

1) It would be super helpful to show the odds for each attack on the map when allocating attacks. Even when selecting target hexes it would be very helpful to display the best possible odds on each hex. You could add a hotkey to toggle this on and off.

2) IMO allocating units from stacks to an attack needs to be easier as good play unavoidably tends to involve a fair bit of trial and error for good odds and the current system feels a bit clunky. Maybe a right click popup to select units in stacks that appears directly over the hex in question would be smoother?

3) Could we have a 'logistics mode' for the map where all supply sources, supply paths, (and, if you're feeling ambitious, in supply hexes) are shown? A supply hotkey and colour coding of long supply paths would also be a nice addition.

4) When moving units, it would be helpful if moves to out of supply hexes could be highlighted in a slightly different colour (may be redundant if you implement #3).

5) Non obvious special events, such as removal of the axis armour bonus when Ploeisti is captured, or major axis reinforcement conditions, should probably have a popup.

6) It would be useful for new players to have a clear cross symbol across a card if it currently cannot be played due to initiative requirements.

7) It would probably be nice if the counter graphics could be modded, or if you want a bit more control you could take sprite sheet submissions from the community and implement them as graphical options in game. This would cover the option for unit designations and also cater for those mavericks who don't like NATO symbols.

Sorry, came out longer than I'd planned. Hope you find a few of those ideas helpful!

Thanks for this constructive feedback !

2) . This has improved as bug have been ironed out in this area. Also you get an AI assistant would may help to sorte out complex case with nested attacks / cb.
I retain your idea however.

3-4) Written down, also not so easy to code or performance-friendly.

5) Why not, adding this to the log.

6) Actually, when you click on a card you can't play, there is a mention in yellow telling you the main reason. It is ok ?

7) That could come later on.

Do not hesitate to share this and your feeling on the game in a review if you feel it.
Cheer
Last edited by carrierbattles; Nov 4, 2025 @ 8:50am
< >
Showing 1-6 of 6 comments
Per page: 1530 50