Utah & Omaha Mod Apk

Utah & Omaha ハック - Mod Apk 2.0.0.0

開発者: Joni Nuutinen
カテゴリー: ストラテジー
価格: ¥399 (Download for free)

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このゲームについて

ユタ&オマハ1944は、第二次世界大戦の西部戦線を舞台に、歴史的なD-デイを大隊レベルで再現した戦略ボードゲームです。作者:Joni Nuutinen(2011年よりウォーゲーマーによる、ウォーゲーマーのための作品)。最終更新:2025年6月

プレイヤーは、1944年のノルマンディー上陸作戦における西部戦線、すなわちユタビーチとオマハビーチへの上陸作戦、そして第101空挺師団と第82空挺師団の空挺降下作戦を遂行するアメリカ軍の指揮を執ります。シナリオは、第101空挺師団が第一波として夜間降下し、第82空挺師団が第二波としてユタビーチ西に降下するところから始まります。これらの部隊は、主要な土手道を制圧し、カランタンへの渡河路を確保するために、そして大局的にはシェルブールへの進軍を加速させ、主要港を可能な限り早期に確保するために行動します。 6月6日の朝、アメリカ軍は選ばれた2つの海岸に上陸を開始する一方、ポワント・デュ・オック経由でグランカンを狙っていた米軍レンジャー部隊は混乱の中で分散し、ポワント・デュ・オックに上陸したのは一部の部隊のみで、残りはオマハ・ビーチの端に上陸した。連合軍は、堅固に要塞化された港湾都市シェルブールを占領した後、西海岸の道路網を利用してノルマンディー橋頭保から脱出し、最終的にクータンジュ=アヴランシュを経由してフランスを解放する計画を立てていた。

大隊レベルの詳細なシミュレーションにより、キャンペーン後半ではユニット数が多くなる可能性があるため、ユニット数が多すぎる場合は設定で各種ユニットをオフにしてユニット数を減らすか、将軍の解散アクションを使用してください。

オプションからユニットの位置のバリエーションを増やすと、空挺兵員輸送、ユニット、指揮官がフランスの田園地帯に散らばるため、初期の空挺降下は非常に混沌としたものになります。

特徴:

+ 何ヶ月にも及ぶ調査を経て、このキャンペーンは史実を可能な限り忠実に再現し、やりがいのある興味深いゲームプレイを実現しています。

「ここから戦争を始めよう!」
――第4歩兵師団副司令官、セオドア・ルーズベルト・ジュニア准将。ユタビーチの誤った場所に部隊が上陸したことに気づいた時の言葉です。

更新履歴

2.0.0.0
— Added few American M10 Tank Destroyer units
— Red arrows on the map indicate AI movement (some accurate, some not)
— Encircled unit can once per turn ROUT, lose half of its HPs to gain 1 MP
— Replaced individual Fallen-dialogs with one list of units lost during AI movement phase
— See Change Log for the full list
1.6.4.0
+ City icons: new option, Settlement-style
+ Setting: FALLEN dialog, shown after player loses a unit during AI movement phase, options: OFF/HP-units-only/ALL. Plus shows unit-history if it is ON.
+ Moved guide-documentation from the app to the website (game-size down)
+ Made the longest unit names more concise
1.6.2.0
+ HOF will be slowly build back to normal after a hosting company debacle on November 2024 that caused change of servers. The high-scores made just before the change might be slow to re-appear in the HOF
+ Relocated Allow-Moving-Of-Unselected-Unit option from DICE-Options to Settings / UNIT SELECTION segment
+ Unit Tally shows list of units the player has lost (data collected since version 1.6.2)
+ The size of the zoom buttons is now fixed
1.6.0.2
+ Bombarding enemy artillery or HQ might result loss of MPs
+ Animation delay before combat result is shown (player side, delay duration is the same as animation speed if delay is ON)
+ Selecting a unit will pop-up any battle results from AI phase. Marked with red B1/B2 tag on black. ON/OFF option
+ Setting: Confirm moving a resting unit
+ Unit Tally shows what % of combat did end up in: win/draw/loss/escape for the player (if enough data available)
+ Icons: Better contrast
+ HOF cleanup
1.4.2.0
+ Revamped movement arrow drawing
+ Artillery can use MPs to prepare for the barrage to make it more efficient
+ Setting: Alter how strongly hexagon grid is drawn
+ Setting: Scattered Units marked with symbols
+ Rear area units with multiple MPs might not leave movement arrows
+ MP cost of requesting mines goes up by 1 for each 2 mines in play/resource-pool
+ Setting: Rounded Display: If turned ON, the game tries to pad the status line text to prevent info being covered by the rounded corner
1.4.0.0
+ Setting: Support units can have higher/lower selection priority
+ Setting: MAP button can show full screen map with city icons or VP drawn over the city in a circle
+ Setting: Automove (moving several hexagons at once) can focus the map into direction of travel
+ Units that get a combat bonus from selected General marked w black-and-white edges
+ Setting: Allied penalty during June 18-20 Storm
+ 1 Disband (long press of REL) per turn
+ 1 MP/turn: German Antitank Guns, Static Infantry, OST
1.3.4.1
v1.3.4
+ Setting: Turn AutoMove ON/OFF or alter its effective range (moving the selected unit multiple hexagons after one faraway tap)
+ Less German replacements near the coastal hexagons
+ AI: Trying to reduce excessive tactical-task-switching
+ More efficient Allied bombardment
v1.3.2
+ If a unit covers a tactical route, narrow green line drawn over the unit
+ Ending turn requires using all the resources that would expire and be lost between turns
+ 40 UNDOs
+ Simplified Shield city icons
1.3.4.0
+ Setting: Turn AutoMove ON/OFF or alter its effective range (moving the selected unit multiple hexagons after one faraway tap) (UNIT SELECTION segment of Settings)
+ Less German replacements near the coastal hexagons
+ AI: Trying to reduce excessive tactical-task-switching
+ More efficient Allied bombardment
1.3.2.0
+ If a unit covers a tactical route, narrow green line drawn over the unit to indicate the route (similar to blue line draw on units to indicate a river)
+ Ending turn requires using all the resources that would expire and be lost between turns
+ Number of UNDO-actions increased to 40
+ Simplified Shield-styled city icons
1.3.0.0
+ General can request sabotage: a couple of nearby enemy controlled hexagon change sides
+ Setting: General switched from ON/OFF to % change of getting each general (options 0-100)
+ Any unit can be disbanded by selecting it and pressing the REL-button (relieve) for more than 5 seconds
+ AI: More comprehensive situation assessment before attacking over rivers
+ Resorted items on generals' action-menu
+ Stats include length of the front-line
+ HOF cleanup
1.2.4.0
2023/01/14
+ Setting: Draw 'Allied' flag over empty spots on map over player controlled area (if any)
+ Stats show total travel by ground combat units per turn
+ HOF cleared from the oldest scores
1.2.2.0
2022/09/12
+ When MP/HP resource selected, eligible units will have yellow edges
+ More Tactical Routes, more rear area movement, easier to automatically move multiple hexagons at once (select rear area unit, tap 2-6 hexagons away)
+ Setting: Randomly and secretly make X units from each side both a hero unit and a coward unit. Those units get either a 0-50% combat bonus or penalty, respectively. Default ZERO.
+ HOF cleared from the oldest scores
1.2.0.1
2022/04/08
+ Fix: Background pattern changing
+ Minefields requested by Generals now arrive with one turn delay
+ Assigning replacements (+1 HP) to a unit is a bit easier (3 adjacent enemy hexagons allowed)
+ War Status list of currently requested resources
+ HOF relocated to web (see dev-log for details)
+ Setting: HOF: Send scores to online database
+ Setting: Turn developer alerts ON/OFF
+ AI artillery might escape capture
+ AI: Improvements in front line coherence
+ Text fixes: 'UK' to 'US' etc

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