Dieppe Raid Mod Apk

Dieppe Raid Hack - Mod Apk 2.1.2.0

Developer: Joni Nuutinen
Category: Strategy
Price: $3.99 (Download for free)

Screenshots

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Description

Dieppe Raid 1942 is a strategy boardgame modelling this historical event at the company level. From Joni Nuutinen: By a wargamer for the wargamers since 2011. The latest update October 2025.

You are in command of the Allied force (Canadian Infantry and tanks, flanked with British Commandos) carrying out the infamous 1942 raid on the port town of Dieppe. The aim is to capture as much of the nearby area as possible, hold it for a while (as long as possible), and evacuate before the Germans gather all their troops in this coastal area for a counter-strike.

Exceptionally, your score will reflect both the cumulative VPs collected over time by holding the cities multiplied by the number of combat units evacuated successfully. So overly risky tactics will reduce the final score.

Historical background: The wider objective of this raid is multipronged: help the Soviet Union with a major raid on the Western Front to distract and tie down future German forces; boost the morale of the British public; give the restless Canadian 2nd division (which has been practicing for two years) some real combat experience; test how easy it will be to seize a German fortified port town (which is needed to supply any major Allied invasions); capture various German secrets from the radar station and local HQs; and possibly get hands on a four-rotor enigma machine located in the German Admiralty headquarters.

The challenge of this scenario is that things get good in places, and it's difficult, at best, to cut and run before the inevitable German counterattack overwhelms your forces and cut your units off the evacuation points.

Fair warning: This is one of the more difficult campaigns in this game series.

"Dieppe was a costly lesson, but it was a lesson that we had to learn. It taught us that we could not simply launch frontal assaults on German-held positions, and that we needed to develop new tactics and technologies if we were to be successful in future amphibious operations."
- General Mark Clark


FEATURES:

+ Thanks to months and months of research the campaign mirrors the historical setup as accurately as possible within the limits of creating a game-play that does not entirely crush the player's ability to progress if the tactics are just right.

+ Thanks to a long list of in-built variation of terrain, location of units, weather, the never-twice-the-same AI logic, etc., each game provides a unique war gaming experience.

+ Plenty of options and settings to alter the visual look and how the user interface behaves.

Think back to those weekends when friends crowded around a big table containing a thrilling boardgame: commanding army-pieces and trying to skillfully throw the dice! This game captures that same feeling, but without the setup drag or the inevitable ‘when can we all meet?’ debate as most friends got busy with life.

Version history

2.1.2.0
+ The latest round of visual upgrades and patches, especially navi-bar
2.0.0.0
Added the random impassable cliff system, removed the flags from units when the REAL icon-set was remade, plus implemented the features added to the underlying engine.
1.7.0.0
+ Fix: German strafing was lacking
+ Restoration of the HOF is ongoing after a hosting issue in November 2024. Recent scores will be the last to reappear.
+ Animation delay before combat result is shown
+ Unit Tally tracks what % of combat did end up in: win/draw/loss/escape for the player
+ Unit Tally includes units the player has lost (data since v1.7)
+ Condensing the information shown on the HOF to make sure it fits on average phone screen
+ The zoom buttons now have a consistent size.
1.6.0.0
+ Setting: Enable/disable Defensive Combat Dialog showing results from AI phase when a unit with B1/B2/B3 tag is selected
+ AI: Summer 2024 update: Higher priority vs dugouts/mines/support-units, more variety & unit-type-base logic for route selection
+ Bombarding enemy artillery or HQ might result loss of MPs
+ Setting: Confirm moving a resting unit
+ Fix: Having aerial strikes after evacuating units but not having any visible enemy units might block ending the turn and finishing the campaign
1.4.0.0
+ Revamped movement arrows
+ Each general alters between offering call-for-support or sabotage
+ Setting: Scattered Units marked with symbols
+ Setting: Alter how strongly hexagon grid is drawn
+ Setting: support units can have higher/lower selection priority
+ Setting: Automove (moving several steps at once) can focus the map into direction of travel
+ Rear area units with multiple MPs might not leave movement arrows
+ MP cost of mines goes up by 1 for each 20 mines in play
+ HOF cleanup
1.2.4.0
+ Setting: MAP button can either show full screen map with default city icons or VP is drawn over the city in a circle (covers units in city)
+ Setting: Turn AutoMove ON/OFF or alter its range (moving the selected unit multiple hexagons after one faraway tap)
+ Units that will get a combat bonus from the selected General marked with black-and-white edges instead of the previous solid color
+ Slightly bigger Status Line at the bottom of the screen
+ AI: Less excessive tactical-task-switching
1.2.2.0
+ 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
+ Simplified Shield-styled city icons
+ More effective Allied bombardment
1.2.0.1
+ Setting: Alter chance of getting each of initial beach dugouts
+ General can request sabotage: few nearby enemy hexagons change sides (weaker effect than in other campaigns)
+ Setting: General switched from ON/OFF to % chance of getting each general
+ Any unit can be disbanded by pressing REL-button for 5 seconds
+ AI: Better situation assessment before attacking over rivers
+ UNDO-actions to 40
+ Resorted items on generals' action-menu
+ Stats include length of front-line
+ HOF cleanup
1.2.0.0
+ Setting: Alter chance of getting each of the four initial beach dugouts
+ General can request sabotage by local sympathizers: few nearby enemy controlled hexagon change sides
+ Setting: General switched from ON/OFF to % change of getting each general
+ Any unit can be disbanded by selecting it and pressing the REL-button for 5 seconds
+ AI: Better situation assessment before attacking over rivers
+ Resorted items on generals' action-menu
+ Stats include length of the front-line
+ HOF Cleanup
1.1.2.0
Jan 15, 2023
+ Setting: Draw Canadian Red Ensign 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
1.1.0.0
Sep 15, 2022
+ Requested +1 HP replacements arrive at a slower pace
+ When MP/HP resource selected, eligible units will have yellow edges
+ Added Peak/Planned Allied Advance labels on the map
+ More Tactical Routes, 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 cleanup
1.0.2.0
April 28, 2022
+ MAJOR CHANGE: Only one unit can be evacuated via each Evacuate-location each turn (evacuate location greyd out after used)
+ When replacement resource selected, unit types able to receive +1 HP will have yellow edges (if not max HP already and not out of supply)
+ Setting: HOF: Send scores to online database (ON/OFF switch)
+ Setting: Turn major developer alerts ON/OFF
+ Added more military history quotations
1.0.0.3
January 14, 2022
+ Fine-tuning German OOB
+ A couple of settings not taking effect on some devices
+ Fix: Over-optimized save/load process might under rare conditions reveal dozen hexagons of enemy area
1.0.0.1
January 11, 2022
+ Release

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