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SGS Battle For: Hue News

SGS Battle for : Huê Update

Work on the huge SGS NATO's Nightmare update (which is being transformed into a new version of the game) is temporarily on hold while we prepare for the release of SGS Battle for : Dien Bien Phu towards the end of February 2025, with the designer of the titles in question concentrating on one game at a time (whether it's upgrading those already released or those to come).

However, work on the two titles in question has enabled us to identify design errors (also in terms of balancing), and to make improvements (visible or not to players) that can easily be transposed from one game to another. In other words, work on the NATO update over the past few months has benefited Dien Bien Phu, and work on Dien Bien Phu since the end of December 2024 has seen rapid improvements as well as an annoying bug benefit... SGS Battle for : Hué. In addition, further lessons are being learnt from what is being achieved on Dien Bien Phu at the moment, which will be of great use when work on the NATO update is resumed in early March.

SGS Battle for : So, Hué...
  • The bug that incomprehensibly prevented naval fire support from being used has finally been discovered (thanks to Dien Bien Phu) and corrected;
  • The near-impossibility of US and South Vietnamese aviations (excluding helicopters) going into action if the weather clears up significantly has been mitigated, and the chances of these aviations entering the fray (i.e. of the weather improving) have been very slightly increased;
  • NATO symbols had lines that, in some cases, “smudged”, not to mention a few graphic slags; identified with the work for NATO, all these graphic concerns have been rectified;
  • Inconsistencies in the creation of maps and events were understood thanks to the work on NATO and Dien Bien Phu. As there is this update on Hué, corrections have been made. In principle, these concerns do not affect the game, but when combined with complex mechanisms (NATO...), they could have an impact.


Many of these changes have already been made for the new version of NATO, are being taken into account for the ongoing work on Dien Bien Phu, and are therefore being integrated into this minor update for Hué.

Note that the bug that prevented a short scenario from being completed correctly had been corrected in another minor update by our talented programmer!
Normally, all games in progress should be unaffected by these changes. However, saves will not take into account the change in naval artillery or the possibility that American and South Vietnamese aviations will be a little less rare.

As for the major Hué update, which will focus specifically on aviation, this is not planned at present: the approaching release of Dien Bien Phu takes precedence, followed by the resumption of NATO's total overhaul. It will nevertheless come, as will a major update for SGS Fall Weiss.

Thank you for your attention, and happy gaming!

Trailer for SGS Battle for Shanghai

Here is a new trailer for the upcoming new wargame in the SGS Battles series, on the topic of the important battle of Shanghai, in 1937: SGS Battle for Shanghai. Coming soon on Steam.

https://www.youtube.com/watch?v=LL-EIODn-XE

https://store.steampowered.com/app/2595230/SGS_Battle_For_Shanghai/

Future SGS Taipings developments

Some important news for you

Loyalty This Summer

SGS Taipings will receive a major update, with the most important Loyalty system (which already works in SGS We The People) part of its design.

The loyalty system is a major change in gameplay, as you no longer just go through a region and take it for you: if the region is loyal to the other side, you need to maintain military presence over time to "rule" it, otherwise it will return to its original owner. Disloyal regions will allow your opponent to build units, so you cannot leave them unguarded.
Also, retreat in regions loyal to you will be allowed, even if just captured by the enemy.

Loyalty will also affect income (a region 50% loyal to you will bring only half income), and fog of war: you can see all details of enemy forces in regions that are stringly loyal to you...

This will come with two dozens of extra cards, and many more events.

So in short, a complete new (and improved) way to play

More Events

We will add new events to them, as provided to us by some of our dedicated players. Most good suggestions will be retained and implemented, such as:

  • Firefly warship capture (1860)
  • Baocun village anti-taiping rebellion (Zhejiang, large force, 1861+)
  • Ling Gong revolt in Taiwan (1853)
  • Shuntian Army uprising (Sichuan, 1859)
  • Alternative choices for Tianjing massacre (you will have the choice of which leaders to keep and which to execute)
  • and more...



More Units

  • New leaders, such as Augustus Frederick Lindley, Song Jingshi, Lan Chaozhu or Zhang Zongyu
  • River Forts (including Jiangnan fortress)
  • and more...



Game engine upgrade

All the next major engine update will be in the game. Some Taiping specific issues will be solved.

Price Change

Because of new content, the game price will be increased. The GOOD NEWS for all of you who already own the game by then is that you get ALL the above for FREE

Cheers

https://store.steampowered.com/app/1519060/SGS_Taipings/

May Update

Between yesterday and today, two updates for SGS Battle for : Hué! The week was devoted to numerous corrections and improvements:

  • The rules manuals specific to SGS Battle for : Hué have been expanded and improved;

  • Fixed a bug that blocked the end of the Urban Battle scenario;
  • Fixed a bug that prevented certain cards from being played (work on this bug still requires some fine-tuning);
  • Fixed the bug that prevented the “Free World” player from carrying out aerial missions every turn;
  • Fixed a bug that prevented stacking with helicopters based at Camp Evans;
  • Correction of a bug in the “fire markers” of PBR and Communist units defending the banks of the Perfume River;


  • Balancing for Air Cavalry helicopter platoons; as with the Marines in the previous update, they remain highly lethal, but their “rate of fire” and firepower have been slightly reduced;
  • Battle phase rounds refined; some units are more or less involved; concrete example: American logistical support counters (= trucks) can now be targeted during ambush rounds;
  • American boats can now sail in the southern part of the Perfume River (the limit on this was not a bug, but was not historically justified);
  • Reassessment of the cost of crossing large bridges; it was indeed far too high and has been reduced (in terms of scale, they are now considered “roads”);
  • Refinement of the mechanics around connections established by “fixed” LCUs and CH-46s (= immobile LCU or CH-46 markers); their presence validating the existence of connections for both the “Free World” player and... the Communist player! From now on, these connections are only valid for the “Free World” player.
  • Clean-up of minor bugs in the order of battle and various combat factors; for example, 3/5th Cav M113 ACAVs now have reconnaissance capability, etc.



Have a good weekend and enjoy the game(s)!

May hotfix

Fixes a bug that caused the game to hang at the end of the last turn