I’ve uploaded the module. It has all of Germany and the US and all of the armour from the other powers.
I have arrows for Move, Attack (I considered one color for each range, something to think about), and Defensive Fire (is this one needed). I’ve put in the disrupted, damaged, and destroyed markers, both face up and face down (this is exactly the situation I described earlier that will be addressed with a new feature I was calling “Flip”…flipping two-sided counters, but for now you’ll have to use seperate icons). I have a text comment marker too, though I’ll be shrinking it down I think, it seems too big. You should utilize the “Extended Text” area of that marker if you have a lot of text so it doesn’t clutter the map (it’ll just place a paragraph marker on the map to let you know there is more text to see). There is a facing marker, just place it in the hex along the side that is the front of a vehicle (there can only be one per hex, so it seems to work well enough).
You guys can decide how best determine sides. You can use the board’s built-in roller for play-by-post.
Before you begin you should come up with a suggested map tab usage. Generally you do one for each phase, though I don’t think you’ll need a tab for initiative phase. Probably need something like turn number, player, phase, and optionally a subphase (Turn 1 USA Move). Because you don’t pre-declare all attacks like regular A&A, for the assult phase it might be more like “Turn 3 USA Attack 4” and “Turn 3 USA Attack 4 Resolve”. The point of using MapView is you can be as explicit as you like. The more discrete steps you capture the better the resulting game file will be (picture flipping step by step through every game for later analysis).
Don’t forget that there is a “MapText” window associated with each tab to place rolls, commands, instructions, or friendly banter, though there is overlap between what you use the MapText and the Text markers for.
In the end, these couple of trial games will help determine the best way to use MapView for this game.