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1996-08-01
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WARGAME CONSTRUCTION SET III:
AGE OF RIFLES
1846 - 1905
DEMO RELEASE NOTES
------------------
Welcome to the much anticipated Age of Rifles demo, sequel to
SSI's wargame of the year for 1993, "Tanks!" Rifles takes
the success of the Wargame Construction Set series to a new
level, incorporating beautiful graphics, a full game editor,
and Norm Koger's brand of genius of both game mechanics and
computer AI.
Age of Rifles puts you in command of troops from around the world,
fighting endless battles between 1846 and 1905. Much more than
just a Civil War game, AGE OF RIFLES includes the battles of Europe,
Asia, South America - every major conflict is yours to control.
KEY FEATURES:
* Easy-to-use game interface allows the novice player to take
command immediately
* Unique animations of gunshots, explosions, fire - the battlefield
comes alive as your troops advance
FULL VERSION INCLUDES:
* Comprehensive GAME EDITOR lets you create your own scenarios
and campaigns - choose from over 1000 uniform combinations,
80+ weapons, and 28 nationalities to create your dream battle
* Campaigns and scenarios can be played from either side as
stand-alone, two-player, or E-mail games
* The GAZETTEER encyclopedia contains complete historical background
on individual encounters, wars, and weapons
* 64 scenarios and 8 campaigns:
American Civil War East
-----------------------
First Manassas
Seven Pines
2nd Manassas (3 days)
Antietam
Chancellorsville (3 days)
2nd Fredricksburg
Brandy Station
Gettysburg (3 days)
Washington D.C. (hypothetical Confederate assault)
American Civil War West
-----------------------
Shiloh (2 days)
Corinth
Murfreesboro
Champion Hill
Chickamauga (2 days)
Missionary Ridge
Nashville
American Civil War ("Best of" the above as well as the following)
-----------------------------------------------------------------
Spotsylvania
New Market
Five Forks
Richmond (hypothetical Union assault)
The Round Tops
Fort Wagner
Mexican American War
--------------------
Palo Alto
Port Isabel
Churubusco
Resaca de la Palma
Monterrey
Buena Vista
Six Week's War (Austro-Prussian)
--------------------------------
Podol
Nachod
Trautenau
Soor
Skalitz
Koniggratz
Franco-Prussian War
-------------------
Weissenburg
Froschwiller
Spichern
Mars-la-Tour
Gravelotte-St. Privat
Sedan
Soldier Queen: British Empire
-----------------------------
Mudki (India)
Chillianwala (India)
Alma (Crimea)
Balaclava (Crimea)
Isandhlwana (Zulu)
Ulundi (Zulu)
Tel-el-Kebir (Egypt)
Omdurman (Egypt)
Tientsin (China)
Russo-Japanese War
------------------
Yalu River
Nanshan
Port Arthur
203 Meter Hill
Mukden
Additional Scenarios
--------------------
Arica (Columbia - Peru - Bolivia War of 1874)
The Kanghwa Forts (U.S. invasion of Korea in 1871)
We hope you enjoy the demo, which features two scenarios: The
Round Tops and 203 Meter Hill. Round Tops is a portion of The
Battle of Gettysburg from the American Civil War; 203 is a
fierce firefight between the Japanese and Russians during the
Russo-Japanese war.
The full version of Age of Rifles will be available 8/26/96.
Check with your local retailer, call our order line at 1-800-
601-PLAY, or visit our Web site at www.ssionline.com. Our Web
site will feature a Rifles page, offering users the ability to
upload and download custom scenarios as created with the
Game Editor found in the full release of Rifles. Visit the
page often for news on upcoming contests and expansion discs.
We hope you enjoy playing the demo as much as we've enjoyed not
sleeping over the last five months. Rifles has arrived!
John Eberhardt
8/1/96
THE GAME
--------
Age of Rifles is a tactical simulation of nineteenth-century
warfare. It has numerous rules options which simulate a variety
of battlefield factors. If played using the basic rules options,
the game is very quick and easy to play, and is not burdened by
complex simulation elements. If played with advanced rules options,
Age of Rifles simulates many of the same problems and limitations
that were faced by real battlefield commanders in the nineteenth
century.
There are three possible game scales:
Scale Hex Size Turn Length Typical Unit Typical Command
----- -------- ----------- ------------ ---------------
Small 100 yds. 10 minutes Company Regiment/Battery
Med. 200 yds. 20 minutes Battalion Brigade
Large 400 yds. 40 minutes Regiment Division or Corps
GAME OPTIONS
Once a scenario has been selected, the Game Options screen appears.
Both sides of the battle are shown with the side going first
appearing on the left and the side going second appearing on the
right. Several choices can be made regarding the game using the
option controls appearing on this screen.
Human or Computer Player
These buttons toggle between human and computer control.
Both sides, either side, or neither side can be selected
to be computer or human controlled; Age of Rifles is
capable of playing both positions.
Difficulty Slide Bar
Age of Rifles can be played at one of five difficulty
settings which determine the level of enhancement the
artificial intelligence is allowed. At the highest setting,
any player should find the computer to be an extremely
difficult opponent.
Rules Options
Clicking on this button opens the Rules Options window
where several options which can make the game simpler or
more complex can be selected.
Rules Options
The Rules Options are designed to allow for varying degrees of
realism in a scenario or campaign of Age of Rifles. These
options can be selected individually; however, there are
also two predetermined sets of options for the sake of
convenience.
Basic Set
The aim of the Basic option set is to emphasize flexibility
by activating the following options: Full Undo, Allow
Frantic Fire, Automatic Formations, and Automatic Vitality
Recovery. All other options are turned off.
Advanced Set
The Advanced option set emphasizes realism by activating
the following options: Full Morale Effect, Full Command Effect,
Full Supply Effect, Full Environmental Effects, Variable
Scenario Length, Variable Turn Initiative, Fog of War, Allow
Skirmishers, and Allow Reaction Fire.
Full Morale Effect
Full Morale Effect means that all morale rules and
checks take place as normal. With this option off, the
circumstances under which morale checks are taken are
reduced.
Full Command Effect
With the Full Command Effect option turned on, commands
are under the control of a leader, who may or may not
have subleaders to aid him. Units that move beyond a
leader's radius of influence may become isolated and
unable to move normally, being restricted to one hex of
movement.
Full Supply Effect
With this option on, supply are in effect. With this
option turned off, units never need worry about
ammunition supply.
Full Environment Effects
When active, this option imposes movement and
visibility penalties if the weather is inclement. The
weather is always perfect and the ground is always firm
when this option is off.
Full Undo
Any action just completed can be taken back with the
Full Undo option turned on. When off, only three types
of actions can be taken back: movement which does not
reveal an unseen unit or result in fire or melee
combat, formation changes, and facing changes.
Variable Scenario Length
If Variable Scenario Length is active, scenarios may
end sooner or later than specified, since battles did
not always start or stop on schedule.
Fog of War
The Fog of War option limits the ability to see enemy
units to those within a unit's field of view. When Fog
of War is off, all enemy units are visible.
Allow Skirmishers
This option allows the employment of a type of scouting
or screening force known as skirmishers. These troops
deploy some distance in front of their parent unit to
harass enemy units by fire and screen the main body of
their unit from enemy small arms fire. Having
skirmishers deployed slows movement in any formation by
one point per hex.
Allow Straggler Recovery
When units take casualties or suffer morale results,
such as retreat or rout, there are always some soldiers
that "straggle." That is, they become lost, confused,
desert, or panic. With this option on, some stragglers
will return to their unit over time. With this option
off, stragglers are permanent losses.
Allow Reaction Fire
This option enables the selection of specific orders
regarding a unit's reaction to enemy fire or movement.
Reaction Orders must be active in order to use the
Frantic Fire option discussed in the following section.
Allow Frantic Fire
With this option turned on, units which are attacked
will fire back if they are able to do so.
Automatic Formations
Nineteenth-century armies used specific formations to
achieve specific ends in fire and melee combat. This
option enables Age of Rifles to place a unit or command
in what it deems is the most appropriate formation for
the situation. If this option is turned off, all
formations, except those determined by morale or combat
results, are chosen by the player.
Automatic Vitality Recovery
With this option turned on, the effects of vitality
loss cease at the end of every turn. With this option
turned off, units and commands are subject to vitality
loss and becoming winded from movement. Units can also
become winded as a result of combat.
Variable Turn Initiative
Rather than the typical "Side A then Side B" phased
movement, turn initiative is determined from turn to
turn if this option is active. Age of Rifles compares
the capability of units and the strategic situation to
determine which side is the initial phasing side, if
one has not been preselected. Thus, either side could
move twice in a row, but both sides get a phase in
every turn.
General Play Options
This button opens the General Play Options window where
many "look-and-feel" options such as Mouse Control, Sound,
Music, Movement Path Display, Move Limit Display, and Map
Scrolling can be altered.
Play-by-Email
Not supported in the demo.
Start
The Start button begins the game using the current option
settings.
Main Screen
Left-click here to return to the Main screen.
MAIN PLAY SCREEN
----------------
Once a scenario has been selected, the Main Play screen appears.
This screen is where 90% of the game happens. The main feature of
this screen is the Map window, where units are displayed and
maneuvered. Across the top are three menu options, File, Play,
and Info, next to them is the Time / Turn indicator. Along the
right screen edge are sixteen buttons which control various game
functions. When the pointer is over a hex, the Information bar,
just below the Map panel, contains information about terrain and
current options for the mouse at that location. Along the bottom
of the screen are the Active Unit controls, the Command controls
and the Microview Map respectively.
Map window
The Map window is the main area of activity for an Age of
Rifles scenario. Within the Map window, terrain features such
as built-up areas, supply points, fortifications, roads,
trenches, forests, rivers, and streams are represented.
Elevation is represented using contour lines where elevation
changes to form slopes or escarpments. Victory objectives are
displayed as a flag of the appropriate nation which changes
based on the last unit to control that hex. Supply points
appear as encampments and also change status based on
occupation unless on the map edge.
Using the Mouse
The mouse pointer is the primary means of controlling the
action in Age of Rifles. To click on a button or hex, move
the pointer to that area of the screen and left-click. In some
cases, the right or left mouse buttons have different effects
which can be chosen using the General Play Options menu. Just
left-click on a hex to select a new active unit. Issue
movement orders using the "drag-and-drop" method described
below. Fire orders can be given when the pointer becomes a
set of cross-hairs. The right mouse button can be configured
using the General Play Options menu.
The Mouse Pointer
The mouse pointer is also a very important source of
information. Notice that the pointer changes shape as it moves
around the screen. When the pointer is over a hex, the
Information bar, just below the Map panel, contains information
about terrain and current options for the mouse at that
location. If a unit is there, the Unit and Formation panels
display important information about that unit. Off map, the
pointer changes into a pointing finger or a bronze arrow icon.
The pointing finger is used to activate the various buttons and
panels. The bronze arrow scrolls the map when the pointer is
moved to the edge of the screen, the arrow points the same
direction the map scrolls. Within the map window, the pointer
takes one of the following forms:
Crosshair Pointer
This indicates that the active unit can fire into the
hex under the pointer. As with movement, the color of
the pointer is significant. Green crosshairs indicate
the weakest fire; yellow-green, yellow, orange, and red
crosshairs indicate increasing levels of lethality of
fire.
Movement Pointer
Standard movement is controlled using the left mouse
button and a technique called "drag-and-drop." Basic
drag-and-drop movement works by clicking on a unit to
select it, then with the pointer over the unit, press
and hold down the left mouse button. Move the pointer
until the destination hex is reached and release the
left mouse button to have the unit move to the target
hex. While dragging the Movement pointer with a unit
selected, the pointer changes color indicating the
exertion level required for movement. A red pointer
means the hex is out of reach, green means the hex can
be reached without risking the unit becoming "winded."
A pointer which changes to yellow means the hex is in
range, but requires effort to reach and may result in
the unit becoming "winded."
Buttons, Panels, and Menus
There are two or three large information displays available
from the Active Unit controls depending upon the number of
weapons assigned to the unit.
The name of the active unit appears on the brass plate just
below the Information bar. Below that, in the lower left-hand
corner, is a unit picture showing troops in uniform. This is
the Unit Info display, where a maximum of eight figures can
appear. Each figure represents 100, 200, or 400 soldiers
depending on the scale; 100 soldiers in a 100 yard / 10 minute
turn scale scenario, 200 soldiers in a 200 yard / 20 minute
turn scale scenario, and so on. For example, a unit with seven
figures displayed would have 700 men in it in the 100 yard
scale, 1400 men in the 200 yard scale, and 2800 men in the 400
yard scale. The maximum effective size of a unit is also
limited by the scale of the scenario since only a certain
number of soldiers using the formations employed could be
brought to bear in the area represented by a hex.
This picture is actually a large button. Left-clicking on it
opens a window which displays detailed information on the unit
including: complement, leaders, armament, ammunition supply,
weapon effectiveness, morale, capability, and vitality. Other
important information about the unit's participation in the
battle, such as whether or not the unit is under fire, winded,
or "digging in" (creating hasty defensive works), is displayed
at the bottom of the window.
Weapons
Next to the unit info button there is a button for each of the
weapon types assigned to the unit. Left-click on these buttons
for detailed information on the weapons including weapon type,
crew status (if any), effectiveness at specific ranges, point
value, and any specific details about the weapon.
Movement
Beneath the Weapons button(s) is the word Move followed
by a number in parenthesis and a colored bar. The number
represents the remaining movement points allotted to that
particular unit. The bar is a graphical representation of
the same information; the amount of the bar that is green
represents how much the unit may move without becoming
"winded."
Winded Units
A unit which repeatedly moves into a yellow shaded hex, or
than is represented by a yellow arrow or a yellow movement
pointer becomes "winded." Winded units fight less effectively,
losing 10% of their melee value, and do not recover vitality
during the rest period of the turn. A unit's strength and
movement rate also begins to drop as it becomes exhausted.
Units may also become winded as a result of some forms of
combat, particularly if they are on the losing end.
Recovery from winded status requires that the unit remain
static for at least one turn, preferably resting in Disordered
formation. Once a unit recovers from being winded, it may start
recovering vitality normally during the "periodic checks" phase
of the turn.
Status Icons
Beneath the word Move are three icons, representing the unit's
capability, supply status, and whether or not the unit can fire
this turn.
Condition Icon
The condition icon displays the current effectiveness
of a unit in terms of its vitality and morale. The
condition icon indicates the unit's current condition
by the color of the icon, ranging from dark green
meaning excellent to orange meaning poor. Some units'
condition will occasionally go as far as red, but by
the time a unit's icon is red, it is usually routing
and thus out of control. The unit's overall capability
can be determined by moving the mouse pointer over
the icon and looking at the status bar. If a unit is
routing or otherwise not available for orders, the
condition icon has a slash through it.
Supply Icon
If a unit is out of supply the supply icon has a slash
through it.
Fire Icon
Units who are able to fire, but have not yet done so
have a fire Icon displayed. If the unit cannot fire
this turn the icon is not displayed.
Reaction Orders
Maneuvering of units and engaging in combat can happen
both by conscious choice or by issuing reaction orders.
Units can be under automatic reaction orders, which
permits them to fire on, or charge and assault, enemy
units which move or fire nearby during the enemy phase
of the turn. The types of automatic orders that a unit
can accept are based on the type of unit. Mounted
cavalry units can be given "reaction move" orders, and
others can be given "reaction fire" orders. By giving
"Hold Move" or "Hold Fire" orders, units are directed
not to automatically respond to the actions of enemy
units nearby during the enemy phase. When Free, Near,
or Wait orders are issued, the maximum range at which
a unit can react is established. For example: when
playing a small scale scenario, a Near Fire order
directs the unit to fire on enemy units that move or
fire within 3 hexes.
Reaction Distances Table
------------------------
Order 100 yd 200 yd 400 yd
Free Fire/Move 3 2 1 (adjacent)
Near Fire/Move 2 1 1
Wait Fire/Move 1 1 1
Counter Fire Wpn Range Wpn Range Wpn Range
Hold Fire/Move No reaction No reaction No reaction
There is no cost for changing reaction orders, and the
range for the selected order is shown in the
Information bar, below the Map window, when a
change is made.
Regardless of the orders units are given, they may
automatically react if enemy units enter an adjacent
hex or fire upon them. Units that are poorly-trained or
have high morale may "Fire Franticly" because their
urge for self-preservation or their desire for combat
overcomes their willingness to obey their orders. This
is less likely to happen to well-trained or low-morale
units for different reasons. Well-trained soldiers
keep their wits, while those with low morale either
panic or freeze.
National Flag
This indicates the national affiliation of the
currently selected unit or the unit under the mouse
pointer.
Deploy Skirmishers
Some units can detach a portion of their troop
strength to form skirmishers. These troops deploy some
distance in front of their parent unit to harass enemy
units by fire and screen the main body of their unit
from enemy small arms fire. Skirmishers can only be
deployed by units in Attack Column, Supported Line, and
Line formations. Skirmishers have a significant effect
on the unit's performance in fire combat, but have no
effect on melee and are automatically recalled
immediately when adjacent to an enemy unit or prior
to the first round of any melee combat. Having
skirmishers deployed slows movement in any formation
by one point per hex.
Change Formation
The formation of any non-naval, non-artillery unit can
change at any time as long as the unit has sufficient
movement allowance remaining. The cost to change
formation depends on the type of unit, its level of
training, and the nearness of enemy units. Most
formations require a minimum level of training, and
some or all units may be limited in their selection of
available formations. If the formation can be changed,
the Formation button appears raised in the Active Unit
panel. Left-click on the button to change the unit's
formation.
Depending upon unit's level of training, the following
formations may be allowed:
Tactical Fire Melee
Formation Efficacy Efficacy Mobility
---------- -------- -------- --------
Disordered Poor Poor Good
March Column Poor Very Poor Excellent
Attack Column Poor Good Fair
Supported Line Fair Fair Fair
Line Good Poor Poor
Defensive Excellent Excellent Zero
Square Poor Excellent Poor
Engineering* Poor Poor Good
Note on Engineering: Units can stop to create
breastworks or remove abatis if this button is
available. Abatis are improvised barricades
with little defensive value, but slow movement
across them. Left-clicking this button causes
a unit ending its movement in a hex with an
abatis and movement points left to destroy the
abatis as soon as it passes a capability check.
This process uses all remaining movement.
Breastworks are hasty defensive works
constructed from any available material. Left-
clicking this button causes a unit ending its
movement in an appropriate hex with movement
points left to throw up a breastwork as soon
as it passes a capability check.
Change Facing (Rules Option)
The facing of any unit in any formation other than
Disordered, Square, or Defensive Order can be changed
at any time, for no cost, as long as the unit has at
least one movement point left. The unit changes facing
when it moves and it faces in its direction of travel.
If the facing can change, a facing button also appears
in the active unit panel. Left-click on the button to
change the unit's facing.
As a default setting, a unit's facing can also be
changed using a configurable mouse button by right-
clicking in a hex that the unit should face. This
option can be changed by selecting the Right Mouse
Button option under General Play Options in the Play
menu.
Each unit "faces" or points in a particular direction
on the map. In general, units can react more
effectively to things that happen in front of them.
Facing has no effect on naval units and those in
Disorder, Defensive Order, or Square formations,
but it does have a strong effect on movement and
combat for other units. This is particularly true
for units equipped with crew-served weapons such
as cannon or machine guns.
For each unit, the map is divided into four zones.
Hexes within 60 degrees of a line extending from
the front of the unit are within the unit's forward
zone. Anything within 60 degrees of a line extending
from the rear of the unit are in the unit's rear
zone. The remaining hexes on each side are within
the unit's flank zones.
Mounting or Dismounting
Units can change mount status (mount / dismount for
horse mounted troops or limber / unlimber for
artillery) if it has mounts and has sufficient
remaining movement allowance for this turn.
Artillery units must also have sufficient crew
to be able to limber or unlimber. If a unit's mount
status can change, the horse head icon in the active
unit panel becomes a button. Left-click here to
change the unit's mount status.
Exit from Map Edge
If the unit is on a map edge, an Exit or Flee button
may appear. Left-click this button if the unit
should leave the map. In some cases there may be
victory points awarded for exiting units from the map.
There is no penalty for exiting units, although they
can never be brought back into play once removed.
Command Panel
This panel displays the name of the Active Unit's command,
and that command's status.
Others in Hex Panel
This display is shown below the Command panel. It
lists any other unit in the same hex as the active
unit with a steel-colored button; left-clicking on
that button makes that unit the active unit. Any
leader attached to the active unit is listed using a
bronze button with the command's icon appearing on
the right. Any attached sub-leader's name appears as
a steel button. If a name is shown as a raised button,
it can be selected.
Leaders
Selecting a leader's name by right-clicking on it
brings up a display of information on that leader
including the command, the unit to which he is
attached, his command radius, and reveals the leader's
bravery, charisma and competence ratings. Buttons on
this display show the leader's actual command radius
on the Map screen, and allow his assignment to be
changed. Units which have leaders attached to them are
indicated on the game map by small national flags
next to the Wallop Factor bar.
Reassigning or Detaching Leaders
From the leader information display leaders
can be reassigned to another unit of the same
command, if the conditions are right, or
detached with a bodyguard. If so, buttons
appear indicating these options. Leaders may
only be reassigned to units of their command.
The transfer distance may be no greater than
the command radius of the leader, and there
must be a path of hexes free of enemy
influence and impassable terrain between the
original and new unit. A leader may only be
reassigned once per turn. Left-click on the
button to see which units are eligible to
receive the leader. Then left-click on an
eligible unit to complete the reassignment.
Detaching a leader with a bodyguard actually
creates a new, small unit (with 12, 25, or
50 men depending on scenario scale). Click on
the Detach with Bodyguard button, then click
anywhere or press any key to complete the
process. Organizing the bodyguard expends
the new unit's movement, so the bodyguard
cannot move the turn it is created. This
bodyguard unit is part of that leader's
command, but moves and fights independently.
If the leader is reassigned to another unit,
the bodyguard is absorbed into that unit.
Microview Map
The Microview is a smaller version of the Overview Map. It
is a miniature view of the battlefield, with the each side's
units visible as either brass or steel colored dots, depending
on the color of their Wallop Factor bar. The current Map
window is represented as a yellow frame which can be dragged
using the mouse pointer to scroll the Map window. All units in
the command of the active unit flash yellow to indicate their
location. Visible enemy units appear as dots of the color of
their Wallop Factor bar. The Microview map can be used to
quickly move around the battlefield, by left-clicking directly
on it.
Buttons
On the right edge of the screen is a row of buttons which
display information about or alter control of units and
commands on the Map window.
GAME PLAY
---------
COMBAT
Depending upon the weapons assigned to them, most units have the
ability to fire at enemy units at a distance. Whenever a crosshair
cursor appears on the map the unit can be ordered to fire on an
enemy unit under the crosshair. Unless the selected unit is in Square,
Disordered, or Defensive formation it is less effective when firing
into hexes in the flank or rear-facing arcs. The color of the
crosshair indicates the relative effectiveness of the fire:
Fire Cursor Color Weapons Effectiveness
----------------- ---------------------
Red 81% - 100%
Orange 61% - 80%
Yellow 41% - 60%
Yellow Green 21% - 40%
Green 1% - 20%
Reaction fire is actually divided into four, quarter-turn "volleys."
Whenever a unit is ordered to fire by left-clicking on an enemy unit,
the unit fires all remaining volleys at the enemy unit thus expending
its remaining movement.
Fire Strength
The fire strength that a unit can direct at any particular target is
dependent upon the unit's formation, facing, troop strength, weapons,
troop capability, range to target, environmental conditions, and
available frontage. Age of Rifles calculates this, but there are
several things that can be done to maximize a unit's fire strength:
* Assume a Line or Supported Line formation
* Dismount or unlimber units
* Recall skirmishers
There are also several ways to minimize a unit's exposure to enemy
fire:
* Dismount or unlimber units
* Deploy skirmishers if possible. While this has no effect on
enemy artillery fire, it significantly improves a unit's
resistance to small arms fire
* Enter a defensive posture by assuming Disordered or
Defensive Order formation in a town, redoubt, or trench hex
Units are most effective when firing at enemy units which:
* Are mounted
* Are nearby
* Are in March or Attack Column
* Are in Square formation
* Do not have skirmishers deployed (except for artillery,
which is unaffected by skirmishers)
Unit Capability
The capability of a unit is checked frequently during the game.
Capability is a general indicator of the performance of a unit, and
is based on the unit's training, experience, morale, and vitality
compared with the national average. The unit's capability rating is
used when a unit is forced to make a capability check. Unit capability
is displayed at the bottom center of the Unit Information panel as a
"capability light." The color of the light can range from dark green
to red, and indicates the general condition of the unit. Moving the
mouse pointer over the capability light will cause a capability
statement to appear in the Information bar.
Training represents the unit's general level of military education
and practice. In addition to its contribution to the unit's overall
capability, this ability determines which formations the unit can
assume.
Experience is a relative measure of a unit's previous exposure to
battle. Units that progress from one scenario to another in a campaign
will gain experience factored against the percentage of casualties
suffered in the previous scenario.
Morale represents the level of motivation of the soldiers assigned
to the unit. This figure can go up or down depending upon combat
results and rest. Morale counts for twice as much as any other factor
when considering a unit's capability.
Each unit has a vitality rating. Fresh units have an excellent
vitality, troops with a poor vitality are essentially asleep on
their feet. Units with a vitality of fair or less have reduced
movement rates. Whenever a unit moves or engages in combat, it
suffers some loss of vitality which is usually recovered at the
beginning of each turn. Vitality losses are greater at night. Forced
march movement and melee combat cause a unit to become winded, an
effect which inhibits rest for one full turn. Resting units using the
Disordered formation recover vitality more quickly.
Units' training and supply ratings are fixed from the beginning of
the scenario, but the overall capability of your units can be
maximized by avoiding unnecessary movement, particularly at night.
Retreat, Rout, and Panic
Any time a unit suffers losses due to combat, it must pass a
capability check or retreat. A unit's capability can be
modified by its formation and by the presence of a leader.
Units failing a capability check must make a second check.
If a unit fails the second check, the retreat becomes a rout.
Routed units may drop some of their weapons when retreating,
and if they remain routed, attempt to retire from the
battlefield. Routed units which fail a third capability check
may partially or completely disband, with all of their
assigned troops becoming casualties, stragglers, or prisoners.
If a unit is required to retreat, but cannot comply, it panics
instead. Panicked units remain in place, but they become
winded, suffer dramatic losses in morale and vitality, and
are considered to have routed. Units in Defensive Order are
less susceptible to retreats and routs.
Communications Traces
Communications traces are required whenever a unit checks
for resupply or isolation from command leaders, and whenever
a leader reassignment is ordered. The unit is in communication
if it can trace a path of hexes free of water obstacles and
escarpments, and not adjacent to enemy units (unless occupied
by friendly units). If the trace fails, the unit is not in
communication with the supply point or leader.
Leader Capability
A leader's capability is based on three characteristics:
charisma, bravery, and competence. Left-click on the leader
button in the ##Others in Hex## panel (if present) to view the
characteristics of the leader or to reassign the leader to
another unit.
If a leader is attached to a unit, that unit's capability is
averaged with the leader's capability for all game checks.
Like most unit characteristics, leaders' charisma, bravery,
and competence are fixed at the beginning of the scenario.
Incapacitated Leaders
Unfortunately, leaders are not supermen. They can be
incapacitated by enemy action or friendly fire. Whenever a
unit takes any losses there is a chance, based on the severity
of the losses, that any attached leader may become a casualty.
If this happens, a "brevet leader" is promoted from the ranks.
Brevet leaders' characteristics are randomly determined, based
on the standard national characteristics of the unit of
assignment. If the affected leader is the overall formation
leader, all existing leaders are promoted to the next highest
position in the formation while remaining with their unit of
assignment. It is not possible for a brevet leader to become
the overall formation leader unless all original leaders in
the formation have been replaced.
SCENARIOS ON THIS DEMO
----------------------
(The following descriptions are taken from The Age of Rifles
GAZETTEER section, found in the full game release.)
The Round Tops
--------------
At the start of the second day of the Battle of Gettysburg, the
Union army occupied a strong defensive line.
Their line stretched south of Gettysburg from Culps Hill to
Cemetery Hill, and from Cemetery Ridge to the base of Little
Round Top. The weak point of this line was at Little Round
Top - which at the start of the day had no one on it. If the
Confederates were to occupy Little Round Top, they would be able
to deliver artillery fire onto the flank of the Union Army.
The Union Chief of Staff, Governor Warren, discovered the lack of
Union presence on Little Round Top and immediately dispatched two
brigades to take position. The 20th Maine and 140th New York rushed
to fill the gap - at the same time, Confederate brigades led by
Robertson and Law rushed to exploit the position.
The battle began as the 47th and 15th Alabama met the 20th Maine
near the crest of the hill. Outnumbered three to one, the Union
batallion soon found itself with almost half of their numbers gone,
and the reest scrounging ammo from the dead. They had two options:
flee or charge. They chose to charge the Confederates.
The 20th Maine was led by Colonel Chamberlain, who gave the order
to fix bayonets and charge the Confederates. The Alabama brigades
were suprised by the attack to say the least,some fought while
others ran "like a herd of wild cattle."
At the end of the battle, the Union was able to take the hill; the
Union flank was secure.
203 Meter Hill
--------------
203 Meter Hill overlooks Port Arthur, both the town and the harbor.
It served as a key to the Russian defense of the area, as artillery
sited on the hill could reach as far the Russian fleet stationed in
the harbor.
As the siege of Port Arthur dragged on throughout the last months of
1904, Japanese commander Nogi pressed the Russian defenses at Hill
203. The first Japanese assault was launched on September 20th, and
was repulsed with a loss of 2,500 casualties.
Another assault on Hill 203 was launched in early November, one
which degenerated into medieval style siege warfare. Tunnels and
counter-tunnels were dug on both sides, and the weapons of choice
were clubs, knives, and fists. The fierce hand to hand fight left
many dead and wounded, literally scattered all over the hill side.
The Russians eventually withdrew, covered by two counter-attacks.
The Russians lost a total of 3,000 casualties in defense of Hill
203, while the Japanese lost about 12,000. As a result of the
Japanese victory, they were able to place artillery pieces on top
of the hill. Through these pieces, the Japanese were able to
virtually wipe out the entire Russian Pacific fleet, harbored in
Port Arthur.
Miscellaneous Definitions
Battalion: A group of soldiers ranging from one hundred to
over a thousand. Several battalions make up a regiment (or
a brigade in some armies).
Battery: An artillery unit made up of canon, rockets,
howitzers, or mortars, usually six to twelve.
Brigade: Two or more regiments with associated support
units such as cavalry or artillery. Brigades were organized
into divisions.
Charge: Currently, units are assumed to be "charging" into
combat if they enter melee combat while not disorganized.
Company: A body of men from 50 to 250. Several companies
make up a battalion.
Division: A division generally consists of two to four
brigades.
Leader: Leaders represent Regimental through Corps level
officers. Subleaders represent the chain of command supporting
higher ranking officers and controlling other units in a
command. Leaders are used to control and direct units forming
larger bodies called commands. They add their capability to
units' under their command, and can function to prevent or
recover from rout. Units out of the control radius of their
leader are isolated and suffer limited movement.
Limber: Crew-served weapons of the nineteenth century could
be in one of two states: limbered or unlimbered. Limbered
weapons were ready for transport, with guns and ammunition
caissons in train behind teams of horses. In this state the
weapons were unable to fire, and several minutes were required
to prepare the weapons for action. An unlimbered weapon is ready
to fire, with its crew deployed, caissons open, and horse teams
tethered nearby. In this state, the weapon can only be moved
if it is light enough and has an appropriate carriage to be
pushed by the crew. This is called "movement by prolong," and
is only useful for traversing short distances.
Mount: If a unit has horses, it is capable of mounting up. This
is the individual trooper's equivalent to limbering. Mounted troops
can move very rapidly and have significant advantages in melee
combat, but they are also quite vulnerable to enemy fire.
Regiment: Two to five battalions that form the foundation for a
brigade.
Section: A portion of an artillery battery consisting of two
guns, limbers, and caissons.
"We're going to get punched in the face for this game:" Prophetic
comment made by Jason Ray.
Game Screen Hot Keys
--------------------
Save Scenario s
Load Scenario l
Undo u
End Turn e
Change Unit Icon i
Change Wallop display w
Swap Stack k
Show Command Radius x
Identify Formation y
Show Command Details d
Show Field of View v
Reporting Menu r
Open Change Formation t
Open Change Facing Window f
Change Facing by one counterclockwise ","
Change Facing by one clockwise "."
Change Orders o
Change Command Scope c
End Scenario and Return to Main Screen q
Music On/ Off m
Sound Effects On/ Off j
Animation On/ Off b
Graphics Rich/Simple g
Show Movement Paths On/ Off p
Show Movement Limits On/ Off a
Select Next Unit with movement points <space bar>
Credits
Developed by Norm Koger, Jr. and
SSI Special Projects Group
Producer John Eberhardt
Associate Producer Brandon Chamberlain
Art Director Steve Burke
Lead Artist Gennady Krakovsky
Artists Maurie Manning, Ben Rush, Mike Filippoff,
Dave Jensen, John Xu, Donald Wang, Sean Tsai
Additional Art Miki Morris, Strategy First, Inc.
Programming Norm Koger, Jr.
Lead Scenario Designer Mike Simpson
Additional Scenarios James Young, Dick Wagenet, Dave Merrick,
Novastar, Inc.
Audio Director Ralph Thomas
Audio Technician Ron Calonje
Multimedia Production Maurice Jackson
Music Composed &
Performed by Rick Rhodes and Danny Pelfrey
American Theme Music Tom Carns
Manual Author Mark Whisler
Manual Editor Jonathan Kromrey
Data Manager Caron White
Install Programmer Ben Cooley
Test Manager Glen Cureton
Test Supervisor Jason Ray
Lead Tester John Cloud
SSI Testers Bill White, Lance Page, Osiris Roman,
Mike Hawkins, Kelly Calabro, Sean Wyman,
Jason Loney, Jeff Powell
Beta Testers Paul Winner, Bill Lott, Lee Jordan,
Greg Doyle, Vince Alonso, Judith Weller,
John Taylor, Jim Fink
Executive Producer Bret Berry
Special Thanks to Kevin Klemme, Jan Lindner, Joel Billings,
Chuck Kroegel, Dan Cermak, Lee Crawford,
Carl Norman, John Hudson, John Ross,
Tom Wahl, Bob Burke, Al Revere, and
Andy Preziosi