@START ;pointer c a311 POPUP POPSTART1 ;event button 0, start2 event button 1, do_qwhere event button 2, do_movetips1 event button 3, do_qfight event unit f, enters 12,64,1,10, do_woods event unit e, sited, do_enemysighted event unit f, fires, do_shotfired event vpsitecontend, do_sitecontention EVENT UNIT f, RETREATS, DO_FRETREAT1 EVENT UNIT f, ROUTS, DO_FROUT1 event unit e, retreats, do_eretreat1 EVENT UNIT e, ROUTS, DO_EROUT1 EVENT VPSITE G, c, DO_CTAKES @start2 POPUP POPSTART1 ;event button 0, do_start2 event button 1, do_qwhere event button 2, do_movetips1 event button 3, do_qfight @POPSTART1 @button = THE CROSSING @button = MOVING @button = FIGHTING @width = 440 @x=20 @y=-100 Union troops are lurking in the woods by Sach's Crossing. Use Pettigrew's brigade to secure Sach's Crossing and hold it against any advancing Union troops. Click on any button below for more on that topic. @do_qwhere relocmap 11,65 pointernr 662,290 popup popqwhere event button 0, do_contqwhere @popqwhere @width=440 @x=20 @y=-100 Sach's Crossing lies in the woods to the east. It is an Objective Site worth 500 Victory Points to whichever side holds it at the scenario's end. @do_contqwhere relocmap return event time 0,start2 @do_qmove popup popmove1 event button 0, start2 event button 1, do_movetips1 @popmove1 @button=BRIGADE MOVEMENT @width=440 @x=20 @y=-100 Select the force you want to move and drag the mouse to its destination. Regiments can be moved individually, or moved as a group with their commander. @do_movetips1 popup popmovetips1 event button 4, start2 event button 1, do_movetips2 event button 2, do_movetips4 event button 3, do_movetips5 @popmovetips1 @button=MOVE FAST @button=DON'T STOP @button=OBLIQUE @button=OK @width=440 @x=20 @y=-100 Move a brigade by selecting the brigade commander, moving him to a new location, and issuing a formation order such as Battle. To automatically select a commander, hold down the Control key while clicking any regiment in the brigade. @do_movetips2 popup popmovetips2 event button 0, do_movetips1 @popmovetips2 @width=440 @x=20 @y=-100 Issuing the Maneuver command and then the Battle command will order the men to form fast moving columns on the march to their destination, where they will then form the Battle line. ^ ^Pressing the 'Q' key while a unit is selected will order the men to move at the double quick, which increases stress but results in faster movement. Double-quick columns are the fastest formation available. @do_movetips4 popup popmovetips4 event button 0, do_movetips1 @popmovetips4 @width=440 @x=20 @y=-100 Pressing the 'G' key while a unit is selected will order the men to keep moving and not stop to fight, even when under fire. @do_movetips5 popup popmovetips5 event button 0, do_movetips1 @popmovetips5 @width=440 @x=20 @y=-100 Pressing the 'O' key while a unit is selected will order the men to move without changing facing. @do_enemysighted pointer lastunit popup popenemysighted event button 0, start2 @popenemysighted @width=440 @x=20 @y=-100 You have just spotted enemy troops. You can only see troops on the battlefield that are within your line of sight; generals and artillery see the farthest. @do_shotfired pointernr lastunit selectlastunit popup popshotfired event button 0, start2 event button 1, do_shottips1 @popshotfired @button=FLANKING FIRE @width=440 @x=20 @y=-100 Your men have engaged the enemy. Regiments in line formation will automatically turn to engage any enemy within range. Black lines indicate what your men are firing at; red lines indicate fire is being received. @do_shottips1 popup popshottips1 event button 0, start2 @popshottips1 @width=440 @x=20 @y=-100 You can most effectively attack an enemy by hitting it from the flank. This requires at least two regiments, since the enemy will turn to meet a single attack head-on. Hitting an enemy from the flank means firing into its sides or rear, where it is most vulnerable. @done @do_sitecontention popup popsitecontention @popsitecontention @width=440 @x=20 @y=-100 You are approaching Sach's Crossing, throwing it into contention. If you and the enemy have been trading fire for awhile, now might be a good time to Charge with some of your regiments and drive the enemy away. @do_contqmove popup popstart1 @do_qfight popup popqfight event button 4, start2 event button 1, do_flank event button 2, do_charge event button 3, do_morale @popqfight @button = FLANKING @button = CHARGING @button=MORALE @button=OK @width=440 @x=20 @y=-100 When a regiment comes in range of the enemy, they begin firing automatically. The fight continues until one or the other routs, retreats, or moves elsewhere. @do_flank popup popflank event button 0, do_qfight @popflank @width=440 @x=20 @y=-100 Flanking fire is fire directed into the side of a regiment. Flanking fire inflicts much more damage than fire from the front, and will cause a regiment to rout much faster. @do_charge popup popcharge event button 0, do_qfight @popcharge @width=440 @x=20 @y=-100 When a regiment is engaged and the commander is nearby, you can issue the Charge order. Your regiment will run forward and try to drive the enemy away. This order is best used against an already weakened enemy. @DO_WOODS pointernr lastunit POPUP POP_WOODS event button 0, start2 @POP_WOODS @width=440 @x=20 @y=-100 You have entered the woods. Woods are covered terrain that lessen damage to your troops and make them harder for the enemy to see, but also slow movement. Other types of covered terrain include orchards, rocks and boulders. @done @DO_FRETREAT1 pointer lastunit POPUP POP_FRETREAT event button 4, start2 event button 1, do_stressfre event button 2, do_moralefre event button 3, do_rallyfre @do_fretreat POPUP POP_FRETREAT event button 4, start2 event button 1, do_stressfre event button 2, do_moralefre event button 3, do_rallyfre @POP_FRETREAT @button = STRESS @button = MORALE @button = RALLYING @button=OK @width=440 @x=20 @y=-100 One of your regiments has taken a lot of stress over a short period of time and is retreating. @DO_FROUT1 pointernr lastunit POPUP POP_FROUT event button 4, start2 event button 1, do_stressfro event button 2, do_moralefro event button 3, do_rallyfro @do_frout POPUP POP_FROUT event button 4, start2 event button 1, do_stressfro event button 2, do_moralefro event button 3, do_rallyfro @POP_FROUT @button = STRESS @button = MORALE @button = RALLYING @button=OK @width = 440 @x=20 @y=-100 One of your units has routed because the battle stress inflicted by the enemy has overwhelmed the unit's morale bar. @DO_ERETREAT1 pointernr lastunit POPUP POP_ERETREAT event button 4, start2 event button 1, do_stressere event button 2, do_moraleere event button 3, do_rallyere @do_eretreat POPUP POP_ERETREAT event button 4, start2 event button 1, do_stressere event button 2, do_moraleere event button 3, do_rallyere @POP_ERETREAT @button = STRESS @button = MORALE @button = RALLYING @button=OK @width=440 @x=20 @y=-100 One of the enemy regiments has taken a lot of stress over a short period of time and is retreating. @DO_EROUT1 pointernr lastunit POPUP POP_EROUT event button 4, start2 event button 1, do_stressero event button 2, do_moraleero event button 3, do_rallyero @DO_EROUT POPUP POP_EROUT event button 4, start2 event button 1, do_stressero event button 2, do_moraleero event button 3, do_rallyero @POP_EROUT @button = STRESS @button = MORALE @button = RALLYING @button=OK @width=440 @x=20 @y=-100 You have routed an enemy unit. The enemy now flees the battle, and must rally in safety before returning. @do_stressfre event button 0, do_fretreat popup popstressf @do_stressfro event button 0, do_frout popup popstressf @do_stressere event button 0, do_eretreat popup popstresse @do_stressero event button 0, do_erout popup popstresse @popstressf @width = 440 @x=20 @y=-100 Stress is caused by enemy fire, movement as skirmishers, and double quick movement. Stress is shown as a red bar that fills the morale bar. When stress increases too quickly or fills the morale bar, the unit will retreat or rout. @popstresse @width = 440 @x=20 @y=-100 Stress is caused by enemy fire, movement as skirmishers, and double quick movement. When enough stress is inflicted on an enemy unit, it will retreat or rout, fleeing the battle. @do_rallyfre event button 0, do_fretreat popup poprally @do_rallyfro event button 0, do_frout popup poprally @do_rallyere event button 0, do_eretreat popup poprally @do_rallyero event button 0, do_erout popup poprally @poprally @width = 440 @x=20 @y=-100 When a unit has retreated or routed it can be rallied by letting it remain away from the fighting. Troops will rally faster if there is a commander nearby. Rallying lowers the unit's stress so it can fight again. @do_moralefre event button 0, do_fretreat popup popmoralef @do_moralefro event button 0, do_frout popup popmoralef @do_moraleere event button 0, do_eretreat popup popmoralee @do_moraleero event button 0, do_erout popup popmoralee @do_morale popup popmoralef event button 0, do_qfight @popmoralef @width=440 @x=20 @y=-100 A regiment's ability to stand and fight is determined by the length of the morale bar at the bottom of the screen. A longer morale bar means the unit can withstand more stress. See the Info menu for more information on morale. @popmoralee @width=440 @x=20 @y=-100 A regiment's ability to stand and fight is determined by its morale (for friendly regiments, the morale is shown in the morale bar at the bottom of the screen). Higher morale means the unit can withstand more stress. See the Info menu for more information on morale. @DO_CTAKES relocmap 13,65 pointernr 450,290 POPUP POP_CTAKES event button 0, start2 @POP_CTAKES @width=440 @x=20 @y=-100 You have taken Sach's Crossing, gaining 500 points. You should now protect the site from the enemy until the end of the scenario by using your commander to form a strong Battle line. The scenario will end at 11:00 am. However, if a victory point changes hands late in the scenario, the scenario ending time will be extended. @