Parameter Data

Minutes per Turn: 6	Meters per Hex: 250
Maximum Units per Hex: 6 (excluding leaders)	Maximum Strength Points per Hex: 24

Maximum Strength Points per Road/Bridge: 12 (more than this number of SPs in the hex negates any road/railroad/path - or blocks the bridge - in the hex)

Minimum Non-Wreck Strength Points per Hex that Block LOS: 13

Minimum Wreck Strength Points per Hex that Block LOS: 6

COMBAT RESULTS TABLE

A	B	C	D	E	F	G
1	6	0	0	0	0	0
1	5	0	0	0	0	5
1	4	0	0	0	5	5
1	3	0	0	0	5	10
1	2	0	0	5	10	10
2	3	0	0	5	10	20
1	1	0	0	10	15	20
3	2	0	0	10	20	25
2	1	0	0	15	25	25
3	1	0	5	15	25	30
4	1	0	10	20	30	30
5	1	5	15	20	35	20
10	1	10	25	25	25	15
15	1	35	25	25	10	5
20	1	60	25	15	0	0
25	1	75	25	0	0	0
30	1	90	10	0	0	0

Column A: net attack strength*

Column B: net defense strength*

Column C: % chance of inflicting a loss of 3 SPs

Column D: % chance of inflicting a loss of 2 SPs

Column E: % chance of inflicting a loss of 1 SP

Column F: % chance of causing Disruption

Column G: % chance of causing a Morale Check

When a unit attacks (using Direct or Indirect fire), the program actually conducts a number of attacks equal to the firing unit's SPs, then takes each individual result and determines the net result vs. the defender. Whereas during an assault, a single "odds" is determined, based on the number of SP of each unit multiplied by that unit's Assault Factor or Defense Value, depending on whether the unit is assaulting or defending.

* Attack-vs.-defense strengths between those listed above are calculated individually by the program on a pro-rated basis, based on the result probabilities of the two CRT lines the attack falls between. For example, a net attack strength of 11 vs. a net defense strength of 4 has slightly lower result probabilities than an attack of 3 vs. a defense of 1, but higher probabilities than an attack of 2 vs. a defense of 1.

TERRAIN COMBAT MODIFIERS

The amount of the otherwise-applicable attack strength that is allowed to "hit" a target occupying such terrain. If two or more apply, they all have an effect; e.g., a unit attacking a target in a forest hex behind a hedge would use .72 (.8 x .9) or 72% of its "normal" attack strength.

FULL-HEX

Open: 1.0	Village: .8	Deep Water: 1.0
Field: .95	Suburb: .75	Shallow Water: 1.0
Palms: .95	City: .65	Beach: 1.0
Kunai: .9	Building: .65	Marsh: .95
Orchard: .9	Industrial: .6	Swamp: .8
Soft Sand: .9	Rough: .8	Forest: .8
Rice Paddy: .9	Light Jungle: .7	Downhill: 1.1
Flooded Paddy: .85	Dense Jungle: .6	Uphill: .9

HEXSIDE

Hedge: .9	Embankment: .8	Escarpment: 1.0
	Stone Wall: .8	High Wall: N/A
SPECIAL

Beach Obstacles: 1.0 times the full-hex terrain modifier

Improved Position: .75 times the full-hex terrain modifier

Trench: .56 (Provides no benefit to vehicular units.)

Bunker/Pillbox: 1.0 times the full-hex terrain modifier. Also adds 10 (5 vs. an assault) to the defense strength of each occupant. In addition, a bunker is a soft target; a pillbox is a hard target. Neither can provide any benefit to vehicular units. Only vehicular units possessing flamethrower armament may be used in assaults vs. units in a Pillbox. Flamethrower armament is indicated by the following icon:

TERRAIN MORALE MODIFIERS

These apply to a unit's morale when it must take a Morale Check to determine when it will retreat.

Open: -1*	Industrial: +4	Deep Water: -1
Field: 0	Building: +3	Shallow Water: -1
Kunai: 0	City: +3	Marsh: -1
Beach: 0	Village: +2	Flooded Rice Paddy: -1
Palms: 0	Suburb: +2	Improved Position: +1**
Rice Paddy: 0	Forest : +1	Pillbox: +4**
Orchard: 0	Dense Jungle: +2	Bunker: +4**
Rough: 0	Lt. Jungle: +1	Swamp: 0
	Trench: +2**

 * Does not apply to armored (hard) units.

** These are cumulative with all other applicable morale modifiers, to a maximum of +5.

TERRAIN HEIGHT (in meters)

Water: 0	Field: 2	Smoke: 20
Open: 0	Rough: 2	Forest: 25
Beach: 0	Marsh: 3	Light Jungle: 25
Palms: 0	Orchard: 8	Swamp: 25
Rice Paddy: 0	Village: 10	Industrial: 20
Flooded Paddy: 0	Suburb: 10	City: 25
Kunai: 2	Building: 15	Dense Jungle: 35

Base Elevation Change: depends on scenario

COMMANDERS

LEADERSHIP: When a commander is stacked with a friendly unit whose morale is less than that commander's Leadership value, that unit's morale becomes equal to that Leadership value. If the commander's Leadership value is less than or equal to the unit's morale, that unit's morale is increased by one. (Morale increased due to Leadership is displayed in red.)

COMMAND: The strength of an attack is increased by an amount equal to the highest Command value of the friendly commander(s) stacked with the attacker(s), provided that commander is of the same organization and has at least as many Action Points as that attack costs.

INCREASING HQ RANGE: When the Optional Rule for Command Control is enabled, the Leadership value of a leader who is stacked with "his" HQ (e.g., his regiment's HQ if he is a regimental leader) will increase the "supply range" of that HQ (see below) by his Leadership value.

SUPPLY RANGES

Resupply attempts at the given hex range have a 50% chance of success. The distance between a unit and its HQ is directly proportional to its chance of successful resupply. An HQ that is out of supply cannot resupply any of its units.

Army HQ: infinite

Corps HQ: 90

Division HQ: 30

Brigade HQ: 15

Regiment HQ: 15

Battalion HQ: 8

VARIED HQ RANGES: When the Optional Rule for Command Control is enabled, the above "base" values for the HQ ranges are multiplied by the modifier listed in the charts below. These multipliers abstractly represent the increased or lessened range that the HQ will have, depending on the year-date of the scenario and the nationality. Furthermore, with the Command Control Optional Rule, "on", the first platoon of each company is considered to be the "Command Post" (or CP) for that company. The range of a "CP" unit is half of the "50% range" of the Battalion HQ, fractions rounded up.

The "Mod" column lists the modifier for the year listed in the "Year" column. When the "base range" (as listed above) for that HQ type is multiplied by the modifier, the new "50% range" for that HQ type can be found.

JAPAN	50% Range
Year	Mod	BTLN	RGT/BDE	DIV	CORPS
41	1.0	8	15	30	90
42	1.0	8	15	30	90
43	.9	7	14	27	81
44	.8	6	12	24	72
45	.7	6	11	21	63
46	.65	5	10	20	59
UK/COMMONWEALTH	50% Range
Year	Mod	BTLN	RGT/BDE	DIV	CORPS
41	1.0	8	15	30	90
42	1.0	8	15	30	90
43	1.1	9	17	33	99
44	1.1	9	17	33	99
45	1.2	10	18	36	108
USA	50% Range
Year	Mod	BTLN	RGT/BDE	DIV	CORPS
41	0.85	7	13	26	77
42	0.85	7	13	26	77
43	1.0	8	15	30	90
44	1.2	10	18	36	108
45	1.3	10	20	39	117
46	1.3	10	20	39	117
MISCELLANEOUS

Action-Point cost to assault: 20 (in addition to the cost to enter hex)

Action-Point cost to enter a blocked hex: 65

Action-Point cost to dismount from non-transport vehicles (e.g., from tanks or assault guns): 10

Action-Point cost to attempt to fire Starshell: 20

Per-turn % chance of creating an Improved Position: 10 (engineer: 20)

The % chance that a commander will be killed during an attack when stacked with one or more other friendly units: 2 (Japanese: 4)

The % chance that a commander will be killed during an attack when not stacked with one or more other friendly units: 10 (Japanese: 20)

Maximum elevation change (in meters) that a vehicle can make across one hexside: 49

The % chance that an Air Strike will arrive on the next turn: 65

HOT KEYS

The following hot keys can be used in the main program:

F1 - Open Main program help file

F2 - Open Unit Handbook

F3 - Open Scenario Parameter Data help file

F4 - Opens the Miscellaneous (platoon) Data File

F5 - Opens the Weapons Data File

Keyboard 1 - Display in 3D Normal View

Keyboard 2 - Display in 3D Zoom-Out View

Keyboard 3 - Display in 3D Extreme Zoom-Out View

Keyboard 4 - Display in 2D Normal View

Keyboard 5 - Display in 2D Zoom-Out View

Number Pad 0 - Load/unload unit

Number Pad 1 - Move selected unit down and left

Number Pad 2 - Move selected unit down

Number Pad 3 - Move selected unit down and right

Number Pad 4 - Turn selected unit counter-clockwise

Number Pad 5 - Request air attack on Hot Spot hex

Number Pad 6 - Turn selected unit clockwise

Number Pad 7 - Move selected unit up and left

Number Pad 8 - Move selected unit up

Number Pad 9 - Move selected unit up and right

Ctrl - Toggle between Move mode and Fire mode

Alt - Used (with Indirect Fire unit) to fire Smoke; also for Organizational "Column" Movement

Alt + Right Click - Place smoke with eligible unit (must be in Fire Mode)

Shift - Display map labels; also for Organizational "Echelon" Movement

Alt + Shift + Right Click - Fire starshell (must be in Fire Mode)

Delete - Turn selected unit counter-clockwise

Page Down - Turn selected unit clockwise

Home - Move selected unit forward in hex

End - Move selected unit backward in hex

Space Bar - Re-center map on current Hot Spot hex

Up Arrow - Scroll map up

Down Arrow - Scroll map down

Right Arrow - Scroll map right

Left Arrow - Scroll map left

A - Brings up the arrival of Reinforcements Dialog

B – Toggle Banzai Attack

C - Toggle display of map's elevation "contour" lines

D - Brings up Opportunity Fire Dialog

F - Display the release schedule for Fixed Units Dialog

H - Toggle display of hexes reachable by selected unit

I - Display scenario information

M - Toggle display of program menu

N - Advance to next unit to move or fire

O- Toggle display of objectives

P - Advance to previous unit to move or fire

R - Rotate map 180º

S - Display the Scheduled Reinforcements Dialog

T - Toggle display of on-map thermometers

U - Toggle display of Unit List

V - Toggle display of Visible Hexes

W - Toggle display of HQ command range

X - Exit Main program

Z - Toggle display of selected unit's maximum range