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- @BTN0
- @title= Wheel Left/Right & About Face
- @width=440
- @button=OK
- Hotkeys: Wheel Left (Home); Wheel Right (PgUp); About Face (Shift-6)
- This command button is divided into three separate functions. The unit so ordered will
- remain in its current position but change the direction that it faces (i.e., wheel). Click
- the left arrow to wheel the selected unit(s) to the left (counter-clockwise); click the
- right arrow to wheel the selected unit(s) to the right (clockwise); click the arrow facing
- down to turn the selected unit(s) toward the opposite direction.
-
- @BTN1
- @title= Double-Quick
- @width=440
- @button=OK
- Hotkey: Q
- Choose Double-Quick to order the selected unit(s) to move faster. The unit(s) moves into
- the selected formation at a quicker pace. Moving at Double-Quick reduces a unitÆs Cohesion
- and increases its Battle Stress. Once this command is given, the Double-Quick button flashes
- repeatedly until the unit(s) reaches its destination. The Double-Quick command can be
- cancelled by selecting the button again once it is flashing.
-
- @BTN2
- @title= Halt
- @width=440
- @button=OK
- Hotkey: <spacebar>
- Choose Halt to order the selected unit(s) or commander to stop in place. If you have a
- brigade commander selected, the first time you issue this command, the leader stops;
- issuing this command a second time orders all of his units to also halt. Issuing this order
- to an Army, Corps, or Division commander halts the commander only. Once within 75 yards of
- the target, cavalry ordered to Charge cannot be ordered to Halt (see p. 32 in manual).
-
- @BTN3
- @title= (Re)attach to Brigade
- @width=440
- @button=OK
- Hotkey: Shift-X
- Choose this command to order the selected unit(s) to attach or detach from its brigade. The
- purpose of detaching a unit from its brigade is to give individual orders to that unit,
- thus allowing it to move and attack independently from its parent formation. A unit
- auto-detaches itself from its brigade if you give the unit its own "separate" formation
- command (i.e., Square, Skirmish, etc.). Also, an infantry unit will auto-detach itself from
- its brigade if it moves into a building, and cavalry units will often detach themselves from
- their brigade after a charge.
-
- @BTN4
- @title= Detach
- @width=440
- @button=OK
- [THIS COPY NOT BEING USED, SO DISREGARD!!]
- Choose this command to order the selected unit(s) to attach or detach from the brigade.
- If you give a separate command to a unit, it automatically detaches itself from its brigade.
- If you move an infantry unit into a building, it automatically detaches itself from its
- brigade. The purpose of detaching a unit from its brigade is to give singular orders to
- that unit, thus allowing it to move and attack independently from its parent formation.
-
- @BTN5
- @title= Advance
- @width=440
- @button=OK
- Hotkey: A
- Choose Advance to order the selected unit(s) to move forward at a steady, organized and
- measured pace. If the unit(s) is already in motion when this command is given, the
- destination will be slightly altered to conform to the advance. You may also use this
- command to order halted units forward in their current formation.
-
- @BTN6
- @title= Charge
- @width=440
- @button=OK
- Hotkey: C
- Choose Charge to order the selected unit(s) to assault and Melee an enemy unit. Only infantry
- and cavalry units may charge. The Charge button appears only if the selected unit(s) are
- within charge range (roughly 100 yards for infantry and 300 yards for cavalry), and only
- when battlefield conditions are right. Infantry can charge into, out of and through any
- terrain type on the field, but cavalry cannot charge into or out of broken terrain, woods,
- orchards, buildings, and towns, and cannot charge across sunken roads (see p. 24 in manual).
- Routed units cannot charge and units with either orange or red Cohesion cannot charge (see
- p. 39 in manual). Finally, a cavalry charge can be cancelled and/or redirected up to 75
- yards from its target (roughly 1.5 grid squares). Once a charging cavalry unit reaches 75
- yards from the target, its charge cannot be cancelled.
-
- @BTN7
- @title= Fallback
- @width=440
- @button=OK
- Hotkey: F
- Choose Fallback to order the selected infantry unit to slowly move backwards while facing
- the enemy. The Fallback command is only available when the selected unit is engaged (i.e.,
- firing its weapons). This is a good tactic to use when a unit does not have enough strength
- to turn back an enemy advance (i.e., one battalion facing an entire enemy brigade) but you
- want to try to further "delay" the enemyÆs advance before finally retreating or breaking.
- Once this command is given, the Fallback button flashes repeatedly to remind you that the
- selected unit is falling back. The Fallback command can be cancelled by selecting the button
- again once itÆs flashing.
-
- @BTN8
- @title= Retreat
- @width=440
- @button=OK
- Hotkey: R
- Choose Retreat to order the selected unit(s) to disengage and rapidly move away from nearby
- enemies. Units will automatically retreat when conditions are right for them to do so.
- Units also retreat if they are Routed (see p. 45 in manual).
-
- @BTN9
- @title= Rally Routed Troops
- @width=440
- @button=OK
- Hotkey: Shift-R
- Choose Rally Routed Troops to have a selected leader gather to his location Routed units
- that are subject to his command. All leaders are capable of rallying Routed troops
- (see p. 27 in manual). When the command is given, Routed troops flock to the leader and
- remain in his care until they rally or until the leader is given another command. If this
- command is given, the button flashes repeatedly to show that the selected leader is rallying
- his men (in Rally mode). The Rally Routed Troops command can be cancelled by selecting the
- button again once itÆs flashing. A leader "rallying" men does not add a morale block to any
- good-order units nearby.
-
- @BTN10
- @title= Command (multiplayer only)
- @width=440
- @button=OK
- Hotkey: none
- Choose Command during multiplayer games (see p. 79 in manual) when you are playing on a side
- with two or more players and you want to take command of a specific group of units. The Command
- button activates when you select a brigade, division, or corps leader. After selecting the leader,
- select the Command button. This places his units under your direct command, and your allies
- will recognize this by seeing that the units under your control have red-tinted flags.
- IMPORTANT: Taking "command" of units does not prevent any ally of yours from selecting them
- and moving them during play. The function is merely a way of marking units so that you can
- divvy up your forces equitably.
-
- @BTN11
- @title= Hold Position (no retreat)
- @width=440
- @button=OK
- Hotkey: H
- Choose Hold Position to order the selected unit(s) to stand firm and give no further ground.
- The unit(s) remains in place and will not voluntarily retreat regardless of its current
- condition. If this command is given, the button flashes repeatedly to show that this unit
- is in Hold Position mode. The Hold Position command can be cancelled by selecting the button
- again once itÆs flashing.
-
- @BTN12
- @title= Volley
- @width=440
- @button=OK
- Hotkey: V
- Choose Volley to order the selected unit(s) to have all of its soldiers fire at the same time
- in the FIRST ROUND of gunfire. Once a unit is engaged in combat, soldiers in the unit "fire
- at will". If this command is given, the button flashes repeatedly to show that this unit is
- in Volley fire mode, and will stop flashing when the unit conducts its volley fire. The
- Volley command can be cancelled by selecting the button again once itÆs flashing.
-
- @BTN13
- @title= Activate Units
- @width=440
- @button=OK
- Hotkey: Shift-A
- Leaders have the ability to activate units. If a leader is capable of activating units, the
- Activate button appears on his Administrative command bar, and his flagpole is marked in
- green. The purpose of activating units is to bring "deactivated" units back into the battle.
- Deactivated units cannot be moved or given orders, and can only defend themselves if
- attacked. For every "active" unit on the map, your army loses 3 Army Morale points per 15
- minutes of scenario time. Thus, having many active units will speed up Army Morale loss.
- For more details about Activating units and Army Morale, see p. 46 in the manual.
- Time Delay Between Activation/Deactivation: There is roughly a 5-minute game time delay between
- deactivating a unit and then reactivating it. This reflects the fact that once units are
- deactivated, it takes some time for them to reassemble and reorganize.
-
- @BTN14
- @title= Deactivate Units
- @width=440
- @button=OK
- Hotkey: Shift-D
- Leaders have the ability to deactivate units. If the leader is capable of deactivating units,
- the Deactivate "D" button appears on his Administrative command bar, and his flagpole is
- marked in green. The purpose of deactivating units is to take "active" units out of the
- battle, thus preserving Army Morale. Deactivated units cannot be moved or given orders, and
- can only defend themselves if attacked. For every "active" unit on the map, your army loses
- 3 Army Morale points per 15 minutes of scenario time. Thus, deactivated units cause no Army
- Morale loss. For more details about Deactivating units and Army Morale, see p. 46 in the
- manual.
- Time Delay Between Activation/Deactivation: There is roughly a 5-minute game time
- delay between deactivating a unit and then reactivating it. This reflects the fact
- that once units are deactivated, it takes some time for them to reassemble and
- reorganize.
-
- @BTN15
- @title= Gather Artillery
- @width=440
- @button=OK
- Hotkey: Shift-G
- Choose Gather Artillery to order artillery units to move to the selected leaderÆs approximate
- location. Only batteries under the selected leaderÆs command will gather, and ONLY those
- batteries not currently engaged. This is a useful command if you want to group artillery for
- grand batteries. Army and Corps commanders are especially good for this purpose, as they
- command the bulk of the forces on the field and can draw more batteries to a specific
- location. For game purposes, a "grand battery" is defined as a gathering of artillery by
- either Corps or Army commanders. A grand battery has no special functions in the game; the
- term is used for historical purposes only.
-
- @BTN16
- @title= Auto-Target
- @width=440
- @button=OK
- Hotkey: Alt-A
- Choose Auto-Target to order the selected artillery unit to allow the Artificial Intelligence
- (AI) of the game to pick a target for that battery to fire at. The AI will automatically
- target and fire at an enemy unit that comes within the batteryÆs LOS and firing range.
-
- @BTN17
- @title= Target Artillery
- @width=440
- @button=OK
- Hotkey: Alt-G
- Choose Target Artillery to order the selected artillery unit to fire only at enemy artillery
- units (counter-battery) within its LOS and firing range. When this order is given, the
- button flashes repeatedly until you select another order.
-
- @BTN18
- @title= Target Troops
- @width=440
- @button=OK
- Hotkey: Alt-T
- Choose Target Troops to order the selected artillery unit to fire only at enemy infantry or
- cavalry within its LOS and firing range. When this order is given, the button flashes
- repeatedly until you select another order.
-
- @BTN19
- @title= Hold Long-Range Fire
- @width=440
- @button=OK
- Hotkey: Alt-H
- Choose Hold Long-Range Fire to order the selected artillery unit to stop firing its long-range
- shot and use canister fire when enemy units move into canister range. If this command is
- given, the button flashes repeatedly to show that the artillery unit is holding its long-range
- munition and firing canister only. The Hold Fire command can be cancelled by selecting the
- button again once it's flashing.
-
- @BTN20
- @title= LOS
- @width=440
- @button=OK
- Every unit on the battlefield has a limited range of vision. This range is the unitÆs
- Line-of-sight (or LOS). To know how far a unit can see at any given time, select the unit,
- and then select the "LOS" button near the Jump Map. A white LOS grid is displayed on the
- ground around the selected unit. As the unit moves, its LOS grid moves with it and changes
- shape to conform to the terrain the unit is moving through. Once you have the LOS feature
- turned on, you can jump to any unit and see its LOS. Units on high ground, such as ridgelines
- and hilltops (hilltops are marked with a light orange-brown tinge), can naturally see further
- than those units between hillsides. So, itÆs important to review your unitsÆ LOS often as you
- play. And itÆs especially important to try to move artillery units onto ridgelines and
- hilltops. Once they are perched onto these high areas, they have command of a very large
- portion of the field.
-
- @BTN23
- @title= Manual Target (artillery only)
- @width=440
- @button=OK
- Hotkey: T
- Choose Manual Target to personally select an enemy unit to fire at. This is an artillery-only
- function. To select an enemy unit to fire at, follow these steps:
- (1) Select the artillery unit you wish to fire with.
- (2) Select the "Manual Target" button. (This changes the mouse cursor to the manual target
- animated cursor. You are now in targeting mode.)
- (3) Drag the cursor to the enemy unit you wish to target. (As soon as the cursor crosses
- the enemy unit, a red targeting cube appears. You may also see a yellow targeting cube; this
- indicates a previously selected target.)
- (4) Immediately release the cursor when the red targeting cube appears. The battery will
- automatically redirect its fire against the new target.
- IMPORTANT: If the targeted unit is out of the batteryÆs LOS, the targeting line is black.
- If you select this target, the battery will ignore your order and not redirect its fire.
- Only units in the batteryÆs LOS (red targeting line and cube) and within its firing range
- are legal targets.
-
- @BTN24
- @title= Pick Charge Target
- @width=440
- @button=OK
- Hotkey: T
- Choose Pick Charge Target to select the enemy unit you wish to charge. When an eligible
- selected unit is within charge range of an enemy unit, this button activates. To assign a
- charge, follow these steps:
- (1) Select the infantry or cavalry unit you wish to charge with. (Artillery units cannot
- charge.)
- (2) Select the "Pick Charge Target" button. (This changes the mouse cursor to a "Pick Charge"
- animated cursor. You are now in charge mode.)
- (3) Drag the cursor to the enemy unit you wish to charge. (When the cursor crosses the enemy
- unit, a red "targeting cube" appears. You may also see a yellow "targeting cube"; this
- indicates a previously selected target. You may ignore this yellow cube and proceed with
- your targeting selection, or accept this target and press the regular Charge button.)
- (4) Immediately release the cursor when the red targeting cube appears. (The enemy unit is
- now marked for a charge.)
- (5) To launch the charge, make sure that the charging unit is still selected, and then press
- the regular Charge button. Your unit should charge the marked enemy target.
- IMPORTANT: If the targeted unit is out of the chargerÆs LOS, then the targeting line (connecting
- the charger with the red targeting cube) is black. If you select this target, the charge will
- not occur. Only units in the chargerÆs LOS (red targeting line and cube), are legal
- targets.
- THINGS TO CONSIDER: (1) Picking a target is the best method for assigning charges.
- (2) Notice that when you select an enemy target for a charge, the type of unit it is
- (infantry, cavalry, lancers, etc.) is marked alongside the red targeting box. This
- information is provided so that you can make better targeting choices. For example, unless
- you are in a very desperate situation, you wouldnÆt want light cavalry charging heavy cavalry.
- (3) Use hotkey C to begin a charge, instead of selecting the regular Charge button. This
- speeds up the charge order.
- CONTINUATION CHARGE: Cavalry units, depending upon the success of the initial charge,
- may continue charging the Routed enemy unit or redirect the charge to another enemy unit
- nearby. There are pluses and minuses to this "continuation charge". Ordering a single
- charge could result in one cavalry unit destroying multiple enemy units. However, a cavalry
- unit could (particularly Scottish and British cavalry) charge itself out of existence.
- ThereÆs little you can do about this. You can try to order the cavalry unit to Halt
- (see p. 31 in manual), but if itÆs within 75 yards of a target it wonÆt stop.
-
- @BTN25
- @title= Square
- @width=440
- @button=OK
- Hotkey: 1
- Square is a good formation to choose if you expect a charge from enemy cavalry (as itÆs
- almost invulnerable to it), but the unitÆs firepower is reduced considerably and the unit
- is highly vulnerable to gunfire. If ordered to move, a unit in Square will assume Line
- formation and then change back to Square upon arriving at its destination. It takes a unit
- some time to form a square, so be cautious. If youÆre playing on the Allied side, a good
- tactic is to form 4-Rank Line (see below) and then move into Square formation as needed.
- It takes less time to move from 4-Rank Line into Square than from other formations. All
- cavalry units (by and large) perform poorly against Square Formation. Heavy cavalry and
- lancers are better than other cavalry, as they dole out more damage in the charge, but
- they too will likely be shattered upon hitting a square.
-
- @BTN26
- @title= Skirmish
- @width=440
- @button=OK
- Hotkey: 2
- Skirmish formation spreads out the battalion, giving the unit a larger frontage and field
- of fire, but reduces its firepower and Cohesion (see p. 39 in manual). The ultimate benefit,
- however, for battalions in Skirmish formation is that they gain Battle Stress slower from
- enemy fire. Thus skirmishers can potentially hold off an advancing enemy longer than other
- formations. However, if the unit in Skirmish formation is charged, it will almost certainly
- Rout. Good places to deploy skirmishers are in woods, sunken roads, towns, and orchards.
-
- @BTN27
- @title= 4-Rank Line
- @width=440
- @button=OK
- Hotkey: 3
- Only Anglo-Allied infantry units may use 4-Rank Line. Choose 4-Rank Line to place the
- selected Anglo-Allied unit(s) into 4-Rank formation. A unit in 4 ranks can quickly maneuver
- into Square, and also has benefits in Melee. However, due to the compact nature of the
- formation, a unit in 4-Rank line has a greatly reduced firepower and is more vulnerable
- to gunfire.
-
- @BTN28
- @title= Double-Line
- @width=440
- @button=OK
- Hotkey: 4
- Double-Line formation reduces an infantry brigadeÆs firepower, because the battalions in
- the rear cannot fire through the front ranks. However, a front-rank unit receives a support
- benefit of one additional morale block from the rear rank (see p. 42 in manual), thereby
- giving the brigade a little more staying power in close-quarter battles and in Melee.
-
- @BTN29
- @title= Mixed-Order
- @width=440
- @button=OK
- Hotkey: 5
- Only French infantry units may use Mixed-Order. Mixed-Order places your brigade in the
- position of having both excellent firepower (Line) and great Melee strength (Attack Column).
- Mixed-Order is a good formation to use against a building, where the unit(s) in Line can
- wear down the buildingÆs defenders, allowing the units in Attack Column to make the final
- assault to capture the building.
-
- @BTN30
- @title= Line
- @width=440
- @button=OK
- Hotkey: 6
- Line formation is the best formation for a unit if you want to bring its full firepower to
- bear. The disadvantage of Line is its vulnerability to flanking fire and assaults.
-
- @BTN31
- @title= Maneuver Column
- @width=440
- @button=OK
- Hotkey: 7
- A unit in Maneuver Column is in a long vertical line, making it more vulnerable to gunfire
- and assaults, but increasing its speed. Maneuver Column is a good formation when you need to
- bring units to the front quickly.
-
- @BTN32
- @title= Attack Column
- @width=440
- @button=OK
- Hotkey: 8
- All units except Anglo-Allied infantry may use Attack Column. Attack Column is a good
- formation to choose if you want your infantry units positioned to assault buildings, or if
- you want your cavalry units to pack tightly into a small area to prepare for a charge. It
- provides good Melee strength and increases a unitÆs maneuverability, but the unit is more
- vulnerable to gunfire.
-
- @BTN33
- @title= Road Column
- @width=440
- @button=OK
- Hotkey: 9
- A brigade or division in Road Column has its units assembled in a long column, one unit
- behind the other, making the entire formation very vulnerable to gunfire and assaults, but
- increasing its speed. This is the best formation to use to bring full brigades and divisions,
- which are far behind the lines, into battle quickly. ItÆs best to use Road Column when the
- units are near pikes and roads.
-
- @BTN34
- @title= Mass Column
- @width=440
- @button=OK
- Hotkey: 0
- Only French units may use Mass Column. Mass Column takes the entire brigade or division and
- places the units in Line, one behind the other, in a large "box" formation. Mass Column is
- an excellent formation to employ when you want to crush an enemy position with overwhelming
- numbers, but is very vulnerable to gunfire and it takes a long time for the brigade or
- division to move into Mass Column. ItÆs best to use Mass Column in those circumstances where
- you know the enemy is weak and you can make dramatic pushes to finally crush his defenses.
-
- @BTN35
- @title= Toggle Buttons
- @width=440
- @button=OK
- Hotkeys: variable (see manual)
- These buttons allow you to toggle on and off various information panels and map displays.
- A button is "on" when it's depressed (pushed in), and "off" when not depressed.
- (1) Select "pause" to pause the game.
- (2) Select "status" to review the Scenario Status screen. This screen shows the current
- victory status of the scenario you are playing. For details, see p. 60 in the manual.
- (3) Select "find" to toggle on and off a panel listing all of your leaders and all VP Sites on
- the battlefield. Select the VP Site or leader in the list and the game takes you immediately
- to that site/leader. The VP Site listing also shows which army currently controls the
- location.
- (4) Select "jump map" to toggle on and off the jump map.
- (5) Select "buttons" to toggle on and off the Formation and Administrative Commands. If you
- have the command buttons toggled off, you can still give orders to selected leaders/units
- by using hotkeys. See p. 81 in the manual for a list of hotkeys.
- (6) Select "menus" to toggle on and off the ESC-Key list of options (see manual for details).
- (7) Select "Grid" to toggle on and off a thin, light-green map grid that overlays the
- battlefield (see p. 55 in manual). Each grid square equals roughly 50 yards (or 46 meters).
- (8) Select "LOS" to toggle on and off the Line-of-Sight grid for the selected leader/unit
- (see p. 56 in manual).
-
- @BTN36
- @title= Speed Buttons
- @width=440
- @button=OK
- Hotkeys: plus key (+) to speed up game; minus key (-) to slow down game
- These buttons allow you to change the game speed.
-
- @CENTER_PANEL
- @title= Unit Info Display
- @width=440
- @button=OK
- Unit Name and Parent Organization: Shows the name of the selected unit as well as its parent
- organization. Names within quotes indicate an alternate name (nickname) for the unit.
- Hat Art and Leader Picture: Most units during the Napoleonic wars wore distinctive hats and
- uniforms that helped their commanders on the field identify particular units at a distance
- or through the smoke of battle. To reflect this colorful time, unit and leader hats appear
- in this portion of the bar, in addition to many leader portraits. The hats and portraits
- change as you cycle through units and leaders. NOTE: Not every leader has a portrait. Leader
- portraits are for aesthetic purposes only, and do not affect game play in any way.
- Dead/Wounded Leaders: If a leader is killed or wounded during battle, his portrait is
- replaced with a tombstone for a dead leader, and a wounded symbol for a wounded leader. A
- subordinate replaces a dead leader and a "riderless" horse (on the battlefield) reflects
- this. A wounded leader remains in command, but his abilities are weakened. A replacement
- leader can still give Formation and Administrative Commands, but he does not provide a morale
- block to his units and his rallying range (see p. 43 in manual) is reduced. A wounded leader
- retains all of his abilities, but his rallying range (see p. 43 in manual) is reduced.
- Muskets or Sabers: The Unit Info Display also shows musket or saber icons. Muskets appear
- for selected infantry units; sabers appear for selected cavalry units. When one musket
- appears, the selected infantry unit is in firing range of an enemy unit; when crossed
- muskets appear, the selected infantry unit is engaged in Melee. When one saber appears,
- the selected cavalry unit is in charge range of an enemy unit; when crossed sabers appear,
- the selected cavalry unit is engaged in Melee.
- Round Shot and Canister: For artillery units, the display shows the number of rounds the
- battery has remaining. There are two types of ammunition for cannon: round shot (a single
- large cannonball for long-range fire), and canister (a can of pellets or shot for short-range
- fire). Whichever icon is lit indicates the type of ammunition the battery is firing. A
- battery may no longer fire after it exhausts its supply of ammunition.
- Unit Cohesion Bar: The Unit Cohesion display is a thin bar that appears below the unitÆs
- name. Cohesion affects only infantry and cavalry. See Chapter IV in the manual for details.
-
- @TROOP_PANEL
- @title= Troop Info Display
- @width=440
- @button=OK
- Current Formation: This area of the bar shows the formation of the currently
- selected unit or brigade.
- Unit Nationality and Quality: This area of the bar shows the selected unitÆs
- nationality and Quality. See p. 27 in the manual for more information about Quality.
- Unit Strength (# of Men): This area of the bar shows the current strength
- (or number of men) of the selected unit or higher organization (brigade,
- division, etc.).
- Cannon Type and Cannon Effectiveness: Artillery units have a number of individual
- guns per unit. These guns are handled by a crew (20 men per gun), which is displayed
- in the unit strength box. In addition to showing you the number of crewmen in the
- artillery unit, the unitÆs current effectiveness is displayed as a percentage. As
- an artillery unit takes casualties, its effectiveness begins to drop from 100 percent
- (full crew and guns) to reflect the loss of crewmen capable of manning the guns.
-
- @MORALE_PANEL
- @title= Morale Info Display
- @width=440
- @button=OK
- Morale Blocks: The morale bar for the selected unit is comprised of a variable number of
- "morale blocks", some of which appear/disappear as conditions change during play. The first
- set of morale blocks (from two to six) indicates the unitÆs Quality. These remain constant
- during play. High quality troops usually have four to six of these initial blocks, while low
- quality troops will only have two or three. The remaining morale blocks will typically vary
- during play, depending on the selected unitÆs proximity to friendly leaders and the terrain
- it currently occupies. For further details about Unit Morale, see p. 41 in the manual.
- Target Unit Indicator: If the selected unit is firing at or engaged with an enemy unit, the
- targeted unitÆs name appears in yellow text to the right of the selected (firing) unitÆs
- morale blocks.
-
-
- @JUMPMAP
- @title= Jump Map
- @width=440
- @button=OK
- Use the Jump Map to move quickly from place to place on the battlefield. Left-clicking on
- the Jump Map moves the camera view to the selected position. Other items are marked on the
- Jump Map as well. French units are blue; Anglo-Allied units are red; Prussian units are
- gray. Also, Victory Point sites are marked with yellow blocks if currently uncontrolled.
- When a VP site is captured, it changes color to reflect the current owner.
-
- @CLOCK
- @title= Clock Info
- @width=440
- @button=OK
- The game clock serves two purposes: it indicates how much time remains before the end of the
- scenario, and the clock dial allows you to change the battlefield cameraÆs point of view.
- For further details, see p. 49 in the manual.
-
- @ZOOM
- @title= Zoom-in/Zoom-out Bar
- @width=440
- @button=OK
- Hotkeys: Z (to zoom in); X (to zoom out)
- Use the Zoom-in/Zoom-out bar to zoom in and out the battlefield.
-
-
- @ARMY_MORALE
- @title= Army Morale Info
- @width=440
- @button=OK
- Army Morale is the general condition of your army and its willingness to continue fighting.
- An armyÆs morale is a fixed number assigned to the scenario you are playing, and this
- number is based on the size of the scenario. To see what your armyÆs starting
- Army Morale is for the scenario, hover the cursor over the Army Morale flag on the bar
- at the bottom of the screen. The tool-tip appearing shows your armyÆs current and starting
- morale numbers. As your armyÆs morale begins to decline, the number decreases and the Army
- Morale flag begins to wilt. See p. 46 in the manual for details.
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