BATTLES OF NAPOLEON Strategic Simulations, Inc. (SSI) EDITOR RULES TABLE OF CONTENTS 14.0 SCENARIO EDITOR ù Scenario Creation Process ù Create A Random New Scenario ù Scenario Creation Parameter and Explanations 15.0 ARMY EDITOR ù Organization ù Main Menu ù Army Generator Menu ù Editing an Army ù Army Editor Summary 16.0 MAP EDITOR ù Map Editor Main Menu ù Map Editor 1st Menu ù Map Editor 2nd Menu ù Random Map Summary 17.0 DEPLOYMENT OF UNITS ù Deployment Menu ù Deployment Summary 18.0 SET SQUARES ù Square Types ù Set Square Menus 19.0 TABLES EDITOR ù Tables Menu 20.0 CHARTS AND TABLES ù Editor Tables ù Terrain ù Unit Data ù Readiness Loss ù Weapon/Range Casualty ù Fire and Melee Strength Modifiers ù Melee Mode ù Additional Combat Modifiers ù Rally ù Operation Point ù Fatigue ù Efficiency ù Disruption ù Disruption Recovery ù Leader Command Control Modifier ù Cavalry Charge ù Morale Test ù Entering Square ù OP Point Cost ù Additional Costs APPLE II AND IBM COMPATIBLE COMPUTER INFORMATION: Many of our games will work on Apple II and IBM compatible computers. Most of our games will work on an Apple II GS in the Apple II emulation mode. If you own an Apple II GS, Apple compatible or IBM compatible computer we suggest that you consult with our Technical Hotline at (415) 964-1200 any workday between the hours of 9 a.m. and 5 p.m., Pacific Time, to see if an SSI game you're considering purchasing is compatible with your computer. If we have insufficient data to determine compatibility, you may wish to purchase the game and test for compatibility yourself. If the game proves to be incompatible, you may return it within 14 days with your dated receipt and we will refund your money. Or, if you return the game within 30 days, you may exchange the game for another. BATTLE OF NAPOLEON EDITOR RULES 14.0 SCENARIO EDITOR The scenario Editor is a very powerful tool that will allow you to build you own scenarios or modify existing ones. You can even modify the tables that the program uses during the game execution and the objectives that the computer solitaire player uses (see section 19.0). However, because of its complexity, it is highly recommended that you use the Editor only after you are fairly familiar with the game system. Before you can create a new scenario, even a random one, you must have a blank disk ready. If it has not been formatted into an SSI save disk, you will be prompted and told how to initialize the disk for use by the Program. This blank disk is used by the Editor as a place to store data during the scenario creation process. To access the Scenario Editor from the Main menu, choose "C" to create a random new scenario, "G" to enter the Editor to generate a new scenario, and "E" to edit a new scenario or saved game. 14.1 Scenario Creation Process Whether you are creating a new scenario, editing an old one, or a combination of the two, you must follow a very specific and fixed path in the creation/editing of your scenario. The steps are as follows: Army Editing/ Building Map Editing/ Building Unit Deployment Set Squares Tables Editing This path may not be altered and must be followed through to completion. Once you have gone through all five steps with a scenario, performing the necessary tasks in each, you will be asked to input the name of the new scenario and the scenario will be saved. If you skip any steps and you are not editing an existing scenario, the information needed will be brought in from the Quatre Bras scenario. For example, if you skipped deployment, your units would be in identical X,Y positions to the Quatre Bras scenario. It is highly recommended that you perform all the steps before completing the scenario. Remember, though, that you may always come back and edit the scenario. Once at the end of the scenario creation process, you will be prompted to rename the scenario. Because the scenario is automatically saved under the name "NAP" during the creation process, you should rename it to a name of your choosing. 14.2 Create a Random new Scenario This option, when selected from the Main Menu will generate a completely random scenario for instant enjoyment. When you select this option, you will be prompted to have an SSI save disk ready. The Editor must save the scenario files to the disk during the creation process. If you do not have one ready, you may format one during this step. The next option will ask you how many selection points to use for the French side and then for the Allied side. This represents the size of the forces involved (See section 15.31 for a more thorough explanation of purchase points). After the computer has generated the units to be used on each side, it will save the army files to the save disk you used. The computer will then prompt you for several disk swaps and will save each part of the scenario as it is created. Once everything is ready, the units will be deployed, the objectives will be set, and you will be asked to rename the file. Because the file is automatically saved under the name "NAP", you should now name this file as desired. Once you have done this, the game will take you to the Game Menu (see section 4.1) and the game will begin. 14.3 Scenario Creation Parameters and Explanations Because of the complexity of the scenario Editor, it is imperative that the basic concepts behind the Editor be understood before using the Editor to create a scenario. In order to preserve maximum flexibility, the Editor will allow you to create whole scenarios of just parts of scenarios. As an example, you could begin the scenario creation process by creating an Allied army and a French arm and then save them off separately so that you could use that army in another scenario. You can also have the computer randomly generate any part of the scenario that you wish. For instance, you could want to control the army creation step, but want the computer to randomly generate the map and deployment. Again, this is possible. As a rule, if you are trying to create a new scenario from scratch, you should follow all of the steps in sequence. You may use the (R)andom function for sections you don't wish to create. In addition, you should normally use the default settings for the tables as these are to be considered "historical" in most circumstances. 15.0 ARMY EDITOR Upon entering the Editor, the first menu you will be presented with will be the Main Menu for the Army Editor. This menu will allow you to create the two side for the scenario you are creating. At this point you should examine section 15.2, the Main Menu description. The first, and most important thing to learn about the Army Editor is the concepts behind leaders and their command structures. During the usage of the Army Editor, you will have to go through three distinct steps: Leader Creation, Unit Assignment, and Unit Creation. During the Leader Creation step, you will choose the names, levels of command, and bonus levels (0 to 15) for the leaders and determine the order of which leaders report to which other leaders. The most important thing to understand in the Leader Creation step is how Leader Organization works. All leaders have a higher level commander that they report to. This determines the order of command and is more fully explained below. In the unit Assignment step, you assign the units their names, their sizes (from Batt. to Brig.), and tell them which leaders they report to. This determines the Unit Organization. Finally, you will give the specifics on each unit in the army that you are editing, giving such details as number of men, weapon, and so on. 15.1 Organization In THE BATTLES OF NAPOLEON, as in history, all military organizations are driven by Command Control. All units have leaders that answer to their superior leaders. This organization is the most difficult thing to understand in the Editor, and is completely vital to the game. Leaders are organized into a command structure that the game uses during the Command Control phases of the game. In general, an army will consist of an Army Commander, with 3 or 4 Corps Commanders under him, with 2 or 3 Division Leaders under each of the Corps Commanders. Because a number of strange organizations occurred in historical situations, we have allowed the maximum flexibility possible in the creation of the Leader Organization of an army. Therefore, the computer assumes nothing in regards to the Leader Organization. You must tell the computer which leaders report to which other leaders and what command level they are. You must put lower level commanders under the command of higher level commanders. If you don't, the game will prompt you to change the leaders that don't fit into the command structure when you Reorganize (see 15.41). There is a similar requirement for the Unit Organization. It is imperative that all units be under the command of a leader. If they aren't, then they will have no objectives and will become independent units. This is a mistake because the number of OP points received will be lower than normal and the "independent units" will not be forced to obey "historical" restrictions. 15.11 HISTORICAL DESIGNATIONS AND ORGANIZATIONS Although this editor will not prohibit you from creating non- historical organizations, it is suggested that quasi-historical organizations be used in most cases. Here are a few examples to help you understand how to do that. The sizes for units in THE BATTLES OF NAPOLEON go as follows: Battalion - A group of men ranging from a couple of hundred to over a thousand men in size. Battalions were generally organized into Regiments (for the French and many Allies) or Brigades (for the British). Regiment - Generally a group of 2 to 5 battalions that operated together. Several of the scenarios use demi-regiments (1/2 regiment units). Brigade - This is the next level of command up from the Regiment. Although the British generally didn't use Regiments for combat organizations, they did use Brigades. Brigades usually consist of 2 regiments (or as many as 8 battalions for the British). Division - This is the lowest level of command that one would find operating alone in combat. Divisions consisted of 2 to 4 Brigades. Corps - During the Napoleonic Era, the Corps was just a small Army, often with integral artillery and cavalry units. A Corps for the French usually consisted of 3 Infantry Divisions, 1 Cavalry Division, and an Artillery Division (however, artillery were usually organized into Batteries of 6 - 12 guns or Grand Batteries 30+ guns). Army - This is the highest level of command ever found on a battlefield. As such, there generally will only be 1 Army Commander on each side during a battle. This is not a requirement, however. Armies consist of multiple Corps. 15.2 Main Menu The first menu you will reach upon entering the Editor is the Main Menu for the Army Editor. This menu has the following options: (C)ontinue - This option takes you past the Army Editor and into the Map Editor. It should only be selected once both the French and Allied armies have been selected. There is a verification question, so you will be asked Y/N before it proceeds. (G)enerate Army - This is the option you select either to build an army with Selection Points (see section 15.31) or to randomly select one. Selecting this choice will take you to the Army Generator Menu (see section 15.3). (E)dit an Army - Choosing this will allow you to custom create a new army, for either the French side or the Allied side (see section 15.4). (L)oad Army File - This option allows you to pull in an army file from another scenario. This will allow you to use an army in multiple situations without having to recreate the army several times. (S)ave Army File - This option allows you to save an army separately from the scenario you are creating/ editing. This allows you to make a disk full of armies for later use in other scenarios (through use of the (L)oad Army File command). 15.3 Army Generator Menu This sub-menu is where you will create armies, but not completely from scratch. If you wish to generate an army with random leaders, and a specific number of units (e.g., 20 Infantry, 5 cavalry, and 3 artillery) in a specific year of your choosing, you should select the (G)eneral Standard Unit Selection from this sub-menu. This will create an army quickly, but with some general direction given. Note specifically that you may use Selection Points (see section 15.31) to create this army and the computer will try to create an army with the number of units you desire but within the allotted point limit. If the point limit is reached, the number of units may not be as you wished. The (S)tandard Unit Selection option allows you to choose standard units from the Standard Units Table (see section 20.3). This method also allows usage of the Selection Points system and is the best method for creating scenarios for two players. (R)andom Generated Army is an option that creates a random army of a specified size (again, Selection Points are use). In this case, the computer will generate all of the necessary aspects of the army, including the organization and unit types. 15.31 SELECTION POINTS Selection Points are points used to purchase units for an army. The question of whether or not to use the Selection Points method of choosing units is presented as "Purchase Units (Y/N)". The number of points to be used is determined by the player, and generally should be equal for the two sides. The cost of a unit in Selection Points is listed in the Unit Tables (section 20.3) and is based on the number of men in the unit, their firepower, Efficiency, and several other factors. 15.4 Editing an Army Editing an army is, as previously mentioned, the most complex part of the Editor program. The aforementioned three step process must be done completely and correctly or the army will not perform as desired. 15.41 LEADER CREATION This is the first of the three parts of the army creation process. During this stage, you will create the "chain-of- command" for the army by naming all of the leaders, assigning the leaders their leadership bonuses (see section 9,0), and telling each leader who to report to. These factors must all be completed, or leaders will not give the proper command-control to their subordinates and objectives will be incorrect. When the Leader Organizational Table first appears on the screen, it will display either the table you are editing from a previously created scenario, a randomly created table if you chose the (G)eneral Standard Unit Selection (see section 15.3), or the table from the Battle of Quatre Bras (if you are creating a new, custom scenario) as sample data. You may rename any or all of the leaders, change any or all of their bonuses, and reassign the command structure. The leader Organizational Table displays the vital information about the army's leaders in two sets of four columns, with the first column being the leader reference number (leader #, the second column being the size of unit that the leader commands (e.g., Napoleon is usually an ARMy commander and in Quatre Bras in the French army, Bauduin is a BRiGade commander), the third being the name of the leader, and the fourth being the leader # that the leader in question answers to. This last column is very important because it determines the chain of command. Example: The concept of telling each leader who his superior is very simple as a concept, but is very complex in execution. As an example, try generating a new scenario. Once you are to the Main Menu of the army editor (as outlined above), you should choose (E)dit Army. You are then asked whether you wish to edit an Allied or a French army. Choose French. At this point, you are at step 1 of the army creation process, the Leader Creation Step. The Leader Organizational Table for the French forces at Quatre Bras is the default data automatically loaded in by the editor, and is convenient to use as an example. Before changing anything, examine the table. First, you will notice that Ney is leader # 0, has a SIZE of ARM (which means he is an ARMY commander), and his SUPerior commander is Leader # 61 is reserved for leaders without superiors, and therefore means that Ney answers to no one on the field. He is the supreme commander for the French forces in this battle. Going down the list, you will find that there are two Corps commander, Reille and Kellerman, who answer to Ney (their SUP # is 0 and Ney is leader # 0). As a general rule, Corps commanders usually have several divisions under them, each with two or three brigades under them. However, Kellerman's Corps has but two units under him, and they are BRIGades! This is because historically only a small part of Kellerman's Corps was present at Quatre Bras. This is only one example of the myriad of possible strange situations that may occur in the Leader Creation Step. The leader that are listed as ``X" with varying leader sizes and bonuses are all unused leaders. They are assigned the name "X" in order to allow them to be recognized as non-leaders by the program. The menu on the bottom of the Leader Organizational Table follows all of the conventions used so far in the program. The first letter of the desired command is highlighted to indicate that pressing this key will activate the chose command. The commands available are: - moves the cursor from the current leader to the next leader in the table. (P)rior - moves the cursor from the current leader to the previous leader in the table. (C)ontinue - takes you from the Leader Creation step to the Unit Organization step. (E)xit to Main Menu - allows you to exit from the Leader Creation Step back to the Main Menu of the Army Editor. (R)eorganize Leaders - will automatically reorganize the chain of command to prevent any impossible situations from occurring. This step is performed automatically upon pressing the (C)ontinue key. (S)ize - will cycle through the leader sizes until the appropriate one is found. In order to continue going through the leader sizes keep pressing the (S) key. (B)onus - displays the Leadership Bonus for the leader in question and allows you to change it by pressing the (B) key. - allows you to edit the leader name. The maximum length of a leader name is 8 characters. However, there is a total character limit that cannot be exceeded. This limit is constantly displayed in the lower right of the menu and is listed as # CHRS LEFT. The number after this is the number of characters left for the names of the leaders for the army being edited. In addition, renaming a leader is how you get to change the leader's superior. After renaming a leader, you are asked to type in the leader # of the desired superior. 15.42 UNIT ORGANIZATION The next step after the Leader Creation process is Unit Organization. This step is reached by pressing the (C)ontinue Key from the Leader Organizational Table menu listed above. The computer will organize things for a moment and then you will be presented with the Unit Organizational Table. The table looks similar to the Leader Organizational Table, but with a few changes. The leader information area is compressed, giving room for the addition of two lines just above the menu. These lines give the information necessary for each unit. The unit information displayed shows the unit #, the unit size, the unit name, the unit's superior leader, and the leader that is attached to the unit, if any. For example, lets examine the unit organizational table for our custom scenario example for above: Example: After finishing with the Leader Organizational Table in our previous example, we hit the (C)ontinue key, and proceeded to the Unit Organization step. When first presented with the Unit Organization Table, we see the leaders we just edited listed in a short form above, with a unit listing in the middle of the screen and a menu below. The unit listing is the portion we will be concerned with. The unit listing should read as follows: ## SIZE NAME SUP LDR ATTACHED 0 BATT. 1/L2 HUSSON HUSSON This is the organizational information for the first unit in the French army. This unit is unit # 0, a battalion, and is named "1L/2", or the 1st Light Infantry Battalion of the 2nd Infantry Regiment. The unit is commanded by General Husson, and the good general is personally attached to this battalion. If, at this point, we hit the "n" key, we will be presented with the identical information for the next unit in the army, unit # 1. This unit is also a BATTalion, but is named 2L/2. It is also commanded by General Husson, but as the general cannot be in two places at one time, he is not attached to this unit. The menu at the bottom of the Unit Organizational Table is similar to the one at the bottom of the Leader Organizational Table, and uses the same conventions. (C)ontinue - this allows you to proceed to the third step in the army creation process, the editing of the individual units. (G)oto - allows you to go to a specific unit number to edit it. This prevents having to scroll through a huge army to find the individual unit in question. (N)ext unit - is the key used to scroll through the army one unit at a time and takes you to the next unit in order of unit number. (P)rior - is identical to (N)ext except that it works backwards, scrolling you in reverse through the army. (R)eorganize - is the step used to check for mistakes and impossible situations in the army. This prevents a leader from being attached to two units at once and such things. This step is performed automatically whenever you his the (C)ontinue key. (S)ize unit - allows you to change a unit's size from BATTalion on up through BRIGade, if desired. allows editing of the unit, and is needed to change the unit name, superior leader, or attached leader. (E)xit to Main Menu - provides a quick exit to the main menu. As all information is held in memory, this is a non-destructive exit. Note that the names of the units cannot be longer than 8 characters in length and that the unit names on a side have a specific limit on the number of characters usable. This Limit is constantly displayed in the lower right corner of the menu, CHRS LEFT: and is updated after each unit is edited. This limit may not be changed or exceeded. Also note that, for computer design reasons, each army is limited to 30 leaders and 90 units. 15.43 UNIT EDITOR The unit editor is the final step in the Army Creation process, and is the most detailed and demanding. In the unit editor you will choose the number of men in each unit and every other important piece of information about the unit. The items are as follows: UNIT # - shows the unit number, as defined above, and is the reference number for the unit. UNIT NAME - appears just to the right of the unit number and is the name assigned during the Unit Organizational step. # MEN - is the number of men in the unit. This number may not exceed 3000. If this number is set to 0, then the unit will not appear during the deployment step and is assumed to be an unused unit. # SKIRM. - represents the number of men in the unit capable of skirmishing. This number may not exceed the number of men in the unit. GUNS: - is the number of artillery pieces in the unit. This number may never exceed 30. TYPE 1 - ranges from 0 to 2 and is an indicator of the type of unit : 0 represents infantry, 1 cavalry, and 2 means artillery. TYPE 2 - is the unit "form" and is used to differentiate various types of troops. The chart of the type 2s is in section 20.1. TYPE 3 - is reserved for special information about the unit, and ranges from 0 to 28, with 28 being "no special". See section 20.1 for this chart. NATION - Shows the unit's nationality and is a number ranging from 1 to 18. See section 20.1 for the chart of nationalities. WEAPON - displays what weapon the unit is armed with. Refer to the chart in section 20.5 for a listing of weapons and their weapon numbers. MAX. EFF - is a simple numerical rendering of the maximum Efficiency of the unit. This number ranges from 2 to 9, with 2 meaning the unit has a maximum Efficiency of 28 and 9 indicating a maximum of 98 Efficiency. This in not the indicator of the unit's starting Efficiency, but the maximum it could achieve given time to rest. This allows for units to start "tired" or "depleted" and then "regroup" during the game. EFFICIENCY - is the starting Efficiency of the unit. The scale is from 0 to 98. FATIGUE - represents the amount of Fatigue the unit has to start with. As most of the time the units will start fresh, this number is often 0. OP MODIFIER - is a bonus given to special units giving them more OP points. This bonus ranges from 0 to 4, with only cavalry usually getting the bonuses of 2 or higher. Light infantry often will get an OP modifier of 1. This number may not be negative. REINF. TURN - is the turn that the unit will appear on the maps as a reinforcement . If this turn is set to 0 or 1, the unit will start on the map. Otherwise, the unit will appear on the specified turn at the specified reinforcement square, as set in the set squares portion of the editor (see section 19.0). REINF SQ - is the square where the unit will appear on the maps as a reinforcement. This square should only be used by forces of one side. It gets very busy when units of both sides appear as reinforcements at the same reinforcement square. MELEE VALUE - is a number ranging from 1 to 9 that represents the relative melee strength of the unit. As a general rule, infantry should range in value from 1 to 5, with 5 being the French Imperial Guard or an equally skilled unit, and cavalry should go from 6 to 9. FORMATION - shows the initial formation of the unit. Refer to the chart in section 20.1 for a summary of the formations and their respective numbers. DISRUPTION - allows you to start units with Disruption levels. This should only be done in the case of scenarios where units have theoretically already been in combat. AMMO - provides a method for starting units with less than the normal 7 shots of ammunition. FACING - is the initial facing of the units and corresponds to the compass in section 5.131. READINESS - is the starting Readiness level for the unit. This number ranges from 0 to 7 and should normally start at 5. % SKIRM OUT - is the percentage of skirmishers deployed at the beginning of the game. If you select this option, you will be presented with the numbers 0-4, with each number representing a 25% increase in the skirmisher out percentage. Thus, if you select 3, the unit will have 75% of its skirmishers deployed at game start. This is reflected on the screen. ROAD MODE - shows whether or not the unit begins the game in road mode. CAV RETREAT - option is only available to cavalry units (units with a Type 1 number of 1) and simply allows you to start units with this toggle set to yes. ADVANCE - allows you to toggle the advance flag to yes. FRONTLINE - provides a method for selecting which units in a stack are frontline at game start. SKRM IN/OUT - is, as the previous three items, a toggle that tells whether or not skirmishers are deployed at game start. If this toggle is set to N, no skirmishers will be deployed at game start, regardless of the setting of the SKIRM OUT %. The menu at the bottom uses the same conventions as the pervious army editor menus. It offers 1 new option, (S)kip 5 items, which allows you to move more rapidly through the unit to edit a specific part of the unit's statistics. 15.5 Army Editor Summary Once you hit the (C)ontinue key from the Unit Editor, you will be sent back to the Army Editor Main Menu. At this menu you will be able to edit another army, go back through the army you just finished, or load in a separately saved army. Once you are through editing both the French and the Allied armies, you may hit the (C)ontinue key and you will proceed to the Map Editor. Once you do this, you may not return to the Army Editor until the scenario is complete. Of course, if you have made a mistake and need to go back, the best way to do this is to finish the scenario and then go back and re-edit the scenario, using the Edit Scenario option from the Main Menu. 16.0 MAP EDITOR The second step in building a scenario is in creating the map. There are several options that you can choose here, ranging from using a map that you have previously created and saved off separately to having the computer create an instant map for you to use. Random maps are recommended for any do-it yourself scenarios that are not based on a specific historical event as they are different every time and will make each scenario unique. 16.1 Map Editor Main Menu The Map Editor Main Menu uses the following commands: (C)ontinue - performs the same function as elsewhere in the Editor program. It takes you out of the current Menu and on to the next step in the editing process. In this case, it takes you out of the Map Editor and on to the Deployment step. (E)dit Map - allows you to edit an existing map and takes you to the Map Edit 1st Menu (see 16.2). (L)oad a Map - lets you bring in a map that was previously saved. Remember that you must use the (S)ave Map command from this menu in order to save the map separately from the scenario for use with other scenarios. Otherwise, the map is integrated into the scenario and is not usable with another scenario. (N)ew Map - clears the current map, allows you to choose the map size, and then takes you to the Map Edit 1st Menu (see 16.2). The size of the map is limited to 1600 squares total, so if you choose a size of greater than 40 squares in one direction, you may be limited to less than 40 squares in the other direction. The minimum map size is 12 by 12. (R)andom Map - creates a new random map. This takes you to a special sub-menu that will allow you to create another map, edit the existing one, or save the existing one. See 16.4 for more details. (S)ave Map - allows you to save the map separately so that you may then use it in future scenarios. 16.2 Map Editor 1st Menu The menu reached by selecting either (E)dit Map or (N)ew Map is the Map Editor 1st Menu (called the 1st Menu because there is a 2nd level of menu beneath this one). This menu allows you to place any type of terrain on the map. The commands available are: (N)ew Map- has the same effect as selecting this option from the Map Editor Main Menu (see 16.1). (E)xit - takes you back out to the Map Editor Main Menu. (O)ther Map - allows you to examine the map from a "strategic" view with little definition, but more viewing area. This is just like the "strategic view" available during the game (see 6.09). Add (T)errain - is the function you select to place a specific terrain type in the cursor square. The square the cursor is in is represented by the highlighted square. The cursor is moved by the chosen movement compass (5.131). After selecting the square you wish to change with the Add (T)errain key, the terrain type you place is chosen by typing in the number of the terrain type you want. The list of terrain types is available in section 20.1. (A)uto Terrain - is a special option that allows you to rapidly place many of the same terrain type. To enable this feature, press the (A) key and then select the terrain type you wish to place in the cursor location and other adjacent locations. Once you input the terrain type, the desired terrain type will appear in the cursor location and a special sub-menu will appear, informing you that your only two options are to move the cursor, placing the selected terrain type in the new square occupied by the cursor, or to return to the 1st Menu. Once you return to the 1st Menu, the (A)uto feature is deselected, allowing you to move the cursor without placing terrain. (M)enu 2 - takes you to the Map Editor 2nd Menu (see section 16.3). In addition to the above commands, there are several bits of information listed on the Map Editor 1st Menu. They include the terrain type and terrain number in the square currently occupied by the cursor, the elevation of the square currently occupied by the cursor, and the X,Y, coordinates of that square. For example, if the following line was on the bottom of your Map Editor 1st Menu: TERRAIN: WOOD/RIDGE 55 (2) X,Y: 15,23 the information would mean that the cursor is currently in square 15,23 and that the square is a level (2) elevation woods/ridge square with a terrain number of 55 (see section 20.2 for details on the terrain types). The Map Editor 2nd Menu is simply an extension of the 1st Menu that allows several special functions. 16.3 Map Editor 2nd Menu The Map Editor 2nd Menu is accessed through the 1st Menu and assist you in building a map quickly and easily. It allows you to build specific terrain features by telling the computer that you want to place a road, and then tracing the path the road takes. The computer will then automatically figure out the correct terrain types for the turns you make, and place the appropriate terrain type. The commands available are: (R)eturn to Menu 1 - takes you back to the Map Editor 1st Menu. Woods/Ri(D)ge - creates a wooded ridge. You can then trace the path of the ridge and the computer will follow. Of course, if you make a hill with this command, don't forget to raise the level of the clear squares in the middle, otherwise the hill will simply be a ring of ridge with a sunken center. R(I)dge - is just like Woods/Ridge, but without the woods. R(O)ad - allows you to lay a road. Remember that his road will not go "over" hills automatically. You must do this manually. The 2nd Menu terrain will simply overwrite any terrain that is "run over". (S)tream - as road, but with a stream. Ri (V)er - as stream, but with an impassable river. (W)oods/Road - as with a road, but this time a wooded road. S(U)nken Road - just like a road, but a sunken road instead. Terrain is placed by selecting the desired terrain type and then moving the cursor in the desired direction. The options offered by the Editor, in regards to the direction you may move the cursor once you have selected a terrain type, are the only legal options for that terrain type. 16.4 Random Map Random maps can be created by selecting the random map function from the Map Editor Main Menu. Once you have selected this function, you will be presented with a menu allowing you to set various levels for the major terrain features. Setting the item to level 1 will give you less of an item, while level 3 will give you more. 16.5 Summary At this point, you should have completed all army editing and any map editing desired. The only remaining steps are deploying the armies, modifying the tables if desired, and setting any important squares needed. Pressing the (C)ontinue key from the Map Editor Main Menu will take you directly into the Deployment phase and will present you with the Deployment Main Menu. 17.0 DEPLOYMENT OF UNITS The first menu that appears in the Deployment phase of the editing procedure is the decision as to whether or not you wish to (D)eploy Units or just (C)ontinue on to the Tables Editor. If you choose (D)eploy Units, you will be presented with another decision. In this case, you must decide whether to use (R)andom Deployment or (M)ap Edge Deployment. Random deployment means that the computer will deploy the units on the edges in a random fashion whereas Map Edge Deployment allows you to choose which of the four compass point (North, East, South, and West) the two armies set up on. Once these questions have been answered, you will be presented with the Deployment Menu. 17.1 Deployment Menu The Deployment Menu is, for all intents and purposes, identical to the Cursor Menu (section 6.0). In addition, once you access a unit through use of the (SPACE) command, you will be presented with a different menu with may similarities to the Command Menu (section 6.2). The Deployment Menu commands are identical to 6.0 with the following exceptions: (A)dd Unit - adds a unit to the map. This is only necessary if you are editing a previously created scenario and you have added units since the last time you edited the scenario. Then you may use this command to add a specific unit to the cursor location. (E)xit to Main Menu - takes you out to the Deployment Main Menu where you may either choose to (D)eploy Units or (C)ontinue on to the Squares Editor. 17.11 Deployment Sub-Menu The Deployment Sub-Menu accessed by hitting (SPACE) while the cursor is over a unit has the following options: (R)oad Mode: - this is a toggle. The display directly to the right of this command in the menu section of the screen displays the current status of the unit. If you wish to change the unit in question into or out of road mode, press the (R) key. (S)et Mode: - this is also a toggle, just like Road Mode. However, there are several modes, each corresponding to the formations listed in section 6.35. To change the units mode, select the (S) key and then choose the desired formation from the formations listed. (E)lim - is an option included to allow you to delete a unit that shouldn't be on the map. This is only necessary if the scenario is a previously created one being edited and there are units on the map that were removed. In that case, use this option to delete the unit in question. (N)ext Unit - simply takes you from the unit you have currently selected to the next highest unit in numerical order. For instance, if you are editing unit #13, pressing the (N) key will take you to unit # 14. (U)nit - allows you to select the next unit in a square. This is identical to the (U) command in the Command Menu (see section 6.1). (Q)uit - takes you back to the Deployment Menu. (D)ir: - allows you to change a unit's facing during the deployment phase. The direction the unit is facing is displayed just to the right of the (D)ir: on the menu. To place a unit in a square, move the unit to the desired position and hit (N)ext or (Q)uit. In addition to the above commands, the Deployment Sub-Menu uses the standard cursor information, to include the X,Y coordinates and the chosen movement compass. See section 5.13 for details. 17.2 Deployment Summary The deployment phase allows you to place the units for both side on the map in a specific manner to allow recreation of specific historical battle situations. Once deployment is complete, pressing the (C)ontinue key will take you into the Squares Editor. As before, you may not go back to a previous part of the editor once you go on, but you may re-edit a scenario once you have addressed all five parts to the editor. 18.0 SET SQUARES Because the Editor is capable of creating scenarios of so many varying types, there must be some way of saying that one objective is worth more than another, where reinforcements come in, and so on. Therefore, there is the Squares Editor. Using the Squares Editor is known as "setting the squares" and this part of the editing process called the Set Squares phase. 18.1 Square Types The complete list of squares able to be changed in the Set Squares phase is as follows: Victory Squares - are how you choose the value of a square in victory points. A square may be worth a lot to one side for capture, but little or nothing to the other side for capture. Rear Area - the computer opponent focuses its attack/defense on these squares. It represents the supply source for the army. Reinforcement Squares - are numbered 1 through 8 and should be remembered in regards to the reinforcements created in the Army Editor through use of the Reinf Turn and Reinf Square options. Computer Defensive Lines - provide a method of telling the computer three distinct lines which represent the places to put its troops if winning, losing, or stalemating. They simply provide a guideline to the computer opponent on where to line up its troops. Artillery Objectives - are again for the computer opponent and allow you to set up locations where you would like a computer opponent to move its artillery pieces. Special Computer Objectives - provide a method of giving a computer opponent some idea of priorities. 18.2 Square Set Menus Although each of the square set options has its own menu, the menus are almost identical. The total list of options is as follows: (E)xit - takes you directly out to the Set Squares Main Menu. (1-9) or (0-8) moves - is just the chosen movement compass (see section 5.131). (N)ext - scrolls through the squares of the type you are currently editing. For example, if you are editing Allied Victory Square #4 and you hit (N), you will go to Allied Victory Square #5. (S)et Sq. - tells the editor to make the X,Y coordinates of the square you are editing, Allied Victory Square #4 for example, and change it to be that of the cursor location. This means that if you move the cursor to 15,15 and then press the (S) key, you will set the square in question at 15,15. (G)o ToSQ.- Moves the cursor to the square being modified. (C)ontinue - proceeds to the next type of square to edit. If, for instance, you are editing the French Victory Squares and you hit the (C) key, you will go on to the Allied Victory Squares. If you do this on the last square type, it will put you back to the Set Squares Main Menu. (D)el - allows you to clear a square so that it doesn't exist. In addition to the menu options, the X,Y location, terrain type, and elevation of the square currently occupied by the cursor is listed on the bottom line of the menu. 18.21 VICTORY SQUARES When you are setting victory squares, you have certain limitations. First, no square may have a victory point value of more than 12700 points. In addition, there can only be 8 objectives on each side. When you initially enter the Set Squares phase, the computer automatically assigns what it thinks are reasonable objectives and victory squares. If you wish to change them , you may. If you delete them, it assigns the deleted victory square an X,Y location of 255,255. 18.22 REAR AREA SQUARES The rear area squares are set automatically by the computer upon entering the Set Squares phase. They represent the location of the baggage train, or the direction enemy units would have to travel to reach the baggage train, for the appropriate side. 18.23 REINFORCEMENT SQUARES The 8 reinforcement squares may be used in order by forces of either side. It is possible to have units from both sides appear in the same reinforcement square, even on the same turn, so special care must be taken to prevent such from happening, unless this is a desired effect. 18.24 DEFENSIVE LINES The defensive lines represent lines that the computer opponent will use to set up its position. There are three lines for each side and each line has four squares that form it. These lines are chosen by the computer based upon the situation it finds itself in and the strategy chosen. Note that the computer will automatically set up an additional defensive line around the rear area square if the area is threatened. Each line is made up of 4 points. These points form an intended line, usually shaped rather like a small hill, with the first point being to the left and back from the center. The second point is straight to the left of the center of the line, the third point is straight to the right of the center, and the fourth point should be to the right and back from the center. Thus, the line will have flanks that pull back, making a flanking maneuver more difficult. The computer will automatically select these objectives when the Set Squares phase is initially entered; it is not necessary to set defensive lines. This option is only to allow maximum possible flexibility in the design of a scenario. 18.25 ARTILLERY OBJECTIVES This is again a computer opponent function that is included to give you some extra control in setting objective for computer controlled artillery pieces. Computer controlled artillery will try to go to the artillery objectives whenever possible. 18.26 SPECIAL OBJECTIVES Special Objectives refer to special computer opponent objectives, not victory objectives. They are squares that the computer will try to take and hold, allowing you to make a square that is not a victory square a place that the computer will try to take or hold. The computer opponent will always try to take victory objectives, so these are just extra objectives. 19.0 TABLES EDITOR The Tables Editor is the last part of the Editor and is where you can change the actual "guts" of the game system, from the effect of town on melee combat to the victory points needed to obtain various levels of victory. The Tables Editor Main Menu allows you to load tables saved off separately from a scenario, in much the same way as the map files can be saved separately (see section 16.0). Once you choose the (E)dit tables option, you will be presented with the Tables Menu. 19.1 Tables Menu The Tables Menu is a large menu with options to change virtually everything within the program. All options on this menu are accessed by the letter to the left of the desired option. For instance, if you wish to change the Weapon Range Table, you press the letter "D" from the Tables Menu and the Weapon Range Table will appear. "Q" gets you back to the Tables Main Menu. The options on the Tables Menu are: A) # Game Turns This allows you to change the number of game turns that the game will last. Each turn in 1/2 hour in length. The game will end after the last turn is over. The maximum number of turns during a day that a game may last is listed in the editor charts (see 20.1). This number of turns varies with the month, based on the amount of daylight available for fighting. If the game is to exceed one day, simply plan for the number of daylight turns, then one night turn, and then the appropriate number of turns on the next day. During the night turn, there are certain restrictions. These are listed under the Battle Time Chart in section 20.1. B) Time Selecting "B" will show the year, month, and day of the battle, as well as the start time. All of these options may be changed. When you enter the Time Sub Menu, you will automatically be prompted for the new data. The time is in 1/2 hour increments, starting at 12 midnight (time point 0). Thus if the game starts on time point 23, the time is 11:30 AM. C) Victory Points - Casualties The sub-menu for this table will allow you to change the number of victory points awarded for casualties to Infantry, Cavalry, and Artillery. To modify a given victory level, simply press the "RETURN" key when the highlight bar is over the desired victory level. D) Weapon/Range Table This table allows you to change the firepower values for all of the weapons in the game at the various ranges. If, for example, you wanted to compress the scale of the game such that each square was 200 meters instead of 100, you could simply halve the ranges of all of the weapons and you will achieve that result. If, on the other hand, you want to try experimenting with a better form of shot for the French howitzers, you can do that too. It is recommended, however, that you do not change the number too much from the "historical " norm that they default to. Any extraordinary changes will yield possibly strange results. Use this option with care and planning. Note that weapon 3 (SBR or Sabre) is reserved for non-firing weapons and may not be turned into a firing weapon. Any units equipped with this weapon will be unable to fire. In addition, weapon 2 is reserved for small cavalry rifles. All CRB restrictions will continue to apply. (E) Weapon Name Table This will allow you to actually replace certain weapons with other weapons when used in combination with a change in the Weapon/Range Table. An example would be replacing all of the L18 (weapon number 13) cannons with LB for longbow) to see how a longbow armed unit would perform against a unit of musket armed infantry. The value place in the Weapon/Range Table would have to be derived by a method of your own choosing, but experimentation will eventually yield a desired result. F) Terrain Cost Table Modifying this table will change the OP point costs for units to enter squares of the various terrain types. Any changes made to this table will supersede the table in the charts section (see section 20.15). Any cost >15 will make the terrain impassable. G) Target Terrain Fire/Melee Table These are the percentage modifiers to the firer's firepower based on the terrain in the target's square. If the woods in the scenario you are designing were much better cover than the ones in the game, just change the table and watch the result. As above, any changes made in this table will supersede the table in section 20.6. H) Firing Unit Terrain Fire/Melee Table This is identical to the Target Table above, but applies to the terrain in the firer's square. I) Melee Mode Table The modifiers here are the melee strength percentage modifiers based on the two modes (formations) of the units involved . On the left side of the table, are listed the attacker's possible formations while on the right are the percentage modifiers based on the target's formation, as listed in the upper right corner of the screen. For example, when you first select this option, the screen should list the DEF'S MODE: as LINE and the modifiers should be 100 if the attacker is in Line formation, 180 if the attacker is in column, and so on. J) Fire Mode Modifier Table This table lists the firepower percentage modifier, for both the firing unit and the target unit, based on formation (or mode). For example, if a column unit fires at a column unit, the firing unit has its firepower multiplied first by 30% for the firer being in column and then by 150% for the target being in column. Of course, this example is based on no changes to the tables. you may use this option to alter these modifiers. Anything set to 01 may not fire. K) Priority Direction Retreat Table There are eight directions that units may retreat. Since it is generally desired that your units retreat away from the enemy and towards friendly lines, the computer has a priority list of what direction to try to retreat in first. If that direction is blocked, it will try the next best direction and so on. However, you may have a special reason for wanting units to retreat in other than the most advantageous direction (or you may feel that another direction is more advantageous). This table allows you to control the priority of retreat direction. Note that this table uses the normal keypad. L) Command Control Table This table allows the player to change the range modifier for leaders when determining a unit's Command Control rating (which ranges from 10-30) during the Command Control Phase. Lower level leader (Regiment or Brigade) usually have more control of a unit, so their numbers in this table should be higher than a superior level leader (Division, Corps, or Army). Note that for every squares away from its leader, the computer adds a random modifier that reduces a unit's Command Control rating. M) Victory Levels The sub-menu for this table will allow you to change the number of victory points required to achieve the various victory levels. To modify a given victory level, simply press the "M" key when the highlight bar is over the desire victory level. N) Minimum # Men for Elimination When a unit takes enough damage, it loses all cohesiveness and ceases to exist as a fighting unit, regardless of the durability of the remaining individuals. Therefore, there is a threshold of number of men remaining in the unit at which all units are automatically eliminated. It defaults to 40, meaning that if an infantry unit is at only 50 men and takes 10 casualties, it is eliminated instead, causing 50 casualties. O) Random # to Attempt Cavalry Charge This is simply a random modifier shift that will allow you to control whether or not cavalry charges happen very often. If you don't like cavalry charges and feel that cavalry should charge less often, then just change the random modifier to 140. If you feel the opposite, then just change the modifier to 60. P) Random # Infantry Enter Square This one is identical to the random modifier for cavalry, but it applies instead to the chance of forming square. If you move the modifier on this one up and turn the modifier on the cavalry charges down, cavalry will become very ineffective. BATTLES OF NAPOLEON CHARTS AND TABLES EDITOR TABLES TERRAIN UNIT DATA READINESS LOSS WEAPON/RANGE CASUALTY FIRE AND MELEE STRENGTH MODIFIERS MELEE MODE ADDITIONAL COMBAT MODIFIERS RALLY OPERATION POINT FATIGUE EFFICIENCY DISRUPTION DISRUPTION RECOVERY LEADER COMMAND CONTROL MODIFIER CAVALRY CHARGE MORALE TEST ENTERING SQUARE OP POINT COST ADDITIONAL COST 20.0 CHARTS AND TABLES 20.1 Editor Tables TYPE 1: # TYPE 0 Infantry 1 Cavalry 2 Artillery TYPE 2: # TYPE 0 LN (Line) - Normal line units of any type (infantry, cavalry or artillery) 1 LT (light) - Light units, either infantry or cavalry -- Normally all skirmishers if infantry 2 HV (Heavy) -Heavier cavalry units, such as Heavy Dragoons or cuirassier, or heavy artillery 3 FT (Foot) - Foot artillery (the guns were towed by horses but the gunners usually walked) 4 HS (Horse) - Horse artillery (both the guns and the gunners were transported by horse) 5 OG (Old Guard) - Crack French Imperial Guard troops - The best French infantry 6 MG (Middle Guard) - Crack French Imperial Guard The next best French infantry 7 YG (Young Guard) - lower quality skirmishers, these troops were Guards only in name 8 GR (Grenadier) - Elite infantry 9 JG (Jaeger) - German or Russian skirmish infantry 10 LW (Landwehr) - Levy infantry, generally of very poor quality 11 MI (Militia) - 3rd rate troops, they were poorly equipped and trained 12 MD (Medium) 13 KG (King's German Legion) - German troops employed by the British 14 FU (Fusilier) - Non-elite infantry 15 HI (Highland) - Scottish troops employed by the British 16 RI (Rifle) - Infantry armed with a rifle, as opposed to the normal musket 17 GD (Guard) - Elite troops of any nationality were generally referred to as Guards TYPE 3: # TYPE 0 CH (Chausseurs) - Light cavalry 1 HU (Hussars) - Light cavalry 2 LA (Lancers) - light cavalry armed with lances to assist in melee against bayonet and armed infantry 3 DR (Dragoon) - Cavalry often armed with muskets as well as sabres 4 CU (Cuirassier) - Heavy cavalry, armed with sabres and armored 5 CA (Carabiniers) - Heavy cavalry 6 CR (Corps Reserve) - Artillery units designated as Corps Reserve 7 HV (Heavy) - Used with any troop type needing a heavy Designation 8 FI (Field) - Used to differentiate horse artillery from field artillery 9 GR (Grenadier) - Elite infantry 10 ED (Empress Dragoons) - Elite Heavy Dragoons 11 PL (Polish Lancers) - Used by the French, the Polish were the first lancers 12 DL (Dutch Lancers) - Light Dutch cavalry armed with lances 13 GE (German) - German troops 14 HU (Hungarian) - Hungarian Troops 15 CV (Chevauleger) - A generic term referring to Light Cavalry 16 UH (Uhlan) - Light cavalry 17 PT (Position) - Positioned artillery, such as the Austrians sometimes used 18 RR (Regimental Reserve) - Reserve artillery 19 FA (Fast) - Horse artillery that are treated more like foot because of lack of training 20 MU (Musketeer) - Russian line infantry 21 FU (Fusilier) - Non-elite infantry 22 JG (Jaeger) - German or Russian skirmish infantry 23 CO (Cossack) - Russian light cavalry that was skilled in "harassment" attacks 24 HO (Household) - British elite cavalry 25 RD (Royal Dragoon) - British elite cavalry, but armed only with sabre (unlike normal Dragoons) 26 LD (Light Dragoon) - Light cavalry 27 GD (Guard) - Elite troops of any type 28 none NATIONALITY: # NATIONALITY 0 FR (France) 1 SW (Switzerland) 2 NI (Northern Italy) 3 NA (Naples) 4 WE (Westphalia) 5 PO (Poland) 6 BA (Bavaria) 7 WU (Wuttenburg) 8 SA (Saxony) 9 AU (Austria) 10 RU (Russia) 11 PR (Prussia) 12 GB (Great Britain) 13 SP (Spain) 14 NE (Netherlands) 15 HA (Hannover) 16 BW (Brunswick) 17 PG (Portugal) 18 SD (Sweden) FORMATION: # FORMATION 0 Line (Infantry) 1 Column (Infantry) 2 Square (Infantry) 3 Charge (Cavalry) 4 Counter-Charge (Cavalry) 5 Limbered (Artillery) 6 Unlimbered (Artillery) 7 Normal (Cavalry) 8 Rout (Cavalry and Infantry) 9 Dismounted (Cavalry(Non-sabre armed only )) 10 Open (All) BATTLE TIME: MONTH MONTH # START END HOURS OF TIME TIME COMBAT JAN 1 6:00 18:00 13 FEB 2 6:00 19:00 14 MAR 3 5:00 19:00 15 APR 4 5:00 20:00 16 MAY 5 4:00 20:00 17 JUN 6 4:00 21:00 18 JUL 7 5:00 21:00 17 AUG 8 5:00 20:00 16 SEPT 9 6:00 20:00 15 OCT 10 6:00 19:00 14 NOV 11 7:00 19:00 13 DEC 12 7:00 18:00 12 NOTE ù CAVALRY may not charge at night. ù Night turns last one turn between the end time of one day and the beginning of another day. ù All movement and combat actions cost double OP points at night. ù LOS is restricted to a maximum of 3 squares at night. DATE OF BATTLE: DATE YEAR OF DATE YEAR OF BATTLE BATTLE 1805 0 1811 6 1806 1 1812 7 1807 2 1813 8 1808 3 1814 9 1809 4 1815 10 1810 5 20.2 Terrain Table Terrain Type Terrain Elev. Terrain # Bridge-Horizontal 1 15 Bridge-Horizontal 3 16 Bridge-Vertical 1 17 Bridge-Vertical 3 18 Clear 1 0 Clear 3 1 Clear 5 2 Fields 1 9 Fields 3 10 Fields 5 11 Hilltop 3 61 Hilltop 5 62 Redoubt - Horizontal 1 80 Redoubt - Horizontal 3 81 Redoubt - Horizontal 5 82 Redoubt - Vertical 1 77 Redoubt - Vertical 3 78 Redoubt - Vertical 5 79 Ridge - Horizontal 2 37 Ridge - Horizontal 4 38 Ridge - Left to Lower 2 45 Ridge - Left to Lower 4 46 Ridge - Left to Upper 2 41 Ridge - Left to Upper 4 42 Ridge - Right to Lower 2 47 Ridge - Right to Lower 4 48 Ridge - Right to Upper 2 43 Ridge -Right to Upper 4 44 Ridge - Vertical 2 39 Ridge - Vertical 4 40 River - Horizontal 1 31 River - Left to Lower 1 36 River - Left to Upper 1 33 River - Right to Lower 1 35 River - Right to Upper 1 34 River - Vertical 1 32 River Branch - Left-Right-Down 1 75 River Branch - Left-Right-Up 1 74 River Branch - Up-Left-Down 1 76 River Branch - Up-Right-Down 1 95 Road - Horizontal 1 99 Road - Horizontal 3 100 Road - Horizontal 5 101 Road - Left to Lower 1 114 Road - Left to Lower 3 115 Road - Left to Lower 5 116 Road - Left to Upper 1 102 Road - Left to Upper 3 103 Road - Left to Upper 5 104 Road - Right to Lower 1 108 Road - Right to Lower 3 109 Road - Right to Lower 5 110 Road - Right to Upper 1 111 Road - Right to Upper 3 112 Road - Right to Upper 5 113 Road - Vertical 1 105 Road - Vertical 3 106 Road - Vertical 5 107 Road across Ridge - Horizontal 2 83 Road across Ridge - Horizontal 4 84 Road across Ridge - Vertical 2 85 Road across Ridge - Vertical 4 86 Road Branch - Left-Right-Down 1 96 Road Branch - Left-Right-Down 3 97 Road Branch - Left-Right-Down 5 98 Road Branch - Left-Right-Up 1 93 Road Branch - Left-Right-Up 3 94 Road Branch - Up-Left-Down 1 90 Road Branch - Up-Left-Down 3 91 Road Branch - Up-Left-Down 5 92 Road Branch - Up-Right-Down 1 87 Road Branch - Up-Right-Down 3 88 Road Branch - Up-Right-Down 5 89 Stream - Horizontal 1 19 Stream - Horizontal 3 20 Stream - Left to Lower 1 27 Stream - Left to Lower 3 28 Stream - Left to Upper 1 23 Stream - Left to Upper 3 24 Stream - Right to Lower 1 29 Stream - Right to Lower 3 30 Stream - Right to Upper 1 25 Stream - Right to Upper 3 26 Stream - Vertical 1 21 Stream - Vertical 3 22 Sunken Road - Horizontal 1 63 Sunken Road - Horizontal 3 64 Sunken Road - Left to Lower 3 73 Sunken Road - Left to Upper 1 65 Sunken Road - Left to Upper 3 66 Sunken Road - Right to Lower 1 69 Sunken Road - Right to Lower 3 70 Sunken Road - Right to Upper 1 71 Sunken Road - Right to Upper 3 72 Sunken Road - Vertical 1 67 Sunken Road - Vertical 3 68 Swamp 1 12 Swamp 3 13 Town 1 3 Town 3 4 Town 5 5 Wooded Ridge - Horizontal 2 49 Wooded Ridge - Horizontal 4 50 Wooded Ridge - Left to Lower 2 57 Wooded Ridge - Left to Lower 4 58 Wooded Ridge - Left to Upper 2 53 Wooded Ridge - Left to Upper 4 54 Wooded Ridge - Right to Lower 2 59 Wooded Ridge - Right to Lower 4 60 Wooded Ridge - Right to Upper 1 125 Wooded Ridge - Right to Upper 2 55 Wooded Ridge - Right to Upper 3 126 Wooded Ridge - Right to Upper 4 56 Wooded Ridge - Vertical 2 51 Wooded Ridge - Vertical 4 52 Wooded Road - Horizontal 1 117 Wooded Road - Horizontal 3 118 Wooded Road - Left to Lower 1 127 Wooded Road - Left to Lower 3 14 Wooded Road - Left to Upper 1 119 Wooded Road - Left to Upper 3 120 Wooded Road - Right to Lower 1 123 Wooded Road - Right to Lower 3 124 Wooded Road - Vertical 1 121 Wooded Road - Vertical 3 122 Woods 1 6 Woods 3 7 Woods 5 8 20.3 Unit Data # Guns/ Max OP Pt Purchase Unit # Nation Date Type 1 Type 2 Type 3 # Men Skirm Eff Melee Mod Weapon Points 0 0 0 0 0 28 1107 123 4 3 1 0 43 1 0 0 0 1 28 1107 1107 4 3 2 0 63 2 0 2 0 0 28 758 123 4 3 1 0 30 3 0 2 0 1 28 738 738 4 3 2 0 42 4 0 8 0 0 28 480 80 3 3 1 0 19 5 0 8 0 1 28 480 480 3 3 2 0 27 6 0 10 0 0 28 600 200 4 3 1 0 25 7 0 10 0 1 28 600 600 4 3 2 0 34 8 0 0 1 1 0 640 0 3 5 4 3 87 9 0 8 1 1 0 360 0 3 5 4 3 49 10 0 10 1 1 0 500 0 3 5 4 3 68 11 0 0 1 1 1 640 0 5 6 4 3 99 12 0 8 1 1 1 480 0 5 7 4 3 81 13 0 10 1 1 1 500 0 5 6 4 3 78 14 0 4 1 1 2 640 0 4 6 4 3 91 15 0 8 1 1 2 400 0 4 7 4 3 62 16 0 10 1 1 2 420 0 4 7 4 3 65 17 0 0 1 2 3 640 0 4 7 3 2 103 18 0 8 1 2 3 480 0 4 7 3 2 78 19 0 10 1 2 3 550 0 4 7 3 2 90 20 0 0 1 2 4 640 0 5 8 3 3 107 21 0 8 1 2 4 320 0 5 8 3 3 54 22 0 10 1 2 4 340 0 6 8 3 3 58 23 0 0 1 2 5 640 0 6 8 3 3 110 24 0 8 1 2 5 300 0 5 8 3 3 50 25 0 10 1 2 5 420 0 6 8 3 3 72 26 0 0 2 3 6 140 8 3 3 2 18 133 27 0 0 2 3 7 120 8 3 3 2 19 111 28 0 0 2 3 8 120 8 3 3 2 23 82 29 0 0 2 4 28 96 6 4 3 2 8 53 30 0 0 0 5 28 640 640 7 6 2 0 44 31 0 2 0 6 28 640 640 6 9 2 0 41 32 0 6 0 6 28 720 720 6 4 2 0 46 33 0 3 0 7 28 640 640 5 4 2 0 40 34 0 10 0 7 28 480 480 5 4 2 0 30 35 0 0 1 17 9 1000 0 7 8 3 3 174 36 0 10 1 17 9 800 0 7 8 3 3 139 37 0 0 1 17 0 1200 0 7 7 3 3 205 38 0 1 1 17 10 1000 0 6 7 3 2 178 39 0 10 1 17 10 800 0 6 7 3 2 142 40 0 3 1 17 11 1000 0 7 7 4 3 174 41 0 3 1 17 12 1000 0 6 7 4 3 171 42 0 8 1 17 12 1600 0 5 6 4 3 248 43 0 8 1 17 2 800 0 6 7 4 3 137 44 0 10 1 17 2 920 0 7 7 4 3 160 45 0 0 2 5 28 140 8 7 3 2 18 154 46 1 0 0 0 28 738 123 4 4 1 0 31 47 1 4 0 0 28 1000 250 4 4 1 0 43 48 13 3 0 0 28 480 80 3 3 0 0 19 49 13 3 0 17 27 720 720 4 3 1 0 40 50 13 3 1 17 1 480 0 4 5 4 3 67 51 13 3 1 2 28 320 0 3 6 3 3 44 52 13 3 1 1 2 240 0 3 5 3 3 32 53 2 0 0 0 28 738 123 2 3 1 0 29 54 2 0 0 1 28 720 720 2 3 2 0 39 55 2 0 0 17 9 800 800 4 4 1 0 45 56 2 0 0 17 28 640 640 4 3 2 0 36 57 2 0 1 1 0 480 0 3 4 4 3 64 58 2 0 1 2 3 640 0 4 6 3 2 95 59 2 0 1 17 3 400 0 5 6 3 2 65 60 2 0 1 17 27 310 0 6 7 3 2 54 61 2 0 2 2 28 120 8 2 3 2 19 109 62 2 0 2 4 28 90 6 2 3 2 28 71 63 3 3 0 0 28 480 160 1 3 0 0 17 64 3 3 0 1 28 480 480 1 3 1 0 25 65 3 3 4 0 9 480 480 2 3 0 0 25 66 3 3 0 17 9 640 640 3 4 1 0 36 67 3 3 0 17 28 600 600 3 3 0 0 32 68 3 3 1 1 15 320 0 3 4 4 3 43 69 3 3 1 1 0 320 0 3 4 4 3 43 70 3 3 1 17 2 480 0 3 5 4 3 65 71 3 3 1 17 15 480 0 3 4 4 3 64 72 3 3 1 17 1 480 0 3 4 4 3 64 73 3 3 1 17 4 480 0 5 8 3 3 78 74 3 3 1 17 3 480 0 5 5 3 2 76 75 3 3 1 17 28 480 0 5 7 3 2 84 76 3 3 2 12 0 120 8 2 3 2 8 38 77 3 3 2 4 0 94 6 2 3 2 23 80 78 4 1 0 0 28 738 123 2 3 1 0 29 79 4 1 0 1 28 738 738 2 3 2 0 40 80 4 1 0 17 9 800 800 3 3 1 0 43 81 4 1 0 17 22 800 800 3 3 2 1 46 82 4 1 1 1 0 480 0 2 4 4 3 62 83 4 1 1 1 1 480 0 2 4 4 3 62 84 4 1 1 2 4 640 0 3 8 3 3 97 85 4 1 1 17 2 480 0 4 5 3 3 65 86 4 1 1 17 1 480 0 4 5 4 3 67 87 5 2 0 0 28 738 123 4 3 1 0 30 88 5 2 0 1 28 738 738 4 3 2 0 39 89 5 2 1 1 1 480 0 4 5 4 3 67 90 5 2 1 1 0 480 0 4 4 4 3 65 91 5 2 1 1 2 480 0 5 6 4 3 74 92 5 2 1 2 4 560 0 6 8 3 3 96 93 5 2 2 12 28 120 8 3 3 2 24 82 94 5 2 2 4 28 95 6 3 3 2 28 72 95 6 0 0 0 28 738 123 2 3 0 0 28 96 6 0 0 1 28 720 720 2 3 1 0 35 97 6 0 0 10 28 480 0 0 3 0 0 16 98 6 10 0 17 9 840 840 5 3 1 0 48 99 6 10 1 2 4 720 0 5 8 3 3 121 100 6 0 1 2 3 480 0 4 6 3 2 73 101 6 3 1 1 15 720 0 4 5 3 3 98 102 6 9 1 1 1 720 0 4 5 4 3 100 103 6 9 1 1 16 720 0 4 5 4 3 100 104 6 10 1 17 17 720 0 7 8 3 3 125 105 6 0 2 1 28 110 7 2 3 2 23 70 106 6 0 2 12 28 120 7 2 3 2 6 77 107 6 0 2 2 28 140 8 2 3 2 4 124 108 7 0 0 0 28 738 123 2 3 0 0 28 109 7 3 0 0 20 640 640 2 3 0 0 33 110 7 3 0 1 21 640 640 2 3 1 0 34 111 7 3 0 10 28 640 0 1 3 0 0 22 112 7 3 0 1 22 640 640 2 3 1 1 35 113 7 3 1 1 0 480 0 3 4 4 3 64 114 7 3 1 1 15 480 0 3 5 3 3 64 115 7 3 1 2 3 640 0 4 6 3 2 95 116 7 3 2 12 28 120 6 2 3 2 23 62 117 7 3 2 4 28 100 6 2 3 2 24 60 118 7 3 0 17 9 640 640 6 4 1 0 40 119 7 7 1 17 27 640 0 6 8 3 3 109 120 7 3 2 17 28 130 6 4 3 2 4 96 121 7 3 2 4 28 110 6 5 3 2 24 69 122 8 0 0 0 28 738 123 2 3 0 0 28 123 8 5 0 0 28 480 0 2 3 0 0 17 124 8 5 0 1 5 480 480 2 3 1 0 26 125 8 0 0 0 9 480 480 3 3 0 0 26 126 8 0 0 1 22 480 480 2 3 2 1 27 127 8 0 0 17 9 480 0 4 4 1 0 19 128 8 0 1 1 15 480 0 2 4 4 3 62 129 8 0 1 1 2 600 0 2 4 3 3 76 130 8 0 1 1 1 960 0 3 4 4 3 128 131 8 0 1 2 4 640 0 3 8 3 3 97 132 8 0 2 12 28 100 6 2 3 2 6 66 133 8 0 2 1 28 90 6 2 3 2 23 60 134 9 0 0 0 13 768 0 3 3 0 0 28 135 9 0 0 0 14 932 0 2 3 0 0 34 136 9 4 0 0 13 1080 0 3 3 0 0 40 137 9 4 0 0 14 1200 0 2 3 0 0 43 138 9 0 0 8 13 572 572 5 4 0 0 32 139 9 0 0 8 14 572 572 5 4 0 0 32 140 9 0 0 8 28 1000 1000 2 3 1 0 42 141 9 0 0 9 28 720 720 4 3 0 0 62 142 9 3 0 10 28 800 0 0 1 0 0 26 143 9 0 1 2 4 1200 0 5 8 3 3 190 144 9 0 1 2 3 1200 0 3 7 3 2 191 145 9 0 1 1 1 1580 0 5 6 4 3 229 146 9 0 1 1 15 1600 0 4 6 3 3 222 147 9 0 1 1 16 1600 0 4 6 4 3 227 148 9 0 2 3 17 92 6 3 3 2 19 84 149 9 0 2 3 18 90 6 3 3 2 7 50 150 9 0 2 3 19 88 6 3 3 2 25 39 151 10 0 0 0 20 738 0 3 3 0 0 27 152 10 8 0 0 20 320 80 3 3 0 0 13 153 10 9 0 0 20 654 130 3 3 0 0 26 154 10 0 0 0 21 738 0 3 3 0 0 27 155 10 0 0 0 22 738 738 4 3 1 0 41 156 10 8 0 0 22 320 320 4 3 1 0 18 157 10 9 0 0 22 654 654 3 3 1 0 36 158 10 0 0 0 9 738 0 5 4 0 0 29 159 10 8 0 0 9 360 0 5 4 0 0 15 160 10 9 0 0 9 654 0 5 4 0 0 28 161 10 7 0 11 28 1200 0 0 2 0 0 40 162 10 0 1 2 4 750 0 5 8 3 3 126 163 10 8 1 2 4 412 0 5 8 3 3 69 164 10 9 1 2 4 620 0 5 8 3 3 104 165 10 0 1 2 3 750 0 3 7 3 2 119 166 10 8 1 2 3 408 0 4 7 3 2 66 167 10 9 1 2 3 640 1 3 6 3 2 93 168 10 0 1 1 1 1200 0 5 6 4 3 186 169 10 8 1 1 1 960 0 5 6 4 3 149 170 10 9 1 1 1 1120 0 5 6 4 3 174 171 10 0 1 1 16 1200 0 4 6 4 3 170 172 10 8 1 1 16 960 0 4 6 4 3 136 173 10 9 1 1 16 1120 0 4 6 4 3 159 174 10 0 1 1 23 600 0 0 3 4 3 73 175 10 7 1 1 0 1200 0 2 6 4 3 163 176 10 8 1 1 0 960 0 3 6 4 3 133 177 10 0 2 2 28 210 14 3 3 2 22 182 178 10 0 2 1 28 180 12 3 3 2 26 122 179 10 0 2 4 28 176 12 3 3 2 20 145 180 10 7 2 2 28 180 12 4 3 2 21 181 181 10 7 2 1 28 180 12 3 3 2 26 122 182 10 7 2 4 28 176 12 4 3 2 7 102 183 10 0 0 17 28 640 0 6 4 1 0 28 184 10 0 0 17 22 640 0 5 4 2 0 28 185 10 0 1 17 3 800 0 5 7 3 2 140 186 10 0 1 17 15 800 0 6 7 3 3 134 187 10 0 1 17 4 800 0 7 8 3 3 139 188 10 0 1 17 4 800 0 7 8 3 3 139 189 11 0 0 0 20 793 0 3 3 0 0 29 190 11 0 0 0 9 638 638 4 4 0 0 35 191 11 0 0 0 22 532 532 3 3 1 1 30 192 11 0 0 0 21 600 600 3 4 1 0 33 193 11 7 0 10 28 720 0 1 3 0 0 25 194 11 0 1 2 4 800 0 4 8 3 3 124 195 11 0 1 2 3 810 0 3 7 3 2 129 196 11 0 1 1 1 1500 0 5 6 4 3 233 197 11 0 1 1 16 1200 0 4 7 4 3 186 198 11 0 0 17 9 640 0 6 4 0 0 28 199 11 0 0 17 22 640 0 5 3 1 1 29 200 11 0 1 17 1 640 0 5 6 4 3 99 201 11 0 1 17 16 640 0 5 7 4 3 108 202 11 0 1 17 3 480 0 4 7 3 2 78 203 11 0 1 17 27 480 0 6 8 3 3 82 204 11 0 2 2 28 135 8 2 3 2 19 109 205 11 0 2 12 28 125 8 2 3 2 24 80 206 11 3 2 4 28 125 8 3 3 2 24 82 207 12 0 0 0 28 750 150 3 3 1 0 30 208 12 0 0 13 28 800 160 3 3 1 0 32 209 12 0 0 14 28 750 150 4 4 1 0 32 210 12 0 0 1 28 750 750 4 4 2 0 44 211 12 0 0 15 28 900 225 5 4 1 0 42 212 12 0 0 16 28 750 750 4 3 2 1 44 213 12 0 0 17 28 1443 1443 6 4 2 0 93 214 12 0 1 17 24 905 0 6 8 3 3 155 215 12 0 1 17 25 905 0 5 7 3 2 158 216 12 0 1 2 3 905 0 5 7 3 2 158 217 12 0 1 1 26 905 0 5 6 4 2 149 218 12 0 1 1 1 905 0 5 6 4 3 140 219 12 0 2 2 28 120 6 3 3 2 27 84 220 12 0 2 1 28 115 6 3 3 2 28 72 221 12 0 2 4 28 110 6 4 3 2 7 51 222 13 0 0 0 28 740 0 1 3 0 0 26 223 13 0 0 11 28 600 0 0 2 0 0 20 224 13 0 0 1 28 1200 1200 2 3 1 0 64 225 13 0 0 8 28 720 0 3 4 0 0 27 226 13 0 1 2 27 615 0 4 8 3 3 95 227 13 0 1 2 3 700 0 1 6 3 2 98 228 13 0 1 1 1 700 0 2 6 3 3 93 229 13 0 1 1 0 700 0 1 6 3 3 91 230 13 0 2 2 28 116 6 2 3 2 19 82 231 13 0 2 1 28 130 8 2 3 2 29 88 232 13 0 2 4 28 110 6 2 3 2 8 38 233 14 10 0 0 28 720 120 3 3 1 0 29 234 14 10 0 0 28 600 100 2 3 0 0 23 235 14 10 0 9 28 720 720 3 3 2 0 40 236 14 10 1 2 5 480 0 3 6 3 3 70 237 14 10 1 1 3 480 0 3 5 3 2 69 238 14 10 1 1 1 480 0 3 6 4 3 72 239 15 8 0 0 28 640 0 3 3 0 0 24 240 15 8 0 1 28 800 800 3 2 1 0 43 241 15 8 1 1 1 640 0 3 5 4 3 87 242 16 1 0 0 28 650 0 3 3 1 0 25 243 16 3 0 0 28 640 0 3 3 1 0 24 244 16 10 0 0 28 672 0 3 3 1 0 26 245 16 8 0 1 28 640 640 3 2 2 0 35 246 16 10 0 1 28 672 672 4 3 2 0 38 247 16 8 0 10 28 640 0 2 3 0 0 23 248 16 4 1 1 1 480 0 5 6 4 3 74 249 16 9 1 1 1 690 0 6 6 4 3 109 250 17 3 0 0 28 776 110 3 3 1 0 31 251 17 3 0 1 28 776 776 2 3 2 0 42 252 17 3 1 1 3 594 0 3 6 3 2 87 253 17 3 2 1 28 115 6 3 3 2 28 72 254 17 3 2 4 28 110 6 3 3 2 7 50 255 18 1 0 0 28 600 0 3 3 1 0 23 256 18 1 0 1 22 540 540 3 2 2 1 29 257 18 1 1 2 3 800 0 4 6 3 3 111 258 18 1 1 1 1 800 0 5 6 4 3 124 259 18 1 2 1 28 115 8 3 3 2 28 97 260 18 1 0 17 28 700 100 5 4 2 0 33 261 18 1 1 17 27 960 0 6 8 3 2 174 20.4 Readiness Loss Table Each time a unit changes objective, it must check on the following table to see how many Readiness points are lost. The leader bonus refers to the bonus of the leader listed on the screen during the objective phase. Leader -2 -3 -4 Leader -2 -3 -4 Bonus Readiness Readiness Readiness Bonus Readiness Readiness Readiness 0 0% 30% 70% 8 20% 50% 30% 1 0% 35% 65% 9 25% 50% 25% 2 0% 40% 60% 10 30% 50% 20% 3 0% 45% 55% 11 35% 50% 15% 4 0% 50% 50% 12 40% 50% 10% 5 5% 50% 45% 13 45% 50% 5% 6 10% 50% 40% 14 50% 50% 0% 7 15% 50% 35% 15 55% 45% 0% 20.5 Weapon/Range Casualty Table Range to Target Square: Wpn. Type Wpn# Abbrev. 1 2 3-4 5-6 7-8 9-12 Musket 0 MUS 3 1 0 0 0 0 Rifle 1 RFL 3 3 2 0 0 0 Carbine 2 CRB 2 0 0 0 0 0 Saber 3 SBR 1 0 0 0 0 0 12lb Gun 4 12G 17 8 6 3 2 1 9lb Gun 5 9G 13 7 4 2 1 1 8lb Gun 6 8G 12 6 4 1 1 1 6lb Gun 7 6G 9 5 3 1 1 1 4lb Gun 8 4G 7 4 2 1 1 0 3lb Gun 9 3G 5 3 1 1 0 0 2lb Gun 10 2G 3 2 1 0 0 0 24lb Howitzer 11 H24 19 7 5 2 1 0 5.5" Howitzer 12 H5.5 18 6 4 2 1 0 18lb Licorne 13 L18 16 6 3 2 1 1 10lb Howitzer 14 H10 14 5 2 1 1 0 9lb Licorne 15 L9 13 5 2 1 1 0 7lb Howitzer 16 H7 11 4 1 1 0 0 6lb Howitzer 17 H6 10 4 1 1 0 0 12lbGun/24lb How 18 12/24 18 8 6 3 2 1 12lbGun/10lb How 19 12/10 15 7 4 2 2 1 12lbGun/6lb How 20 12/613 6 4 2 1 1 12lbGun/18lb Lic 21 12/18 16 7 5 3 2 1 12lbG/6lbH/18lbLic 22 3GHL14 6 4 2 1 1 8lbGun/7lb How 23 8/7 11 5 3 2 1 1 6lbGun/10lb How 24 6/1011 5 3 1 1 1 3lbGun/6lb How 25 3/6 7 4 1 1 0 0 6lbGun/9lb Lic 26 6/9 11 5 3 1 1 1 9lbGun/5.5" How 27 9/5 15 7 4 2 1 1 6lb Gun/5.5" How 28 6/5 13 6 4 2 1 1 4lbGun/5.5" How 29 4/5 12 6 3 2 1 0 The number under the range column for each weapon type is the number of casualties that weapon will inflict at that range per 100 men or per gun firing. These casualties are modified by the other factors. Refer to section 20.6. 20.6 Fire and Melee Strength Modifiers Target Location Fire Melee Attacker Formation Fire Clear 100% 100% Line 100% Town 60% 80% Column 30% Woods 70% 70% Square 30% Fields 90% 100% Charge 0% Stream 100% 100% Counter Charge 0% Bridge 100% 100% Limbered 0% Redoubt 20% 40% Unlimbered 100% Swamp 70% 70% Normal 60% Sunken Road 80% 90% Routed 50% River 0% 0% Dismounted 75% Open 60% Attacker Location Fire Melee Clear 100% 100% Defender Formation Fire Town 100% 100% Woods 100% 100% Line 100% Fields 100% 100% Column 150% Stream 100% 70% Square 140% Bridge 100% 70% Charge 100% Redoubt 100% 100% Counter Charge 100% Swamp 100% 100% Limbered 80% Sunken Road 100% 100% Unlimbered 40% River 0% 0% Normal 110% Routed 60% Dismounted 70% Open 80% MELEE MODE TABLE Attacker Line Col Sqr Chg Cchg Limb Ulim Norm Rout Dism Open Line 100% 80% 100% 80% 80% 80% 80% 80% 200% 100% 120% Column 180% 100% 180% 100% 100% 100% 100% 100% 250% 180% 200% Square 100% 100% 100% 100% 100% 100% 100% 100% 100% 100% 100% Charge 250% 250% 100% 100% 100% 300% 300% 150% 400% 250% 300% C-Charge 250% 250% 100% 100% 100% 300% 300% 150% 400% 250% 300% Limbered 100% 100% 100% 100% 100% 100% 100% 100% 100% 100% 100% Unlimb 100% 100% 100% 100% 100% 100% 100% 100% 100% 100% 100% Normal 100% 100% 100% 100% 100% 100% 100% 100% 100% 100% 100% Routed 100% 100% 100% 100% 100% 100% 100% 100% 100% 100% 100% Dismount 100% 80% 100% 80% 80% 80% 80% 80% 200% 100% 120% Open 80% 70% 90% 70% 70% 70% 70% 70% 180% 80% 100% Col = Column Sqr = Square Chg = Charge Cchg = Counter-Charge Limb = Limbered Ulim = Unlimbered Norm = Cavalry Normal Dism = Dismounted Calvary ADDITIONAL COMBAT MODIFIERS: (All apply to both fire and melee unless noted otherwise.) Condition Modifier Readiness level -5% per level below 7 Lancers Melee 130% Unit defending in melee is flanked 25% Unit attacking a flank in melee 150% Unit firing at a flank 130% Unit meleeing is out of ammo 90% Disruption level -10% Number of men in target square +/- 1% per 50 men difference from 500 (99% at 450 men.) Number of men in firing unit -1% per 50 men difference from 500 (99% at 550 men) Attacking unit has less than 6 OP points left 75% Attacker Command Control 50% + 5% per level Attacker Fatigue -1/2% per point Attacker Efficiency Artillery or Fire Phase = Efficiency/ 100 Melee or Cav Charge = Efficiency - 18)/80 Melee Factor +10% per level (Melee Factor of 6 = 160%) Leader Bonus +3% per bonus level of attached leader Target of fire has Auto CAV retreat on 10% losses Target is in Road Mode 200% losses Attacking Skirmishers +1% per 5 men (to maximum of 300) (Max of +60%) ù Note: If attacking unit is not meleeing and is a 100% skirmisher unit with 100% skirmishers out, modifier is +60% Defending Skirmishers -1% per 5 men (to maximum of 300) (Max of -60%) ù Note: If target unit is not meleeing and is a 100% skirmisher unit with 100% skirmishers out, fire modifier is -60% ù Note: If target unit is a 100% skirmisher unit with 100% skirmishers out and is in town, or woods, attacker melee modifier is -50% Infantry unit firing with less than 500 men and 120% is stacked with at least one other unit Unit is firing at a unit that is set to melee 140% French/French ally in column or with skirmishers out 120% for fire combat only Unit is a 100% skirmisher unit with 100% deployed 110% British infantry in column or line formation 130% French infantry in column formation 150% Dismounted CAV melee 1/2 melee value Russian Musketeer / Fusilier in column in melee + 1 melee value Austrian Grenadier with skirmishers out 120% for fire combat only Prussian Infantry 120% Austrian unit in column 130% Austrian unit in column meleed by cavalry 120% Highland infantry 120% Russian infantry in column 120% Random Factor 80 to 120% Level of Play 80% to 120% Artillery unit with less than 16 men per gun # men/ 16 number of guns Elevation +/- 10% per level (- if target is higher, + if lower) Dismounted cavalry in melee 33% Routed unit vs. cavalry 20% Limbered artillery in melee 20% 20.7 Rally Table Morale: Command Control 20 40 60 80 10 40% 50% 60% 70% 15 55% 65% 75% 85% 20 70% 80% 90% 100% 25 85% 95% 100% 100% 30 100% 100% 100% 100% The higher a unit's Morale and Command control, the higher its chance to recover from Rout. Russian units add 10% to the percentages on this table. 20.8 Operation Point Table The Command Control rating of a unit determines how many OP points the unit receives. The maximum number of OP points a unit may receive is 15. Command Control OP points Command Control Op points 10 8 20 9-11 11 8 21 9-11 12 8 22 10-12 13 8 23 10-12 14 8 24 11-13 15 8 25 11-13 16 8 26 12-14 17 8 27 12-14 18 8-9 28 13-15 19 8-9 29 13-15 30 14-15 OP point modifier is added to the number calculated from the above table. Russian units with an OP point modifier of 0 receive a -1 to their final # of OP points received. Austrian units in column receive a -1 to their final # of OP points received. 20.9 Fatigue Table Action Cost Fire Combat Infantry and Cavalry +4 Artillery +10 Melee combat +8 Movement +0 or 2 * *Whether a unit gains 0 or 2 Fatigue per square entered is heavily dependent on the terrain type entered and the cost in OP points to enter that square. 20.10 Efficiency Table Action Cost Unit moved onto or adjacent to by a friendly retreating unit -2 and unit has between 20 and 60 efficiency Unit retreats -6 Per 5 men lost as casualties* -1 Unit forces an enemy unit to retreat by fire, melee or cavalry overrun +6 Unit forces an enemy unit to rout by fire or melee +12 *For units with less than 800 men. If a unit has over 800 men, the unit must lose a proportionally higher number of men suffer Efficiency loss. 20.11 Disruption Table When units suffer losses they may gain disruption levels. Units will have a chance of gaining Disruption levels if: The unit suffers >3% losses in a single shot (5 men lost for artillery) Morale of the Unit is <20 and unit suffers a loss Unit is moved onto or adjacent to by a retreating unit If any of the above occur, then the unit takes a Disruption Test based on the following chart. Each occurrence of the above causes a Disruption Test to be taken. Disruption Levels Gained: Morale +0 +1 +2 80+ 100% 0% 0% 60 80% 20% 0% 40 60% 40% 0% 20 40% 40% 20% 0 20% 40% 40% -20 0% 40% 60% Special modifiers: ù Units in line formation are at -20% ù Cossacks under Artillery fire are at -5% ù Units in square formation receiving a cavalry charge get a +40% bonus ù Units in column formation receiving a cavalry charge get a +10% bonus ù French / French ally units in column or with deployed skirmishers get a +20% bonus ù British units in line or column get a +30% bonus ù Austrian grenadier units with skirmishers deployed get a +20% bonus ù Austrian units in column get a +30% bonus ù Austrian units in column under attack by meleeing cavalry get a +20% bonus ù Highland units get a +20% bonus ù Russian infantry in column get a +20% bonus ù Prussian infantry get a +20% bonus Note that all modifiers are cumulative. Therefore, Austrian grenadiers in column under attack by enemy cavalry are at +60%. Other Special Notes: ù Charging Cavalry automatically gain 2 Disruption levels, in addition to any gained from fire or melee combat ù Infantry units not in square formation and attacked by charging cavalry automatically gain 2 Disruption levels ù Units suffering >14% losses in one shot automatically gain 5 Disruption levels (exc: Artillery) 20.12 Disruption Recovery Table Recovery from Disruption effects is based on Command Control. A unit may lose Disruption levels if it is not routed. The percentages listed below are the chance of recovering the number of Disruption levels listed if at the appropriate Command Control level. Therefore, a unit with a Command Control of 16 would have a 20% chance of recovering 0 Disruption levels, a 75% chance of recovering 1 Disruption level, and a 5% chance of recovering 2 Disruption levels. Command Disruption Command Disruption Control -0 -1 -2 Control -0 -1 -2 10 50% 50% 0% 20 0% 75% 25% 11 45% 55% 0% 21 0% 70% 30% 12 40% 60% 0% 22 0% 65% 35% 13 35% 65% 0% 23 0% 60% 40% 14 30% 70% 0% 24 0% 55% 45% 15 25% 75% 0% 25 0% 50% 50% 16 20% 75% 5% 26 0% 45% 55% 17 15% 75% 10% 27 0% 40% 60% 18 10% 75% 15% 28 0% 35% 65% 19 5% 75% 20% 29 0% 30% 70% 30 0% 25% 75% 20.13 Leader Command Control Modifier Table Leader Bonus **** *** ** * 0 0% 0% 0% 100% 1 0% 0% 12% 88% 2 0% 0% 23% 77% 3 0% 0% 34% 66% 4 0% 0% 45% 55% 5 0% 0% 55% 45% 6 0% 12% 55% 34% 7 0% 22% 55% 23% 8 0% 33% 55% 12% 9 0% 45% 55% 0% 10 0% 55% 45% 0% 11 11% 55% 34% 0% 12 22% 55% 23% 0% 13 33% 55% 12% 0% 14 45% 55% 0% 0% 15 55% 45% 0% 0% The Morale of the unit attached to the leader also affects the above percentages. 20.14 Cavalry Charge Table In order to charge, a cavalry unit must: ù have 6 OP points after declaring the charge ù have a morale of >24 ù be in charge mode ù have less than 4 disruption levels ù not start the charge in an enemy ZOC ù pass a morale test (see below) ù choose a target within 8 squares MORALE TEST Disruption: Morale 0 1 2 3 30 40% 25% 10% 0% 40 50% 35% 20% 5% 50 60% 45% 30% 15% 60 70% 55% 40% 25% 70 100% 65% 50% 35% 80 100% 75% 60% 45% 90 100% 85% 70% 55% Note that counter charges use the same morale chart and are under the same restrictions as the charges. Also, the above percentages are able to be changed in the editor. ENTERING SQUARE Infantry units that try to enter square during an enemy charge will do so according to the following chart: Disruption: Morale 0 1 2 3 20-39 30% 15% 0% 0% 40-59 60% 45% 30% 15% 60-79 90% 75% 60% 45% 80+ 100% 100% 90% 75% Units with greater than 3 levels of disruption or that have a morale of less than 20 may not attempt to enter square. Units in line formation have a -10% to the above chart. Infantry that are comprised entirely of skirmishers have the following modifiers: ù 100% skirmisher out -- cannot enter square ù 75% skirmishers out -- -30% ù 50% skirmisher out -- -20% ù 25% skirmishers out -- -10% Units that fail to enter square will test on the following chart to see if they gain disruption levels: Morale +1 Disr +2 Disr +3 Disr +4 Disr +5 Disr 20-39 10% 10% 10% 20% 50% 40-59 20% 10% 10% 20% 40% 60-79 30% 10% 10% 20% 30% 80+ 40% 10% 10% 20% 20% Units with morale of lower than 20 automatically gain 5 levels of disruption if they are charged by cavalry. 20.15 OP Point Cost Table Terrain Entered Infantry Cavalry Artillery Clear 2(3) 1(2) 2(3) Town 4(6) 3(5) 3(5) Woods 4(6) 3(5) 6(9) Fields 2(3) 1(2) 3(5) Stream 4(6) 3(5) 5(7) Bridge 4(6) 3(5) 5(7) Redoubt 3(5) 2(3) 3(5) Swamp 4(6) P(P) P(P) Sunken Road 3(5) 2(3) 3(5) River P(P) P(P) P(P) Higher Elevation +2 +1 +4 ADDITIONAL COST Action Infantry Cavalry Artillery Performed Change Facing without entering a new square +1 +1 +1 Change facing while entering a new square +1** +0 +0 Change Formation if not in ZOC +2* +2* +2 Change Formation if in ZOC +6* +6* +6 Enter an enemy ZOC +1 +1 +1 Leave an enemy ZOC +2 +2 +2 Move away from objective +1-3 +1-3 +1-3 Fire in Fire Phase 1 1 4 Melee in Melee Phase 2 2 2 Deploy/Recall Skirmishers 1 1 1 Stack with a friendly unit +1 +1 +1 Change Road Mode status 2 2 2 Units in line formation pay double the listed cost, except for units which are comprised entirely of skirmishers and which are 100% skirmishers out. Horse artillery move as if they are cavalry. The cost listed in parentheses is the cost for moving diagonally while the cost listed to the first is the cost for entering a square orthagonally (moving non-diagonally). Units that move non-diagonally from road/town squares to road/town squares while in road mode may do so at a cost of 1 OP point per square. Units may also use a special one-square movement known as ZOC-to- ZOC movement. This entails moving from one square of an enemy ZOC to another square of an enemy ZOC by moving through a friendly unit. The moving unit must pay the cost to leave a ZOC, plus the cost to enter a ZOC, plus the cost of entering the target square. In addition, the square being entered must be occupied by a friendly unit. Units may always move at least one square. This requires all of a unit's OP points and the unit must have started with at least 1 OP point. *Non-French pay one additional point. **Units in column are exempted from this. CREDITS Game Design Chuck Kroegel Game Programming David Landrey Game Development Chuck Kroegel, David Landrey, Joel Billings & Graeme Bayless Rules Graeme Bayless & Victor Penman Historical Scenarios Dick Vohlers, Joel Billings & Chuck Kroegel Customized Disk Operation System (Apple) Roland Gustafsson Playtesters Graeme Bayless, Joel Billings, James Kucera, Dave Shelley, Robert Daly, John Bruning, David Heath, Richard Hooks, Mike Musser, Gunter Meyer, Bill Barr, Russ Smith & Cyrus Harris Special Historical Research Mike Musser Special Historical Notes John Bruning Art & Graphic Design Louis Saekow Design: David Boudreau & Peter Gascoyne Desktop Publishing David Boudreau & Peter Gascoyne Printing A & a Printers and Lithographers (c) 1988 Strategic Simulations, Inc.