b e r t h i e r m a n u a l
DESCRIPTION
manual for berthierTRANSCRIPT
B E R T H I E R M A N U A L
Version 8.0
Berthier Wargame Campaign Manager
(c) Berthier Manual Copyright 1998 - 2012 Anthony De Lyall.
(c) Berthier Programs Copyright 1998 - 2012 Anthony De Lyall.
http://members.tripod.com/delyall/berthier/berthier.html
Berthier is named after Louis-Alexandre Berthier (1753-1815),
Napoleon's chief of staff.
1. INTRODUCTION AND BERTHIER SET-UP
1.1 What is Berthier?
Berthier is software that manages miniature wargames campaigns. Berthier
allows two campaigners, without an umpire, to run simple strategic campaigns
leading to tabletop battles. Alternatively umpires can use Berthier to run
two sided campaigns. Berthier is suitable for historical, naval or fantasy
wargaming in most periods but was developed with the Horse and Musket period
in mind. Play by email (PBEM) is possible.
1.2 Conditions of Use
The author retains copyright of Berthier, all associated programs and
documentation. Berthier may be freely copied and distributed provided the
complete Berthier package consisting of:
BERTHIER.EXE - the Berthier program
TITLE.BMP - the title page
MANUAL.EXE - the File Reader and on-line manual file
MANUAL.DAT
GRIDMAP.EXE - the GridMap utility program
GRIDMAP.HLP - GridMap help files
GRIDMAP.CNT
ARMYPLAN.EXE - the Army Plan program
PLAYBACK.EXE - the PlayBack program
ECONOMY.EXE - the Economy program
COLOURS.EXE - the Colours terrain colour editing utility
GRIDMAP.HLP - Colours help files
GRIDMAP.CNT
VIEWER.EXE - Simple Windows BMP viewer for Berthier
ICONS folder and all files within this folder
MARNON3.BTH + all files in the MARNON3 folder (Marnon example)
WATERLOO.BTH + all files in the WATERLOO folder (Waterloo example)
plus any 'readme' files;
is distributed in its entirety without modification. Berthier may not be
sold. Berthier is provided for use as is. It is not warranted in any way and
you use it at your own risk.
1.3 Systems Requirements
Berthier is a small, stand-alone program that runs under Microsoft Windows.
Additional set-up help can be found in the 'Readme' files in the Berthier
package.
1.3.1 Windows 7 Set-up
Some Windows 7 users, but not all, have had problems getting Berthier
working. The problem has manifested itself as not being able to view the
manual. There may be other symptoms.
Try this: make all the EXE's Windows XP compatible i.e. BERTHIER.EXE,
MANUAL.EXE, ARMYPLAN.EXE, PLAYBACK.EXE, ECONOMY.EXE.
To do this -
* Right click the EXE.
* Select Properties.
* Select the Compatibility tab.
* Select Windows XP as the compatibility mode.
* You may also need to check "Run this program as an administrator".
1.4 Berthier Set-Up
Create a new folder for Berthier, for example -
C:\Program Files\Berthier\
Unzip the Berthier package files into this folder.
Ensure these files are in this folder:
BERTHIER.EXE - the Berthier program
TITLE.BMP - the title page
MANUAL.EXE and MANUAL.DAT - the on-line manual
ARMYPLAN.EXE - the Army Plan program
PLAYBACK.EXE - the PlayBack program
ECONOMY.EXE - the Economy program
VIEWER.EXE - Simple Windows BMP viewer for Berthier
ZIP.EXE - Info-ZIP's file zipping program
UNZIP.EXE - Info-ZIP's file unzipping program
You should have these files for Berthier utilities in the folder as well:
COLOURS.EXE - the Berthier terrain colours editing program
COLOURS.HLP - Colours help files
COLOURS.CNT
GRIDMAP.EXE - Berthier terrain griding and mark-up program.
GRIDMAP.HLP - GridMap help files
GRIDMAP.CNT
1.5 Running Berthier
If all this is OK then Berthier should work for you immediately. You can
start Berthier in two ways -
1. Open Berthier (BERTHIER.EXE). Then load an existing campaign or create a
new campaign from within Berthier. This is the best way.
2. Berthier has one optional command line parameter: the name of the
Berthier campaign file you wish to load. So you can drag a Berthier
campaign file over Berthier (BERTHIER.EXE) to launch Berthier with the
campaign loaded.
1.6 Berthier Files
1.6.1 The Campaign File
Berthier campaigns are saved as files in the same folder as the Berthier
program eg. C:\Program Files\BERTHIER\.
1.6.2 The Support Directory
Campaign files are always given an extension of 'BTH'. Saving a campaign
also creates a Support Folder where additional files for the campaign
such as annotations are stored. Berthier creates this folder with the
same name as the campaign. For example, if your campaign file is:
C:\Program Files\BERTHIER\WATERLOO.BTH
then the Support Folder will be:
C:\Program Files\BERTHIER\WATERLOO\
Once created you can move Berthier files (BTH) and the associated Support
Folders to a different folder if you wish.
1.7 Making the Berthier Window Appear Larger on the Screen
The Berthier window can be made larger so Berthier is easier to read and use.
Go into the Berthier Options main menu item. Choose the appropriate Scale
Window choice to make the window size display larger.
If changing Berthier window size causes Berthier to become unusable then
deleting the file BERTHIER.INI will restore Berthier to the default
display size.
One of the Scale Window choices is 'Full Screen'. If you choose this option
then Berthier will run in full-screen mode. Berthier will appear as the sole
object on the screen and will be enlarged to occupy the entire screen.
Berthier may not go into full-screen or it may not look right on all
systems. It depends on the video card installed in the PC and the
monitor size.
1.8 External Programs used by Berthier
Berthier makes use of several external programs - a text editor, an image
viewer and data compression software. A campaign can be run without these
with some limits on functionality.
The text editor and image viewer are defined from the Berthier Options main
menu item. Berthier has pre-defined defaults.
1.8.1 Default Text Editor
Berthier uses Microsoft Notepad as the default text editor. All PCs
running Windows will have Notepad.
1.8.2 Default Image Viewer
The Berthier package comes with its own very simple BMP image viewer -
VIEWER.EXE, which is the default viewer. Click the mouse to toggle
picture scaling.
1.8.3 Data Compression
If you want to use the Berthier functions to zip/unzip your campaign
files then you will need the freeware programs from Info-ZIP:
* ZIP.EXE, and
* UNZIP.EXE.
ZIP.EXE and UNZIP.EXE must reside in the Berthier folder. The Berthier
package should contain these files.
You can use a different text editor and/or image viewer if you wish. The text
editor or image viewer must be able to be run from the command line and take
a file name as a command line parameter.
To use such a program you should either -
1. Put a copy of the executable in the Berthier folder. In this case type in
the name of the executable in the Berthier Options screen; or
2. If the executable resides elsewhere, type the FULL PATH for the
executable in the Berthier Options screen.
1.9 Contact the Author
You can contact the author at
Suggestions for improving and extending Berthier are welcome.
You can also send the author copies of your campaigns as a fair exchange for
the software.
2. NAVIGATING BERTHIER
In Berthier you will see and use Menus for navigation and Forms for data
entry.
2.1 Menus
Menus allow you to navigate through Berthier by making menu selections. Mouse
click a menu item to select it. Clicking the close button at the top of the
menu screen will back you out of a menu. Alternatively you can use keyboard
commands - see Appendix A.
2.2 Forms
Forms allow you to display, enter or update information. Mouse click on the
data entry field you wish to type into. Data entry fields on forms are
highlighted when active. See Appendix A for the data entry keyboard commands.
Some data entry fields require you to select from pre-set options. The
inverted triangle symbol button indicates these fields. Mouse click on the
field or the button to activate the field. You will get a drop down menu from
which to make your selection.
At the completion of any data entry mouse click the <OK> button at the bottom
of the form. Clicking the close button at the top of the form will back you
out of a form without changes taking effect. Alternatively you can use
keyboard commands - see Appendix A.
2.3 The Locality Terrain Map
The Locality terrain-viewing window appears in several places within
Berthier. Here is how to work with it:
a. Squares are numbered, and coloured coded as to the terrain.
b. When the supply option is on, squares indicate supply status with a
'traffic light':
Red - No supply capability (square supply value = 0).
Yellow - Supply capability (square supply value > 0).
Green - Depot (square supply value is infinite).
c. The centre square is always the active square and is specially marked.
d. You move around the map is by clicking on the arrow buttons or by using
the keyboard arrow keys.
e. Holding down the <Shift> key when using the arrow buttons or arrow keys
will move one window in the nominated direction.
f. Terrain type and supply values can be modified by selecting the active
square either by clicking the square, by clicking the Edit button or by
pressing the ENTER key. You will then see a pop up window where you can
modify the terrain type and supply value of the active square.
g. The terrain type of the active square can also be modified by clicking on
the terrain type buttons.
h. The active map square may be annotated by clicking the Notes button.
i. If an image has been associated with active square it may be viewed by
clicking the Image button. If there is no associated image then nothing
happens. Images are viewed with the external image viewer. Images need:
* to be in BMP file format,
* named for the associated square eg. 1.BMP, 652.BMP, and
* stored in the Support Folder for the campaign.
The Terrain Map also has short cut keys - see Appendix A.
2.4 Capturing and Printing Screens <Cntl>+<P>
Berthier has no built-in print function.
However if you press the <Cntl>+<P> keys together, the current screen will be
captured and MS Paint opened to display the screen capture. From MS Paint you
can print or save the screen capture. To save the screen capture use 'Save
As' as the temporary file gets deleted once you close MS Paint.
Berthier remains inactive until MS Paint is closed.
MS Paint comes as part of a Windows installation so this approach assumes you
have MS Paint on your computer and that it resides in the standard place. If
MS Paint cannot be found this function does nothing.
Alternatively you can capture screens using the <Alt>+<Print Screen> keys
together. <Alt>+<Print Screen> captures the screen in the Windows clipboard.
This image can then be pasted into other programs such as MS Word.
3. CAMPAIGN SEQUENCE
The Main Menu in Berthier is ordered in usual sequence of campaign activity:
Set Up A New Campaign or Load A Campaign
|
Save The Campaign <---------------------+
| |
Issue Orders to a Side |
| |
Intelligence Reports |
| |
Combat Resolution (Tabletop or Berthier) |
| |
+-------------------------------------+
4. SET UP A NEW CAMPAIGN
4.1 Introduction
To run a campaign with Berthier's assistance you will need a map for your
campaign. This map has to be overlayed with a square grid and each square
given a reference number. The map can be paper based or computer based.
Squares need to be numbered consecutively from the top left hand corner of
the map starting with square number 1. Square numbering runs left to right
then top to bottom.
This example shows the grid numbering of a 5 row x 6 column = 30 square map.
+-------------------+
| 1 2 3 4 5 6 |
| 7 8 9 10 11 12 |
| 13 14 15 16 17 18 |
| 19 20 21 22 23 24 |
| 25 26 27 28 29 30 |
+-------------------+
Berthier automates the movement and tracking of unit positions on the
campaign map using the reference grid. The maximum dimensions of the grid
Berthier can handle are 99 rows x 99 columns. Berthier allows any grid square
to be nominated as a specific terrain type that will affect a unit's movement
capability.
You set up a campaign in Berthier by selecting the New option. You must
first:
* Define a New Campaign i.e. define the reference grid and terrain, then
* Set the Campaign Options, then
* Create the Orders of Battle.
Sections 4.2 to 4.4 below describe how to do this from scratch. You should
read these sections to understand how Berthier's parameters work.
IMPORTANT NOTE: The GridMap utility provides an easier way to create a new
campaign - see Section 4.5.
4.2 Define New Campaign
To define a new campaign you must:
1. Name the campaign.
2. Described the grid by specifying the number of rows and columns.
3. Nominate if the campaign will be using supply.
4. Fill out the Effects Table by providing:
a. The names of the types of terrain that will be used in the campaign
eg. Good, Water, Hills. Notice you associate a colour with each
terrain type. Colours may be changed later - see Section 10.3.
b. The types of units that will be used in the campaign. For example
these might be Line Infantry, Light Infantry, Heavy Cavalry, Light
Cavalry and Artillery.
c. The movement rate for each unit type in each terrain type. The
movement rate is expressed in squares per campaign move.
Normally a unit should have a movement rate between 1 - 10. Movement
rates under 1 may be entered eg. 0.25, as may fractional amounts eg.
2.5. Movement rates over 10 should be reserved for very fast units.
A good rule of thumb for setting movement rates is to assign a
movement rate of 1 to your slowest non-static unit in its slowest
terrain. All other movement rates for all units should be scaled up
from this rate.
Important. Use zero movement -
* To disallow movement by the unit type into a particular terrain, or
* To stop movement out of the terrain for static unit types.
d. The transport capability of the unit type i.e. whether the unit can
transport other units. For example a unit type of 'Fleet' might be
nominated as transport.
e. The ability of this type of unit to hide ('Can Hide'). Hidden units
are impervious to enemy reconnaissance. Use this facility to simulate
units that typically can hide eg. submarines, ambushers, spies...
f. The speed messages (couriers) move about the terrain. Leave this as
zeros if you do not wish to use the message function. Use 999 to
simulate instant communication such as radio.
g. The default supply value for each type of terrain. Supply value
represents the amount of supply available in the square to feed units.
Towns - the magenta colour - default to Depots. Depots have unlimited
supply value. The supply value for any square can be modified later.
h. The movement multiplier ('Move Multiplier'). Units may choose to have
the multiplier applied to their movement when they issue a move order.
* For situations where you want to simulate where a less than normal
movement rate applies e.g. night moves, then select a movement
multiplier less than 1.
*For situations where you want to simulate where a greater than
normal movement rate applies e.g. forced marches, then select a
movement multiplier greater than 1.
*If the multiplier is set to the default value of 1 then the
multiplier option is turned off.
* The multiplier is never applied to messages (couriers) only units.
h. The initial or default terrain for all map squares.
You are now given the option of re-setting the terrain type and supply value
for any square on the map overriding the default terrain and default supply
values. The terrain map is viewed through a 9 x 9 square window. You can move
around the map, viewing it through this window, modifying terrain squares as
you go. See Section 2 on how to navigate within the terrain-viewing window.
Alternatively the terrain can be changed later using the Edit functions.
4.3 Set the Campaign Options
Next you set the Campaign Options:
* % Intelligence Variability.
Whenever contact with the enemy is made you are warned in the Operational
Status Display. You can choose to make the information that appears in
the Operational Status Display vary in accuracy. For example, 50%
variance will generate a contact message that randomly varies the size of
the enemy by up to plus or minus 50% of the true figure. The default is
0%. You can use this feature to simulate intelligence uncertainty.
* Recon Report.
After executing an order, if the enemy is contacted or sighted you are
warned in the Operational Status Display. You can then choose to see
additional information about the about the reconnaissance intelligence,
the level of information being set by this option. The choices are:
1. Limited - Just the squares where the enemy has been sighted plus any
contact.
2. Numbers - The number and the total size of enemy units sighted in each
square plus any contact.
3. Type - The types of units seen or contacted.
This is not square specific but summarises the types of
enemy seen in all squares listed.
4. Full - Full information consisting of both the Numbers and Type of
the enemy sighted.
5. Off - Turn the Recon Report ability off (so you are limited just
to the information you see on the Operational Status
Display).
% Intelligence Variability is applied to choices (2) and (4).
* Log Recon Report.
This switch turns Recon Report logging on or off. If Recon Report logging
is turned on, then any Recon Report that is viewed after issuing an order
is also automatically logged to the Intelligence Log file. You can then
see any logged report by going to the Intelligence Reports>Intelligence
Log option.
* View Plot.
After executing an order you can choose to 'View Plot' which will display
a deployment plot. This switch controls the amount of information on that
plot. A full plot displays all current contacts and all sightings for all
your units as well as the moving unit's movement path. You may consider
this is too much information to be made available. A limited plot shows
just the moving unit's contact and sightings if any, as well as the
movement path.
* Terrain Modifies Recon Range.
Normally units that have a recon range can reconnoitre equally in all
directions across all terrain. If this switch is set then movement rates
are used to constrain a unit's reconnaissance ability.
Warning: this approach occasionally leads to anomalies. For example if a
river has been made impassable then you won't be able to see across it.
* % Messages Intercepted/Captured/Lost.
This parameter sets the % chance something can go wrong when sending
messages between units. Messages between units can either be:
Intercepted - Both sides get the message.
Captured - The enemy gets the message.
Lost - Neither side gets the message. Lost messages are logged
in a file call 'LOSTMSG.TXT' for post campaign viewing.
Set to 0% to guarantee all messages will get through without problems.
* Sound of the Guns: Radius.
The number of squares around a combat contact where the Sound of the Guns
function will apply. Normally, depending on your campaign scale, this
should be a very small value: 1 or 2 at most. A value of 0 turns the
Sound of the Guns function off.
* Sound of the Guns: % Chance.
The chance, expressed as a percentage between 0% and 100%, that a unit
within the Sound of the Guns radius will be relocated to the combat
square. When you use the Sound of the Guns function every unit will be
tested against this percentage to see if it relocates or not. Set to 100%
if you always want the units to relocate.
* % Average Combat Casualties.
The Combat Resolution function varies the calculated casualties around
this average (for equal sized forces). The default is 15% but you may
like to make this period specific by calculating the average casualty
figure for a number of the major battles of your chosen period.
* Log Move for Playback
When this option is on all campaign moves are logged and stored in a file
in the Support Folder that has the campaign name and a '.LOG' extension.
The log is updated whenever the campaign is saved. This provides a
campaign history and is also input to the PlayBack option. It can be
viewed with a text editor or word processor.
* 'Supply is' Function Toggle.
You can turn supply on and off at any time. Turning supply off clears
current values. When supply is turned on all supply values are set to the
default supply value set up in the Effects Table.
* Allow Supply Transfer.
Toggles the ability to issue the Transfer Supply order.
* % Attrition when Out of Supply.
If a unit is out of supply it suffers attrition. This is the percentage
reduction applied to the unit's size at the end of each campaign move
when out of supply.
* Reset Supply to Default Values toggle.
When set this overrides all current terrain supply values with the
defaults set up in the Effects Table. This can be used, for example, to
simulate the recovery of supply at the beginning of a new campaign
season.
4.4 Create Orders of Battle
Once the terrain is set up each opposing Orders of Battle must be created.
This is done in sequence, first for one side then the other, by entering:
1. Name of Side.
2. Password.
The password is optional. If used, it is required before several forms
can be used - either because the information is secret to one side or
because both sides should jointly agree to use some function eg. Combat
Resolution.
3. Unit Name.
Up to 20 campaign units can be entered per side.
4. Unit Type.
5. Position (Pos).
The square where the unit is initially deployed. Care needs to be taken
that a unit is not deployed in terrain that is impassable for its type
otherwise it will be stuck in place.
6. The Reconnaissance (Recon) range of the unit.
Reconnaissance range is the radius, expressed in terms of squares, of a
scouting circle surrounding the unit where it can be aware of enemy
presence. A reconnaissance range of zero means that the unit will only be
aware of an enemy that shares the same square. A range of three means the
unit will be aware of any enemy within a circle with a radius of three
squares beyond the unit, and so on. Setting a reconnaissance range
provides a way to abstract scouting ability especially for larger
campaign units such as divisions or corps. Thus it can be used to
simulate a cavalry screen around a corps or the effects of radar equipped
naval vessels in a naval campaign. Where you do not want to abstract
scouting ability and actually want units to search each other out then
reconnaissance range should be set to zero.
7. The size of the unit.
Unit size can be used to record the actual number of men or the number of
wargame figures or the number of figure stands or some unit points value
etc. The size data entry field is limited to a maximum of 9999. If you
decide to use the Combat Resolution function for non-gamed battles you
should use large numbers (such as actual men or a points value) since
Combat Resolution applies percentage losses to units. You can update unit
size during the campaign to reflect tabletop losses or reinforcements.
8. Integral supply value for the unit.
This is a numeric representation of the unit's integral logistics i.e.
what the unit is transporting or carrying to feed itself. Once integral
supply is set it can be varied during the campaign either manually or by
the attrition function. However it can never be reset to a value larger
than its initially created value. If you do need to reset this maximum
value you will have to delete the unit from the campaign and recreate it
with the new value. So if you have cadres that are built up during the
campaign make sure you give them enough integral supply for the fully
established unit. Note also:
* Units that move into Depots have their integral supply topped up to
its maximum value.
* Units that are carried on transport have their integral supply topped
up to its maximum value provided the transporting unit has sufficient
integral supply to do so. The transporting unit is debited the
corresponding amount.
9. Consumption Rate for the unit.
This is the amount of supply the unit consumes each campaign move. Units
out of supply suffer attrition losses. Consumption is done in a
hierarchical fashion. Units will consume in order:
1. From a transport's integral supply if being transported.
2. From their own integral supply.
3. From the square they are in if they are not being transported i.e.
units start to 'live off the land'.
Rules around Consumption Rate:
* The Consumption Rate is varied by Berthier throughout the campaign in
proportion to unit size. So it increases when the unit is reinforced
and decreased when the unit suffers attrition. However
* It will never go higher than 9.
* It will never go lower than 1.
* If the Consumption Rate is set to 0 the unit does not consume supply
and this rate is never varied.
4.5 Alternative Campaign Set Up using GridMap
An alternative way of setting up a campaign, and the easiest way is to use
the GridMap utility. You prepare a skeleton campaign with the GridMap program
then load this into Berthier and flesh out the details using the Edit
functions.
GridMap can be started from -
* The Berthier New Campaign menu option; or
* Running the program GRIDMAP.EXE.
GridMap allows you to take images of maps saved in bitmap format (BMP) and
very quickly adapt them for use in a campaign that is being managed by
Berthier. GridMap does this through two functions:
* GridMap can overlay the map image with the numbered reference grid. The
resulting image can be saved as a BMP file and made available to campaign
participants. Berthier can display this file if desired from the
'Campaign Map Image (BMP)' option.
Note: You can also mark up a blank grid instead of a BMP map.
* GridMap allows each square of the grided map to be quickly and visually
nominated as one of the Berthier terrain types. The result is a BTH file
that can be saved and then loaded into Berthier when setting up a
campaign. Once loaded, Berthier editing functions can be used to complete
the campaign definition eg. by defining the Orders of Battle.
For further information on how to use GridMap see the GridMap help screens.
4.6 Importing an Existing Campaign
Another alternative to creating a new campaign is to Import an Existing
Campaign Definition. This allows you to re-use the terrain map and campaign
options from any previously saved campaign for your new campaign. You need
only create the new Orders of Battle.
5. FILE MANAGEMENT
5.1 Load a Campaign
The Load option allows you to load a BTH campaign file. Pick the campaign to
be loaded from those listed.
5.2 Save the Campaign
The campaign can be saved at any time in its current state for later use from
the Save option.
6. THE CAMPAIGN MOVE
Campaign moves in Berthier are alternate. One side issues orders to all their
campaign units, then the other side issue orders all their units. Two such
phases, one per side, makes a complete campaign move. In between each phase
the Contacts Report will show which units are in contact in the same square -
hence a potential tabletop encounter to be resolved.
You will need a local rule to say whether combat takes place immediately on
contact - at the end of a phase; or after pair of phases at the end of a
campaign move.
6.1 Issue Orders [Side]
When you choose the Issue Orders [Side] option you are presented with a menu
showing all your units. You select the unit you want to issue an order to.
Units that have already executed their orders have a mark against them.
You can also Send Messages to units from the Issue Orders menu. This is the
same as the send message function available Post Order Execution (see below
for full details), except the message header will not contain intelligence
information.
Once you have finished issuing orders to units select Exit Issue Orders. You
do not have to have issued orders to every unit to exit.
6.2 The Operational Status Display
Selecting a unit takes you to the Issue Order to Unit screen. At the top of
this screen is the Operational Status Display showing the current order the
unit is operating under and other status information.
The Operational Status Display is updated as the unit moves to show:
* Contacts. When a unit enters a square that has one or more enemy units in
it, a contact message is displayed.
* Sightings. If the unit has its reconnaissance range set all squares
within range of the move path are reconnoitred and any enemy sightings
are displayed.
6.3 Moves Accumulated item on Operational Status Display
Units may accumulate moves or part moves if they are unable to reach the next
route square in the current campaign move.
Berthier calculates how many moves it will take the unit to move from where
it is to the next square. Berthier's calculation takes into account the fact
that diagonal distances between squares are longer than horizontal or
vertical distances as well as the nominated movement speed in the terrain. If
the unit does not have enough movement to make the move it stays in the same
square but the remaining movement is credited to the next campaign move.
Eventually the unit will have accumulated sufficient movement to leave the
square.
For example, lets say a unit has a movement rate 0.25 squares per campaign
move in Hard terrain. It is in Square 67 and is ordered to move to adjacent
Square 68. Square 67 and Square 68 are both Hard terrain. So the unit will
take 4 campaign moves to get from 67 to 68. For the first three campaign
moves the unit will remain in 67 but will accumulate 1 move credit each move.
On the fourth move it will have sufficient allowance to make Square 68.
6.4 Giving a Unit Orders
Units are issued an order then the order is executed. The current order is
displayed on the Operational Status Display. You can change the current order
from the menu. The menu options are:
1. View the Locality.
This feature allows you to view the terrain map around the current
position of the unit. This is not an order per se, and you can do this at
any time before executing the order. See Section 2 on how to navigate
within the terrain-viewing window.
You can also use the View the Locality feature to issue a Move Order.
Make the square you want to move to the active square. Click the 'Move
to' button. The 'Via' square can also be set this way also. Then back on
the Issue Order screen choose Execute the Order.
2. Move Order.
You issue a Move Order by nominating the final destination square for the
unit. The destination does NOT have to be reachable this campaign move.
Berthier determines the quickest route to that square and follows this
route when the order is executed. You can tell Berthier to go Via a
specific square on the way to the destination. This allows you for
example to approach a destination from the rear rather than by the most
direct route. Be warned: Berthier may take a long while to calculate the
route to a far destination on a large (>50x50 square) map.
If the Movement Multiplier option has been set (in Terrain Effects) then
you can choose to apply the multiplier to the move being made by this
unit. Since the Movement Multiplier changes the movement rate you should
only set this option up if you trust your opponent to be honest or if an
umpire is running the campaign. If Playback logging is turned on then the
use of the Movement Multiplier is logged. You can check the log or check
in PlayBack to see this.
3. Hold Order.
A unit issued a Hold Order stays in the square it is currently in. A Hold
order also updates a counter (which is displayed on the Contacts Report)
showing how many moves the unit has been holding in the current square.
You can use this information to create specific rules for tabletop
battles eg. any unit that has had Hold orders for 5 moves will be
considered entrenched.
4. Embark Order.
An Embark Order allows you to embark non-transport units onto a transport
unit.
5. Disembark Order.
A Disembark Order will allow any embarked units to be disembarked onto
the current square. Be careful you do not disembark a unit into terrain
in which it cannot move.
6. Hide/Reveal Order.
This order allows a unit, provided it is of a type allowed to do so, to
hide from enemy reconnaissance. If the unit is already hidden then this
order reverses the situation so that the unit becomes visible to
reconnaissance once again. The Hide/Reveal Order takes effect immediately
and is followed by a prompt to issue a subsequent order. Note that if a
hidden unit comes in contact with an enemy unit the contact is
registered.
8. Transfer Supply Order.
This order allows a unit either to:
* Dump a nominated amount of its integral supply to increase the supply
value of the current square (up to 999), or
* Top up its integral supply by the nominated amount from supply value
of the current square.
The order acts in addition to the normal automatic supply arrangements
discussed above. The intent of this order is to allow the simulation of
supply trains and supply dumps. The ability to use this order can be
toggled on/off in the Campaign Options menu.
8. Execute the Order.
This executes the current order for the unit. If the unit cannot move as
directed eg. the route would only go through terrain it cannot pass
through, then you are taken back to the Issue Order [Side] menu to begin
again. Also note that only here will the Operational Status Display show
sightings that occurred along the route as well as those visible at the
end of the move.
6.5 Conditions that End a Unit's Orders
A unit's order execution is completed if:
1. It runs out of movement.
2. It enters a square containing one or more enemy units.
However if at the start of a campaign move a unit is sharing a square
with the enemy it can move out of the square.
3. It executes a Hold Order.
4. It embarks or disembarks units.
You do not have to issue orders every unit. If you exit the Issue Order
[Side] Menu then the side's campaign move is completed and all unordered
units stay where they are with their existing orders unchanged. But you must
have issued orders to at least one unit, even if it is to issue a Hold Order,
for your side's campaign move to have commenced.
Attrition is applied at the end of the side's campaign move to any unit
unable to be supplied. Berthier displays the attrition effects. The
Consumption Rate for the unit is recalculated at this time to conform to the
new unit size.
6.6 Post Order Execution
Once a unit executes an order a number of buttons are display allowing you to
select what to do next:
* Continue button.
Returns to the Issue Order [Side] menu.
* Recon Report button.
Shows further information about the sightings and contact on the
Operational Status Display. The amount of additional information you can
see is set in the Campaign Options. All sightings made as the unit
transverses the movement path are reported not just those visible at the
end of the move.
* View Plot button.
Displays a deployment plot of any contacts and sightings after the order
was executed. The unit that executed the order is marked with a dot. If a
Move Order was executed then the movement path is marked, as is the
projected path to the destination. Clicking on any square will bring up a
Position Report.
* The Position Report will only show the friendly units at the position
even if a contact has been made.
* The amount of information shown on the plot may be limited by setting
the View Plot switch in the Campaign Options to 'Limited'; in which
case just the moving unit's contact and sightings will be shown rather
than all contacts and sightings. In addition the Position Report can
not be displayed.
* The plot shows what can be sighted at the end of the move. Therefore
it may show fewer sightings than the Recon Report.
* The <S> key will display Recon ranges around units.
* Send Message button.
If the unit is able to send a message the Send Message button is
displayed. Clicking the button will allow a message to be sent to other
units. You select the recipients and the text editor is bought up for the
message to be typed up. Berthier automatically adds a heading to the
message showing the sender; its position; the campaign move the message
was sent; and whatever sightings or contact the sender has. The message
sending algorithm is simple. The campaign move a message arrives depends
on the distance and terrain between sender and recipient at the time the
message is sent. Messages do not chase after recipients as the campaign
progresses.
7. INTELLIGENCE REPORTS
7.1 Order of Battle
The Order of Battle for each side may be checked at any time from the Order
of Battle option. This can be password protected. The Order of Battle tells
you where all your units are at any time.
* Clicking the Army Notes button will switch to the text editor allowing
you to make and edit notes about the units in your Order of Battle.
* Clicking the Sub-Units button will allow you to see sub-units (if any).
* Clicking the Export button will allow you to export the Order of Battle
in text (TXT) or comma delimited (CSV) spreadsheet readable format. The
exported file is placed into the Support Directory.
7.2 Operational Status
This option scrolls through the Operational Status Display for every unit on
a side. Sightings are limited to what can be seen from the square the unit is
in at the end of its campaign move. (The Operational Status Display in the
Issue Orders option by contrast shows sightings anywhere along the movement
path.) This screen can be password protected.
7.3 Deployment Plot: Side
This option plots a side's deployment on the overview Terrain Map. The option
can be password protected. Unit positions are shown with coloured markers in
the traditional nomenclature of Red and Blue. Contacts are shown with a
diagonally cut red and blue marker.
The option also displays enemy sightings. Pressing the <S> keys will toggle
an overlay showing which squares are being scouted. On slower machines this
may take a while.
Warning: Sightings are limited to what can be seen from the square the unit
is in at the end of its campaign move. Sightings made during the move but not
visible at the end of the move are not shown.
Holding the right mouse button down will display the square number at the top
left of the window.
Mouse clicking the left button on an occupied square will bring up the
Position Report for the square showing what units are occupying the square.
If you have units in the square you will see a Recon Report button on the
Position Report. Clicking this button will display the Recon Report(s) for
your units in the square. Remember a Recon Report is only generated when you
issue an order to a unit. No order, no (current) report.
7.4 Recon Reports: Side
Recon Reports are generated whenever you issue an order to a unit. You can
see the last Recon Report generated for any unit from this option.
Note: The report may be out of date if you haven't recently issued an order
to the unit. The move on which the report was generated is listed in the
report heading.
7.5 Intelligence Log: Side
When selected Berthier will switch to the text editor for entry of any notes
the campaigner may want to make and keep about the current intelligence
situation. The text editor used is defined in the Berthier Options menu.
Berthier saves the notes as a file in the Support Folder.
In addition if Recon Report logging is turned on (Campaign Options menu) then
any Recon Report that is viewed when an order is issued is also logged into
the Intelligence Log file.
7.6 Messages: Side
This option displays all messages that have arrived including any enemy
intercepts/captures. The most recent messages are presented at the bottom of
the menu. Messages are kept for two moves only and are then deleted.
Messages are delivered, and intercepts/captures made, at the END of each
side's movement phase. So both sides in the campaign should check for new
messages at the end of every phase.
8. CONTACT RESOLUTION
8.1 Contacts
Once a movement phase is completed campaigners should consult the Contacts
option under the Contact Resolution Main Menu option to view contacts.
Contact information is displayed on the Position Report, which lists the
units at the position.
Where the position has been annotated with a note then the Position Report
will displays the first line of the note. You can use this feature to name
the position eg. square 951 can be named 'Waterloo'. Use the Position Notes
button to create or edit an annotation. Berthier will switch to the text
editor for entry of textual information. Berthier saves each annotation as a
file in the Support Folder.
Contacts form the basis for tabletop decisions. You will have to devise your
own rules to make the translation between Berthier and the tabletop and for
linking moves in Berthier to moves under the tactical rules. You can use the
compass point direction on the Position Report to align the initial troop
disposition on the tabletop. The top of the terrain map is North.
It is not necessary to fight out all contacts. Campaigners may just want to
leave units in the same square to simulate them observing each other.
8.2 Sound of the Guns
'Marching to the sound of the guns' is the idea that units near a battle can
hear the battle going on and can decide to move to take part in the battle.
Of course there doesn't have to be guns present - it is the noise of battle
that counts.
When conducting a campaign, situations arise where contact is made with the
enemy but where you also have units in nearby squares. Depending on the
campaign distance and time scales it might be reasonable to expect these
units might take part in the combat as well. The 'Sound of the Guns’ function
allows nearby units to be re-located immediately to the combat square outside
normal campaign movement. (For large campaign scales e.g. a move represents 1
week of time, the Sound of the Guns function probably isn't relevant.)
Two parameters control the Sound of the Guns function:
* Radius. The number of squares around the combat where 'marching to the
sound of the guns' can apply; and
* % Chance. The chance that a unit will actually 'march to the sound of the
guns'.
These parameters are set in Campaign Options.
If a unit is in contact with the enemy it cannot be moved using the Sound of
the Guns function. Essentially it is pinned by being in contact.
The Position Report is displayed immediately after using the function. The
Position Report shows the direction units marching to the sound of the guns
arrived from.
The function can be password protected.
8.3 Combat Resolution
Combat Resolution is intended to allow campaigners to produce combat results
from contacts that are too small or too unimportant to be gamed out on the
wargames table, for example, the result from the meeting of two opposing
cavalry screens. However there is no reason why Combat Resolution cannot be
used to resolve significant contacts as well. Combat resolution can be
password protected.
The combat resolution uses the cumulative sizes of the opposing units to
determine the combat outcome. So if you wish to differentiate elite units
having combat advantage and poorer units having combat disadvantage, then
unit sizes should be based on some form of points systems that awards higher
points to elite units and lower points to poorer units. Similarly naval
campaigns should rate ships by a points system such as damage points.
Combat Resolution applies the combat casualties as a pro rata percentage loss
to each unit involved (but will never take a unit below a size of 1).
Combat Resolution also allows one side to be nominated as the Defender with a
Force Multiplier. The force multiplier effectively increases the size of the
force used in the combat resolution. For example, a Defender of size 100 and
a force multiplier of 3 has combat resolution worked out as if the defender
was of size 300.
This feature allows you to simulate the effects of a good defensive position
or a fortification. It is also intended to assist in the simulation of
attacks during sieges.
8.4 Post-Contact Adjustments
The Post-Contact Adjustments function allows units that are in contact to
retreat. Units in the same square may be moved out of contact and into
adjacent squares. This movement takes place outside the regular movement
phase of either side. For example, you may want to do this to reflect the
campaign situation after a tabletop encounter.
The function also allows campaigners to reveal any hidden units that are in
contact. This feature is intended to handle the situation where it no longer
makes sense for a unit to remain hidden after a campaign contact eg. an
ambush is sprung.
9. REFERENCE
These are a set of reference related functions that are of most use to the
person setting up the campaign or to the umpire if there is one.
9.1 Campaign Notebook
When selected Berthier will switch to the text editor for entry of textual
information about the campaign. The text editor used is defined in the
Berthier Options menu. Berthier saves the notebook as a file in the Support
Folder.
9.2 Random Event Tables
Campaigns often involve dicing against a table to determine a campaign
outcome. For example, dicing for changes in weather, or generating random
political or economic events. Berthier looks in the Support Folder for any
files with a '.RND' extension. These are read by Berthier for the tabular
data required.
The file format is:
* A header describing the file contents.
Berthier presents this in a selection menu.
* A random event one per line.
All events are equally likely. To increase probability of an event it
should reappear in the file as many times as necessary.
File line entries can be up to 60 characters long.
Define your random table files using a text editor or word processor. Files
must be saved as text ('TXT') format. Ensure they have a '.RND' extension.
Here is an example of the file to randomly generate weather changes:
Weather: November, December, January, February <--- HEADER
Strong winds. <--- 10 random weather
Fine. events. Notice how
Fine. some events are
Snow in mountains. Rain elsewhere. repeated to increase
Snow in mountains. Rain elsewhere. the probability of
Snow in mountains. Rain elsewhere. occurrence. For example
Snow in mountains. Rain elsewhere. there is a 20% chance
Snow. of 'Fine' weather.
Snow.
Snow.
9.3 Reference Tables
Campaigns and rule systems often require you to look up reference tables to
make decisions - for example, a table that defines the allowable terrain
pieces to be placed on the gaming table given the general geographic
situation. Berthier checks the Support Folder for any files with '.REF'
extension. These are read by Berthier for the tabular data required.
The file format is:
* A header describing the file contents.
Berthier presents this in a selection menu.
* Up to 80 characters x 26 lines of data to be displayed.
Define your random table files using a text editor or word processor. Files
must be saved as 'text' format. Ensure they have a '.REF' extension.
9.4 Set / Edit Alarms
During campaigns it is often useful to be reminded that something must happen
on a particular campaign move in the future eg. sides are re-enforced, winter
has started, a treaty takes effect. This option allows alarms to be set for
any future campaign move. A text document is displayed where alarm details
are recorded. Creating this text document sets the alarm.
When the alarmed campaign move is reached the alarm is shown as each
campaigner starts to issue their orders (allowing both campaigners to see the
document in turn). Alarms can be updated at any time.
9.5 Terrain Map (Locality and Overview)
These two menu choices allow viewing of a detailed area of the terrain map or
an overview the whole map. Mouse clicking on any square in the Overview will
bring up the detailed Locality view. See Section 2 on how to navigate within
the terrain-viewing window. Editing capabilities are not available on this
option.
9.6 Campaign Map Image (BMP)
If there is a computer based copy of the map being used in the campaign it
can be viewed from here. The map:
* needs to be in BMP file format,
* must be given the same name as the campaign with a '.BMP' extension
eg. WATERLOO.BMP, and
* must reside in the Support Folder.
This option requires the external image viewer.
9.7 Effects Table
Displays the table, showing for each unit type, terrain and other effects.
9.8 Deployment Plot: Both Sides
The Deployment Plot: Both Sides option is mainly intended for umpires to gain
an overall appreciation of the strategic situation. For non-umpired campaigns
it can be protected by both passwords before viewing.
10. UTILITIES
10.1 Dice
Berthier has a selection of dice that can be called upon for use during the
campaign or to assist with tabletop games.
10.2 Playback the Campaign
If campaign logging is turned on then the campaign history can be played back
visually - which is very useful for those post-campaign debriefing.
* Hitting any key causes playback. The <SPACE> key is good. This will
advance the display from campaign move to campaign move.
* Hitting <ENTER> or mouse clicking brings up the Orders of Battle for the
campaign move. If a Movement Multiplier ('Multi') was used to move a unit
this is indicated.
* Clicking an occupied square marks the units in that position on the
Orders of Battle. This option can be password protected.
10.3 Campaign Economy
This option provides a simple economic model for the campaign. It allows you
to set political boundaries and to calculate the resulting revenue or
economic return of the areas controlled by each side. The revenue can then
form the basis of a tax and/or funding system for the campaign. The exact
mechanism for this is left to you to devise - it will need to fit your
campaign period and campaign scope. See the Bibliography for sources of ideas
on how to do this.
See the Economy Help screens for more details for operating this option.
10.4 Army Plan
The Army Plan module allows the movement orders for every unit in an army to
be set on a single screen i.e. it creates a complete plan for the army. Army
Plan allows one to five such plans to be set up with one of the plans then
chosen randomly and its orders assigned to the units in the army. Army Plan
can be password protected.
Only the currently moving side can use Army Plan.
Army Plan is particularly useful for solo campaigns. The solo campaigner can
set up several alternative army plans, pre-programming one or both sides of
the campaign. The random selection of the final plan maintains fog of war.
If an umpire is running a campaign, the umpire may find Army Plan useful for
entering a side's moves all at once. In this case the umpire would create
just one plan for the side with 100% chance of the plan being selected.
The steps for using Army Plan are:
1. Create a Plan. 1 to 5 plans can be created.
For each unit in an army you set -
a. the Order,
b. the Destination,
c. the Via (optional).
Clicking the map button brings up the standard 'View the Locality'
interface where a unit's order can be set instead.
Clicking a square in 'View Deployment' puts the square position into the
paste buffer from where it can be pasted into a destination.
You must also set a chance that the plan may be chosen.
* If there is only one plan then the probability is 100%.
* If there are several plans then the probability of all plans must sum
to 100%.
2. Select Plan
A plan will be randomly selected based on the previously set probability.
3. Return to Berthier to Move Units.
Use the Issue Orders menu option to enact the plan.
10.5 Zip the Campaign Files / Unzip Campaign Files
These options allow the campaign file and all the files in the Support Folder
to be zipped into a single compressed ZIP file and subsequently unzipped. The
option is intended to produce a single file that can be exchanged between
play by email (PBEM) players (see below) or for archiving the campaign at its
completion.
These options require the external programs ZIP and UNZIP which are produced
by Info-ZIP.
11. EDIT
All major features of the campaign can be changed from here. For example you
might want to update the Order of Battle after a tabletop encounter.
11.1 Campaign Options
Allows change of the campaign options.
11.2 Terrain Map
The terrain map can be modified from this option. You may wish to modify the
terrain during the campaign to take into account campaign contingencies that
change terrain types or supply values. For example, you can simulate the
establishment of magazines by changing the supply value of a nominated square
to Depot; or the effects of being under siege by changing the default Depot
value of a town to some low supply value for the defenders to consume while
waiting for relief.
When you click the Terrain Map option on the Edit menu you are presented with
the Overview Terrain Map. Clicking on any square brings up a menu of terrain
choices for you to select.
If you want to go to the detailed Locality Terrain Map for editing purposes
you can select the "Edit" button to do so. You will need to do this if you
wish to change the supply value of the square. Navigating the Locality
terrain-viewing window is described in Section 2.
11.3 Effects Table
The terrain and other effects can be changed here. Additional unit types can
be added. Existing unit types can NOT be removed but can be renamed. If a
unit type has transport capability and this is turned off then all units
being currently transported by any unit of this type are lost.
The colours associated with terrain effects may be changed by:
* Saving the campaign and exiting Berthier.
* Running the Colours (COLOURS.EXE) terrain colour editor to make the
colour changes. See the Colours Help for details on using Colours.
* Loading the campaign back into Berthier.
11.4 Order of Battle
This option allows the Order of Battle to be modified. Units that are in
transit are not shown. You most often will want to change the Unit Size of
your units to make adjustments for battle losses and reinforcements as the
campaign progresses. Campaigners will need to agree on their own rules for
doing this. You can also add new units to your side provided the side has
less than 20 units in it. This option can be password protected.
************************ WARNING ************************
* Erasing a unit's name removes it from the campaign. *
* Units being transported at the time are also removed. *
* Erasing all units from one side ends the campaign. *
*********************************************************
11.5 Document Sub-Units
This option allows sub-units to be associated with a unit. Sub-units play no
part in Berthier. However this option allows sub-units to be kept track of
for documentary purposes.
11.6 Replacement Timetable
This option is intended to simulate recruitment and upkeep of units and/or
the return of casualties. The option can be password protected.
The option allows campaigners to specify against each unit in their army game
moves on which a nominated number of replacements will turn up. Replacements
are added to a unit's current size. A unit can only add replacements to bring
its size up to the maximum unit size of 9999.
If a unit is in transit when replacements arrive it will not receive
replacements then. Instead the replacements will be added to the unit as soon
as the unit disembarks.
12. BERTHIER OPTIONS
These options carry over from campaign to campaign:
* Text Editor.
The name/path of a text editor used for text entry functions. Leaving the
field blank turns the text entry features off. The default is
NOTEPAD.EXE.
* Image Viewer.
The name/path of an image viewer used for viewing functions. Leaving the
field blank turns the image viewing features off. The default is
VIEWER.EXE.
* Auto Save.
Automatically saves the campaign at the completion of a side's campaign
move.
* Backup on Save.
Backs up the existing Berthier file before saving the campaign. That way
if something goes wrong you can revert to the previous version. Backed-up
files are saved with a 'BAK' extension e.g. WATERLOO.BAK.
* Screen Theme.
Changes the way Berthier looks.
* Zoom Window.
Scales the size of the window that Berthier is displayed on the screen.
13. HELP (MANUAL) & SAVE MANUAL TO FILE
You can view the manual provided the manual files (MANUAL.EXE + MANUAL.DAT)
are in the same folder as the Berthier program. You can also print the manual
off to a text file - MANUAL.TXT will be created.
14. PLAY BY E-MAIL POTENTIAL
Campaigners can conduct a campaign by e-mail if they both have a copy of
Berthier and they exchange the zipped campaign files via e-mail at the end of
each side's movement phase.
Using the a campaign called WATERLOO here are the steps:
1. Zip the campaign into a single file - WATERLOO.ZIP - using the
Utilities/Zip the Campaign Files option.
2. Email WATERLOO.ZIP to your opponent.
Upon receipt the opponent needs to -
3. Move WATERLOO.ZIP to the folder where the Berthier program resides.
4. Start Berthier.
5. Go to the Utilities/Unzip the Campaign Files option and select the file
WATERLOO.ZIP to be unzipped.
6. If you are overwriting existing files a message
Replace [file name] [y]es [n]o, [A]ll, [N]one, [r]ename:
appears to allow you to selectively overwrite each file or all files
immediately. Suggest you type 'A'.
7. Go to the Main Menu and load the WATERLOO campaign.
8. Complete all campaign moves and then start at step 1.
15. USING SUPPLY IN BERTHIER
It is recommended you don't use supply in your campaigns until you are
familiar with Berthier's other operations. Keep your first campaigns simple.
Supply in Berthier is based on the view that logistics pre-20th century was
generally carried out by requisition, foraging or pillage. This is simulated
through squares having a supply value that is used up by any occupying units
that have exhausted their integral supply.
However some types of campaigns eg. campaigns set in WWII, work better based
on a system of supply lines feeding supply dumps where units go to replenish.
To simulate this:
* Set the default supply value for all terrain except Depots to zero.
* Create a 'Supply Train' unit type. Give it a large integral supply value
eg. 999.
* Fill up 'Supply Train' units at Depots and move them to where supply
dumps are to be established.
* Use the Transfer Supply order to dump supply from this unit onto the
supply dump square(s).
* Move units to the supply dump square(s) and use the Transfer Supply order
to replenish their integral supply.
Of course you can also use a combination of both supply methods.
APPENDIX A: Keyboard Command Keys
A.1 Menus
The command keys for menus are:
<Up Arrow> - Move up one menu item.
<Down Arrow> - Move down one menu item.
<ENTER> - Select the menu item.
<HOME> - Move to the top of the menu.
<END> - Move to the bottom of the menu.
<ESC> - Back up to the previous menu.
A.2 Forms
The command keys for data entry fields on forms are:
<Left Arrow> - Move cursor one position to the left.
<Right Arrow> - Move cursor one position to the right.
<INSERT> - Toggle insert mode.
<DEL> - Delete character under cursor.
<BACKSPACE> - Backspace delete.
<HOME> - Move to start of typing.
<END> - Move to end of typing.
<TAB> - Jump to the next field on the form.
<Shift> + <TAB> - Jump to the previous field on the form.
<Cntl> + <C> - Copy whole field to clipboard.
<Cntl> + <V> - Paste from clipboard.
The keys to scroll though options indicated by a inverted triangle are:
<Up Arrow> - Cycle upwards through the options.
<Down Arrow> - Cycle downwards through the options.
<TAB> or <Shift> + <TAB> through data entry fields to the OK button at the
bottom of the screen and press <ENTER>. Alternatively the <ESC> key will back
you out of a form without changes taking effect.
For buttons, <TAB> between button choices and <ENTER> to select.
Berthier uses the '|' character (ASCII 124) internally and disallows this
character from being entered on the keyboard.
A.3 Locality Terrain Map
Shortcut keys for the Locality Terrain Map are:
<Left Arrow> - Move one square to the left.
<Right Arrow> - Move one square to the right.
<Up Arrow> - Move one square up.
<Down Arrow> - Move one square down.
<Shift> + arrow key - Move one window in arrow direction.
<HOME> - Move to first square.
<END> - Move to last square.
<ENTER> - Select the square for modification.
<ESC> - Exit.
<I> - View an image.
<N> - Annotate the square with a note.
<1> - Change terrain to the first terrain type.
<2> - Change terrain to the second terrain type.
<3> - Change terrain to the third terrain type.
<4> - Change terrain to the fourth terrain type.
<5> - Change terrain to the fifth terrain type.
<6> - Change terrain to the sixth terrain type.
<7> - Change terrain to the seventh terrain type.
<R> - Repeat last terrain and supply change.
<D> - Mark Destination for move order.
<V> - Mark Via for move order.
A.4 Deployment Plot
The Shortcut keys for the Deployment Plot screens are:
<S> - Toggle scouted squares display.
Right mouse button - Display the square number at the top left of the window.
A.5 All Screens
<Cntl> + <P> - Capture screen, then open MS Paint to display screen capture.
BIBLIOGRAPHY
Asquith, S. Guide to Solo Wargaming, Argus Books, 1988.
Bath, T. Setting up a Wargames Campaign, Wargames Research Group,
1973.
Bretthauer, B. Why not Campaigns?, The Courier, Vol. VII, No 3.
Featherstone, D. War Game Campaigns, Stanley Paul, 1970.
Grant, C. The War Game, Chapters XXII & XXIII,
Adam & Charles Black, 1971.
Grant, C. S. Wargames Campaigns, CSG Publications, 1995.
Hackett, M. Fantasy Wargaming, Patrick Stephens, 1990.
Hague, P. Naval Wargaming, Patrick Stephens, 1992.
Seabattles in Miniature, Patrick Stephens, 1980.
Karasa, A. Marnon Campaign, The Courier, Vol. IV, Nos 3-6.
Lucas, R. Computer Campaigning, Wargames Illustrated, No 19.
Quarrie, B. Napoleonic Wargaming (Airfix Guide 4), Chapter 5,
Patrick Stephens, 1974.
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