TOAW IV: Game interface, hotkeys, and display

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Note that for TOAW IV, an optional in-game user interface was introduced. This is often referred to as the 'new’ interface or 'new UI', while the original interface is often referred to as the 'legacy'  interface or 'legacy UI'. You can switch between the two by using the button at the upper left of the screen. This only applies in-game, as the Editor only uses the original UI. Note that while in-game, some of the original UI functions do not function and are currently not supported.

Using the Mouse

For the most part, the interface conforms to Windows guidelines for windowed applications. Menus, file dialogs, and window controls work as you would expect. Left mouse clicks are used to make selections, while right mouse clicks are used to issue orders or call up menus.

The primary departure from Windows guidelines is in scrolling of lists or documents, these act more like scrollbars on mobile devices, clicking will attempt to go to that portion of the items. In most cases a left click on a scroll control button will scroll the list by one item while a right mouse button click on a scroll control button will scroll the list by an entire displayed page. Right-clicking on a scroll arrow can thus be used to quickly scroll through large lists.

An in-game menu with a scroll button indicated by a red box.
Example of a scroll button indicated by red outline.

Mousewheel or extra mouse buttons can zoom the map in and out.

The effects of right or left mouse clicks are usually different and are always described in the Information Panel at the bottom of the screen or window. When you first start the game, you may find it helpful to slowly pass the mouse cursor over the entire Game Window while keeping an eye on the Information Panel near the bottom of the display. As you play, keep an eye on the Information Panel for prompts and information.

Regarding the mouse, keep in mind related to options set:

  • Setting Menu Delay to 1 enables the 'Classic' mode, right click opens a menu.
  • Setting Menu Delay to anything else enables the 'Updated' mode, right click either moves or attacks. right-click and hold opens a menu.
  • Mouse Drags now works in most places like a right click.
  • Double-click on an enemy unit optionally opens up the combat planner dialog.

The Mouse Cursor

  • The mouse cursor shape is significant. In addition to the standard Windows cursor shapes used to manage the Game Window, there are several game-defined shapes:
  • The colored pointing finger shape generally indicates a button or control that can be pushed (clicked on) to cause some action.
  • The black & white pointing finger shape is used where mouse clicks will have no effect.
  • The up-pointing finger shape is used to indicate that a unit can move to a given map location.
  • The cross-hair is used to indicate a target for an attack or bombardment. In the map editor it is used to indicate a target for a map editing operation.
  • The open box cursor is used to indicate the area to be centered if you click within the Microview Panel.
  • Various arrow cursors indicate scrolling directions for the Map and Microview.

Custom animated cursors are available. There is one for ground assault, one for artillery bombard, and one for air bombard. They can’t be turned off, but players can move their files from the Graphics folder to a graphically inaccessible folder if they don’t desire to use them.

Using the Keyboard

The game supports several hotkeys, which are not case sensitive. These hotkeys are shown in the table below.

  • When referring to a unit that can act, we mean the next land unit in the owning player’s Order of Battle (OOB) that is neither selected for combat, Dug In, Entrenched, Fortified, in either Local or Tactical Reserve, or out of Movement Points.
  • Message window style dialogs accept input from the number keys (either the keypad or top of the keyboard) to select from available options. The options buttons in these dialogs are always arranged vertically. The “1” key selects the top button, “2” selects the next button, etc.
Hotkey Function
F1 Help
F2 Open the Group Composition dialog
F3 Saves Map
F4 If in OOB, saves OOB for both sides
Shift + Ctrl + F4 saves OOB for current player
F5 If in OOB, reads OOB for both sides
F6 If not playing saves event file
F7 If not playing loads event file
F8 If not playing saves scenraio as 3.2
F9 If playing does a quick save
F11 Creates a NewGameText.xml file
F12 or \ Toggles Elmer Deployment Mode
Shift + F12 Elmer moves your units
Arrow keys Move map
Ctrl + Arrow keys Move micro map
Center Numpad Key Centers map on unit
1 - 9 Selects the entry on a dialog that has the entries above each other
Space Shows/hides units for terrain analysis. Also hides some dialogs so you can see the map.
Escape or Enter Closes most dialogs
A List air units during gamplay. If in Editor OOB, calls oob_put_unit_equipment
Shift + A Air list
B Find place
Ctrl + B Find next place
C Group composotion dialog
D Dig in
E End turn
F Formation dialog
G Selects next unit in stack. If in Editor OOB, calls oob_get_unit_equipment.
H Moves HQs to top of stacks. Second time moves Artillery to top of stacks.
I Toggles through the range circles options
L Toggle through loss limit settings
Shift + L Toggle the stack through loss limit settings
M Shows remaining movement or attack defense strength
N or + Next unit
- Previous unit
O Brings up OOB (order of battle, a list of all units for your force)
P Brings up combat planner
R Refresh display of current unit.
T Tactical reserve mode.
Shift + T Theater options
U Unit report
W Toggle weather on/off
Z Undo
. (period) Disembarks unit if embarked, else goes to next unit
, (comma) Integrates or splits unit
/ Show current formation path
? Show all formation paths

Screen Elements

Depicts game interface with labels of parts of interface covered in section.
Labeled user interface excerpted from the official TOAW IV manual. See manual TOAW IV: Credits for author.

Map Panel

This area displays a portion of the current Scenario map. Click within this panel to issue orders or make selections from the map. Move your mouse cursor to the edge of the Map Panel to scroll the display to other areas of the map.

The map may also be re-positioned via Map Drag: Place the cursor over an unoccupied hex, hold down the left mouse button, and drag the mouse to a new location. Release the left button and the map will be moved to the new location.

There is a total of five 2D zoom levels for this display (and two 3D zoom levels). Place names scale with the zoom level, too, if Windows fonts are used for the place name fonts.

Within each zoom level, the Y hotkey zooms further in, while the <Shift>Y Hotkey zooms further out. These Y-zooms do not switch to a different tile and counter set, the set-in use is graphically scaled.

Information Panel

This area is shown along the bottom of the display. Prompts, help, and general text feedback appear here. Be sure to look here for prompts and information as you move your mouse cursor around and click within the game display.

Microview Panel

This area of the game display shows most or all the current map using very small-scale graphics [a Mini-Map, known as the Microview]. In some Scenarios, the full map is large enough that it won’t fit entirely within the Microview Panel. To scroll the microview map to another area of a large Scenario map, move your mouse cursor to the edge of the microview panel. Left click in the Microview Panel to re-center the map panel on that portion of the Scenario map. The micromap may also be repositioned via Map Drag like the main map.

Double Clicking the Microview

Double-clicking on the Microview will open the ‘Jump Map’ (only in the New UI, use 'J' to bring up the Jump Map in the Original UI), a full screen map with the same scale as the Microview. Clicking on the jump map anywhere will center the main map on the place you click. Obviously, this is only of value for maps large enough to exceed the micromap limits.

Microview Scrolling

Hovering over the Microview and using the Ctrl + left/right/up/down arrow keys will also scroll the microview panel.

Air War Panel [New UI only]

By default, this is below the Unit Panel.

  • Side – Ours or Theirs
  • AS – A number indicating the Air Superiority level.
  • INT – The percent chance of an aircraft being intercepted.
  • LOST – Aircraft that have been lost.

The Legacy [Original] Control Panel

This is an obsolete [currently unsupported] feature that is accessed via the Panels Control Panel (see The Panels Control ). This area is shown along the right-hand side of the game display.

Legacy Turn Information Panel

This is part of the obsolete [currently unsupported] Legacy Control Panel. This area will show information on the current Turn, when the mouse cursor is anywhere other than the Map Panel. TOAW IV uses the MM/DD/YYYY format for dates when using English and other formats for other languages, this is set in the current Language.xml file. If the mouse cursor is over a friendly unit, it shows the proficiency, readiness, and supply of that unit. If it is over any blank space in the map panel, it shows the proficiency, readiness, and supply of the currently selected unit.

Unit Panel

Depicts game unit panel with labels of parts of panel covered in section.
Labeled unit panel excerpted from the official TOAW IV manual. See manual TOAW IV: Credits for author.

This area is visible only in the game. There is a legacy [currently unsupported] Unit Panel that is visible when the Legacy Control Panel is used and in the Deployment Editor. That is discussed in The Legacy Unit Panel. Left clicking on the Unit Panel centers the screen on the unit. Right clicking on the Unit Stack (when the Panel is that mode) brings up the Unit Report window for the top unit shown in the panel. Right clicking elsewhere in the panel toggles the view mode between Stack and Group Composition.

The Unit Panel consists of five sections. The first section shows the date, the unit’s Force Roundel, and the unit’s Owning Force. The second section shows the Unit Stack or Group Composition, depending upon mode. If in Stack mode, it also shows the unit’s Parent Formation, Unit Name, and Deployment or Mission. The third section (only visible in stack mode) shows the unit’s Health, Attack Strength, Defense Strength, and Original and Remaining Movement Allowance. The fourth section shows the unit’s Proficiency, Readiness, and Supply level both numerically and via a health pie chart. The fifth section shows the current round, and the progress pane – showing the rounds expended so far and to be expended by planned combats. A “stack” of unit icons appears in the second section of the Unit Panel (if the panel is in Stack mode). If you move your mouse cursor slowly along the edge of the stack in the Unit Panel, you can examine each unit grouped in the same location.

Left click on any one of the stacked unit icons to make the indicated unit the new “current unit” (thus bringing it to the top of the stack). When in Group Composition mode, mousing over the group allows similar examination of each unit. Note that, when in Group Composition mode, mousing over stacks on the map reveals the compositions of those stacks – making it easy to view the contents of stacks around the map.

Several icons can be displayed along the center of section 2 of the Unit Panel to show that the unit can board or debark from ships, planes, or trains.

These icons also act as buttons. Clicking on them will order the unit to attempt the indicated action:

  • Board Helicopter Board Train
  • Board Shipboard Plane
  • Debark

Various icons and numbers below the counters of the Unit Panel indicate the general state of the unit and the presence of other units also present in its location. From left to right, at bottom:

  • The Health Icon shows a color from green (very good Unit Supply, Readiness, and Equipment levels) to red (very poor Supply, Readiness, and Equipment levels).
  • Numbers below the Attack Strength icon indicate the unit’s Attack Strength. If the unit can fire long distances at enemy units, the range is shown next to the Attack Number, otherwise the unit’s Anti-Personnel and Anti-Armor Strengths are shown.
  • A number below the Defense Strength icon indicates the unit’s Defense Strength.
  • Finally, two numbers below the Movement Allowance icon indicates the unit’s Current and Original Movement Allowances. For example, “10 of 20” would mean the unit’s Current Movement Allowance is 10 and the Original Movement Allowance is 20.
  • Below that in a row are the Proficiency, Readiness and Supply, indicated by heath pie icons which can range in color from red to green.

The Panels Control Panel

On the top left of the Map Panel is the Panels Control Panel. This is a panel of buttons that toggle the various Control Panel panels visible/invisible. The first part of this panel even toggles the display of the rest of the panel. (So, once you’ve made your choices as to which Control Panels to show, you can even make most of this panel invisible).

The appearance and functions of the Control Panel vary depending on whether you are playing the game or using the Editor.

The first part of the panel shows two buttons:

  • The first button toggles through Normal View, Review Battles, and PO Mode.
  • The second button toggles between showing /not showing the rest of the panel.

The rest of the panel has six buttons that toggle the showing of the parts of the Control Panel on and off:

  • Info Line Panel shown/not shown.
  • Buttons Panel shown/not shown.
  • Microview Panel shown/not shown.
  • Air War Panel shown/not shown.
  • Unit View Panel shown/not shown.
  • Original Control Panel shown/not shown.

The Original Control Panel contains the 'Circle of Stars', also known as the “bolted plate”. This is the area on the right side of the screen between the Button Panel and the Mini-Map. The area’s display size is dependent upon the screen resolution used. At larger screen resolutions (at least 1024 x 768), a circlet of gold stars surrounds the TOAW IV logo. This circlet provides a graphical approximation of the portion of the Turn that a player has used. This feature is only present on the Legacy Control Panel.

Button Panel

See Issuing orders to your forces: Button Panel

Tool Tips

A description of a game hex with representation of the terrain and values related to the hex.
A tool tip displayed after hovering over a hex.

Includes an enlarged picture of the terrain. The top line may include the unit name if the unit is visible. The Second line includes the various effects that terrain has on the hex, including Anti-Tank, Anti- Personnel, Fortification Level and Supply. The Third line includes the Formation PO Orders. The Fourth line includes the location and terrain description. The fifth line includes the prompt line which describes some options available if you click in the hex.

Note that setting the ToolTipShow very high and the ToolTipHide very short effectively turns ToolTips off.

Game Displays

The Menu

Menu functions work according to Window conventions. Many game and Editor functions are only available through the Menu.

Not all these menu items are available at any given time.

Game’s File Menu

  • Begin New Game – Load a new Scenario and start a new game.
  • Resume Saved Game – Load an existing saved game file and resume that game.
  • Save Game As… – Save the current game.
  • Go to Editor – Exit the game and go to the Scenario Editor.
  • Create Map Image (JPG) – Create an image of the current map.
  • Create Map Image (AVI) – Create an image of the current map.
  • Close – Close the application.

Editor’s File Menu

  • New Scenario – Initialize a new Scenario and go to the Map Editor.
  • Open Scenario – Open an existing Scenario file.
  • Close – Close the application
  • Save Scenario As – Save the current Scenario.
  • Dump Scenario As – Create a text file that completely describes the current Scenario. This text file is commonly referred to as a “Scenario Dump”. When saving a Dump you must save it with the '.txt' extension, otherwise it will not be usable.
  • Open Map – Open an existing Map file.
  • Save Map As – Save the current Map.
  • Create Map Image (BMP) – Save the Map as a single (usually very large – several MB) JPEG file. You will need a good graphics program to display or manipulate the JPEG file.
  • Open Map (XML) – Loads a map that has been saved as an XML format text file.
  • Save Map (XML) – Saves the map as an XML format text file.
  • Open Game (XML) – Loads and entire scenario that has been saved as an XML format file.
  • Save Game (XML) – Saves the entire scenario as an XML format text file.
  • Save Equipment (XML) as... – Saves the Equipment.eqp file as an XML format text file. (This is necessary for the Equipment Editor).
  • Go to Game – Exit the Editor and play the game.

Play Menu

  • End Scenario – Ends the current Scenario. Victory is determined normally but may not be historically valid.
  • End Turn – Resolve any planned Attacks, and possibly hand control over to the other player. This has the same effect as the Resolve Battles / End Turn button in the Control Panel.
  • Computer Player – Change the computer player selection.
  • Undo – Undo the previous action. This is the same as clicking on the Undo button in the control panel.
  • Game Options – This brings up the first page of the Set Advanced Game Options dialogs. These options affect both players and cannot be changed once a PBEM game begins.
  • Player Options – This brings up the second page of the Set Advanced Game Options dialogs. These options only affect the computer in use and can be changed at any time.
  • Default Options – This brings up the Game Rules dialog. It allows you to choose between Updated Defaults (that use Tool Tips and allow skipping the Movement Popup) or Classic Defaults (that turn both those features off).
  • Plan Moves (\) – This turns on PO Assist Mode.
  • Execute Moves (|) – This moves all your units that are under PO Assist control.
  • Move One Formation – This moves only the current formation if under PO Assist control.
  • Objective Tracks – This expands to show Track 1 through Track 5 to allow the player to choose which track to display on the map.

Game’s View Menu

  • Scenario Briefing – Show the Scenario’s historical and special information text.
  • Situation Briefing – Show the report detailing the current game situation.
  • Weather Briefing – Show a current Weather Briefing with a forecast for the next Turn.
  • Theater Options – Show the Theater Options window.
  • Air Briefing – Show a report giving aircraft losses for the current Turn, as well as Theater Air Superiority and Theater Interdiction Levels.
  • Air Units – Show a list of all Air units, their locations, and current Missions.
  • Order of Battle – Show a list of all units currently in-Theater (on the map).
  • Recent News – Show a Report listing significant events that have occurred both in and out of Theater.
  • Expected Reinforcements – Show a list of all expected Reinforcements and Withdrawals.
  • Recent Reinforcements – Show a list of any units received as Reinforcements or withdrawn from the Theater this Turn.
  • Inventory and Replacements – Show a list of all equipment assigned or available as Replacements.
  • Formation Path (/) – Shows the current formation’s objective path via graphic lines between objectives.
  • All Formation Paths (?) – Shows all formations’ objective paths via graphic lines between objectives.

Editor’s View Menu

  • Properties – Show the completion status of the current Scenario being edited.
  • Order of Battle – Show a list of all units of the current side.
  • Place Names: Visible – Place names are shown on the Map, below any visible unit icons.
  • Place Names: Floating – Place names are shown on the Map, above any visible unit icons.
  • Place Names: Invisible – Place names are not shown on the Map.
  • Location Grid: Visible – Use this to display a hexagonal grid overlay on your map.
  • Location Grid: Invisible – Use this to remove the hexagonal grid overlay from the map.
  • Unit Visibility: Visible – Units are shown on the Map.
  • Unit Visibility: Invisible – No units are shown on the Map.
  • Units: Icons – Strength – Traditional, standard NATO unit icons are shown on the Map, with unit Strengths displayed at the bottom of the icon.
  • Units: Icons – Movement – Traditional, standard NATO unit icons are shown on the Map, with remaining unit Movement displayed at the bottom of the icon.
  • Unit 3D Bases: 3D Figures Bases – 3D figures are shown with bases.
  • Unit 3D Bases: 3D Figures No Bases – 3D figures are shown without bases.
  • Text Contrast: Standard
  • Text Contrast: Highlight – Show most game text against a shadowed background.
  • Text Contrast: Maximum – Show most game text against a dark gray background.
  • Intro Cinematic: Do Not Play – Do not play the introductory movie when the game starts.
  • Intro Cinematic: Play At Startup – Play the introductory movie when the game starts.

Options Menu

  • Options Pulldown – Most of these items are grouped as “radio buttons”, and only one option is active within a group at any given time. Some of these options are not available unless you are playing under Advanced Rules.
  • Location Grid: Visible – Use this to display a hexagonal grid overlay on your map.
  • Location Grid: Invisible – Use this to remove the hexagonal grid overlay from the map.
  • Movement Paths: Visible – Show projected Movement Paths.
  • Movement Paths: Invisible – Do not show projected Movement Paths.
  • Movement Paths: Floating – Show projected Movement Paths above unit icons.
  • Formation Highlight: Visible – A “steelcolored” highlight is placed in all locations where a unit of the current Formation is present.
  • Formation Highlight: Invisible – The “steelcolored” highlight is not shown around other units belonging to the same Formation as the selected unit.
  • Place Names: Visible – Place names are shown on the Map, below any visible unit icons.
  • Place Names: Floating – Place names are shown on the Map, above any visible unit icons.
  • Place Names: Invisible – Place names are not shown on the Map.
  • Possession: Flags – Territorial ownership is indicated on the Map by national flags.
  • Possession: Borders – Territorial ownership is indicated on the Map by colored borders along the boundaries between the two Forces.
  • Possession: Invisible – Possession of terrain is not indicated on the Map.
  • Unit Visibility: Visible – Units are shown on the Map.
  • Unit Visibility: Invisible – No units are shown on the Map.
  • Units: Icons – Strength – Traditional, standard NATO unit icons are shown on the Map, with unit Strengths displayed at the bottom of the icon.
  • Units: Icons – Movement – Traditional, standard NATO unit icons are shown on the Map, with remaining unit Movement displayed at the bottom of the icon.
  • Unit 3D Bases: 3D Figures Bases – 3D figures are shown with bases.
  • Unit 3D Bases: 3D Figures No Bases – 3D figures are shown without bases.
  • Map View: 2D Huge – Set the Map view to the huge 2D mode.
  • Map View: 2D Large – Set the Map view to the large 2D mode.
  • Map View: 2D Small – Set the Map view to the small 2D mode.
  • Map View: 2D Tiny – Set the Map view to the tiny 2D mode.
  • Map View: 2D Ultra Tiny – Set the Map view to the ultra-tiny 2D mode.
  • Map View: 3D Large – Set the Map view to the large 3D mode.
  • Map View: 3D Small – Set the Map view to the small 3D mode.
  • Supply: Sources – Show Supply Sources in the Map panel.
  • Supply: Invisible – Do not show Supply Sources or levels in the Map Panel.
  • Supply: Visible – Show the Supply Location Values for all locations in the Map Panel.
  • Weather: Visible – Show weather in the Map and Microview Panels.
  • Weather: Invisible – Do not show weather in the Map or Microview Panels.
  • Text Contrast – Standard
  • Text Contrast: Highlight – Show most game text against a shadowed background.
  • Text Contrast: Maximum – Show most game text against a dark gray background.
  • Intro Cinematic: Do Not Play – Do not play the introductory movie when the game starts.
  • Intro Cinematic: Play At Startup – Play the introductory movie when the game starts.

Help Menu

  • Help Topics – Calls up a standard Windows help file.
  • About The Operational Art of War – This shows credit and version info for the game.

Sound Menu

Background

  • Music – Turns the background music on and the background battle sounds off.
  • Battle Sounds – Turns the background battle sounds on and the music off.
  • Music & Battle Sounds – Turns background music and battle sounds on.
  • No Background Sounds – Turns off all background sounds.

Sound Effects

  • Sound Effects On – Turns the foreground sound effects on.
  • Sound Effects Off – Turns the foreground sound effects off.

Unit Health Indicators

A unit counter which is represented as a box containing symbols and numbers that designate unit health, size, loss tolerance, and type.
A unit counter representing a calvary brigade (X) with 'Yellow' health indicator and set to minimize losses.

Standard Rules

If for some reason you can’t move a unit, a red band will be shown across the bottom of its 2D unit icon. This might occur as a result of a combat or because the unit is prevented from moving by special Scenario rules. If the unit is scheduled to participate in an Attack, a triangular red-colored Attack Indicator will appear along the edge of the icon, pointing in the direction of the Attack Objective.

Advanced Rules

Unit Health is an average of the unit’s Supply, Readiness, and a fraction of assigned vs. authorized equipment. It is not actually used in any game calculations, but it can be useful in keeping track of how your units are doing. Health is shown as a colored light in the Health Indicator of the Unit Panel and on the standard unit icons. The colors stand for the following ranges:

100% – 86% Green

85% – 71% Yellow-Green

70% – 56% Yellow

55% – 41% Orange

40% – 0% Red

If the unit is marked as Unsupplied, the Health Indicator is Black, for easier identification of Unsupplied units.

Standard Unit Icons

Regardless of the Map and unit display mode you are using to play the game, the standard 2D unit icons are used in the Unit Panel and Combat Planning Dialog. If you are playing in 2D mode, they are also used on the map.

The colors of the icons are a general guide to how well your units can cooperate. Units of different Formations will tend to cooperate better in attacks if they have similar colors. Generally speaking, units will cooperate best if their 2D counter colors are identical.

A unit Health Indicator light appears in the upper right corner of the icon.

A symbol in the center of the icon shows the unit Type.

A unit Size symbol appears above the Type symbol. Ground units only – not on air or naval units.

If the unit is scheduled to participate in an Attack, a triangular brass attack indicator will appear along the edge of the icon, pointing in the direction of the Attack Objective. Unit Attack and Defense Strengths or Movement Allowance appears below the unit Type symbol.

Unit Icon Display (Advanced Rules)

Depicts game unit counter with labels of parts of panel covered in section.
Labeled unit counter excerpted from the official TOAW IV manual. See manual TOAW IV: Credits for author.

The colors of icons are a general guide to how well your units can cooperate. Units of different Formations will tend to cooperate better in attacks if they have similar colors. They will cooperate best if the colors are identical.

Loss Tolerance pips appear to the left of the Type symbol. One pip if the unit is to Minimize Losses, two indicates Limit Losses, and three if the unit is to Ignore Losses.

Deployment / Mission letters appear to the right of the Type symbol. For most units, this represents the unit’s Deployment. For Air units, it represents the unit’s Mission.

If the unit is not fully available for Orders, the numbers are shown in a colored band as follows:

  • Yellow: The units are in Garrison mode, which is the result of a special Scenario rule.
  • Orange: The unit or its parent Formation is reorganizing. Otherwise, they are in Reserve as a result of a special Scenario rule.
  • Red: The unit is Routed.

If the unit is scheduled to participate in an Attack, a triangular red-colored attack indicator will appear along the edge of the icon, pointing in the direction of the Attack Objective.

Unit Sizes

Unit size does not have any physical effects in the game. You can find the unit size at the top of a counter.

Size Symbol Approximate size

(infantry, from Wikipedia)

Squad •• 5 - 14
Platoon ••• 15 - 45
Company I 80 - 250
Battallion II 300 - 1000
Regiment III 1,000 - 5,500
Brigade X 1,000 - 5,500
Division XX 10,000 - 25,000
Corps XXX 30,000 - 50,000
Army XXXX 100,000 - 300,000
Army Group XXXXX 2+ field armies
Theater XXXXXX 4+ army groups
Supreme Command XXXXXXX

Additional Unit Numbers Options

There are additional display options for the unit numbers beside just Attack and Defense. These are saved in the Opart 4.ini file and can be set using the Unit Icon editor in the Player Options. Also see Counter Values Editor.

Entering the 'M' Key or pressing the Unit Icon Display button cycles through the options selected in that file. There can be up to six options to cycle through (four strength and two movement). One of the options is always the movement point (MP) display. The other had always been the AP (anti-personnel) & DF (defense) display.

The strength options are as follows:

  • Anti-Armor
  • Anti-Personnel
  • Anti-Air High
  • Anti-Air Low
  • Defense – Total Defense (of soft and armored equipment)
  • Armor Defense – armored equipment only
  • Bombard
  • Recon
  • Engineering
  • Rail Repair
  • Anti-Air Intercept
  • Minor Fording
  • Major Fording
  • Attack
  • Anti-Air All
  • Airmobile Lift
  • Support
  • Police
  • Anti-Fortification
  • Bombardment Defense
  • Nuclear Bombard
  • Defending Terrain Check – Defense strength modified by terrain

There is one movement display option:

  • Time Stamp – Fraction of unit’s movement allowance expended, in tenths. (0 = not moved; 10 = no movement left). Note how useful this display can be for determining the impact adding such a unit to a combat will have on that combat’s start round.

Displayed Bombardment Range (DBR)

By pressing the “I” hotkey, or Unit Visibility button in the Control Panel, the bombardment ranges of your support units is displayed. This command cycles between:

  • Showing no units
  • Units but no DBR
  • The current unit’s DBR
  • All units DBR’s.

Only the DBR’s for friendly units will be shown. On the main map, all non-air, ranged units should display the radius of their maximum range in one of three colors. In order of visibility, they are:

  • White = Unit currently selected.
  • Black = A unit that is set to attack/bombard, or is in any support deployment mode (D, E, F, L, or T), or has no remaining Movement Points (MP’s).
  • Red = A unit that has MP’s remaining, is not set to attack, and is not in any support deployment mode.

The DBR of air units is shown on the micro map, along with the effective radii of AA units. These are both displayed in blue.

The colors can be edited via the DBR Editor. There is also an option on the DBR Editor to choose whether DBRs are circular or hexagonal.