TOAW IV: Information and player aids

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The Unit Report (Advanced Rules)

List of units making up a Finnish Army recon company.
An example unit report showing makeup of units in a Finnish record company, their strengths, and special abilities.

To view all available information for the currently selected unit, you can bring up a detailed Unit Report by clicking the Unit Report button on the Button Panel, right clicking on the Stack in the Unit Panel, by right-clicking on a unit in the Map Panel and selecting the Show Unit Report option from the resulting popup menu, or by pressing 'U' on the keyboard.

The data pane at the top of the window shows the unit’s current Status, Capabilities, Transport Weight in tons, and other characteristics.

The Strength pane shows the unit’s various Strengths, including anti-armor, anti-air, and other factors.

The Special Abilities pane lists any special abilities the unit has, such as Engineering, Ferry Support, or Reconnaissance.

The Transport Options pane lists any transport lift options available to the unit, such as Board Train, Board Ship, Board Aircraft, and Board Helicopter. Any such available will be shown on a button. Clicking the button will cause the unit to be embarked on that transport.

Range Limits can be changed. The Range Limit pane shows the unit’s Range, if it is a ranged unit. The button allows the player to change the range value. Non-ranged units have no such pane.

All ranged units can have their ranges limited by the player. The choice is made within the Unit Report. A setting of -1 restores the value to the nominal value. A setting of 0 makes the unit non-ranged – this can allow the unit to assault when adjacent. A setting of any positive range allows the unit to bombard when adjacent. The -1 setting still applies the 50% test when adjacent. These settings can be pre-selected by the designer in the editor (default is -1). Note that the intent of this feature is to allow players to tailor their bomber ranges to stay within air cover of their fighters – but note that it applies to ships and artillery, too. It can also benefit units with multiple equipment types in their TO&E to operate with the range of the shortest-ranged equipment type. The DBR display (“Crop-circles”), will reflect the modified range.

The Unit Icon pane in the right top corner shows the unit’s icon. If the unit has a secondary icon, that will be shown below the primary icon. See Force Editor Definitions.

The Equipment Pane shows a complete list of all equipment assigned/authorized for the unit. You can click on the Equipment buttons for additional information on any piece of equipment authorized for the unit.

The Control Bar Buttons allow you to change the unit’s Deployment and Loss Tolerance, switch to view the next or previous unit in your Force, cycle through the units grouped in the same location, exit the window, view the unit’s parent Formation, view the OOB, or subdivide/recombine the unit. If a scrollbar appears, it can be used to scroll through the equipment pane.

There is additional information available in the Scenario Editor. The unit’s Transport requirement is available in the Unit Data pane, and a Veteran/ Untried toggle button is available in the Control bar.

Unit Notes

[The following notes are references to a Unit Icon Chart that is included in the original manual. It should probably be removed from here as it is not referring to anything].

A Airborne Capability: These units can move by air if sufficient Air Transport Capacity is available. They are also capable of Airmobile Movement. See the Annex section 19.12. for all notes on Airborne units.

B Artillery Capability: These units are capable of supporting attacks with long-range fire. See the Annex section 19.13. for all notes on Artillery units.

C Coast Defense Capability: These units may only fire on enemy units in Deep Water and Anchorage locations.

G Guerrilla Capability: See section 16.1.2., and see the Annex section 19.14. for all notes on Guerrilla units.

H Headquarters Capability: These units provide Headquarters benefits to other units in their Formation.

L Airmobile Capability: See 16.1.3., below.

M Mountain Capability: These units have reduced Movement Costs in certain types of terrain.

N Naval Movement Capability: These units can only enter Deep Water and Anchorage Locations.

P Amphibious Capability: These units are capable of limited Amphibious Movement.

R Riverine Movement Capability: These units can only enter Rivers, Canals, Shallow Water, and Flooded Marsh locations.

S Special Forces Capability: These units have Disengagement advantages.

U Supply Unit Capability: These units extend supply by a supply radius.

X Air Movement Capability: These units are capable of long-range Airbase-to-Airbase transfers.

* Embarked unit: These symbols are used to mark units currently Embarked (not available in the Editor).

Guerrilla Unit Notes

  • Guerrilla units are very different units.
  • Guerrilla units always Disengage without cost, as Special Forces units do.
  • Guerrilla units are always supplied and always draw at least “normal” supply, regardless of whether their location is friendly-supplied or not. If a higher level of Supply is available, the unit benefits normally.
  • Guerrilla units will not change the ownership of locations while moving. Only after Movement will Guerrilla units change the ownership of the location they occupy.
  • Guerrilla unit Attack and Defense strengths are doubled when attacking from locations that were enemy owned at the beginning of the Turn.

Airmobile Unit Notes

These units are capable of Airmobile Movement if enough Airmobile Transport Capacity (provided by Helicopter Transport units) is available within 200 kilometers of their location.

The Formation Report (Advanced Rules)

A listing of units comprising the Jager Brigrade I showing their orders, location, and strength/move attributes.

This window shows all available information for one Formation. You can access this Report by clicking the Formation Button on the Button Panel, via the Unit or OOB reports, by hitting 'F' on the keyboard, or by right clicking on a unit in the Map Panel and selecting Show Formation Report.

The data pane at the top of the window shows the Formation’s current Status, Support Scope (how well its units cooperate with units of other Formations), Proficiency, and Supply Distribution Efficiency.

The Unit List pane below shows all units assigned to the Formation, their locations, and other essential information. Clicking on a Unit Name button will center the Map display on that unit. You can change a unit’s Deployment or Mission by clicking on its Deployment button.

The Move PO button will move the current formation under PO control if it is displayed in “Hot” (gold) mode (PO Mode must be ON). If in “Safe” (white) mode it does nothing. The Next and Previous Formation buttons in the control bar are used to view your other Formations, and the Exit button exits the window. If a scrollbar appears, it can be used to scroll through additional units assigned to the Formation. The Force button will open the Unit OOB report. The Formation OOB button will open the Formation OOB report.

The Air Unit Report

To access this Report, click View and select Air Units, or hit 'A' on your keyboard. The Air Unit Report shows all your Air units, their Missions, locations, and essential information. It effectively gathers all your Air units into a virtual Formation, so you don’t have to hunt for them all over the Map (Theater). If you click on a unit name button, the map will center on that unit. You can use the Mission button to change the unit’s Mission. The scrollbar is used to scroll through your Air units if there are more than will fit in the display area and the Exit button closes the window. The Air Staff Assistant button can be used to turn the Air Staff Assistant on or off.

At the top are the list headings (Unit, Mission, Location, and Unit Info). Clicking on each will sort the list by that column. To un-sort the list, the dialog must be exited and then re-entered.

The Attack Planning Window (Advanced Rules)

A combat planner showing different units and their hex locations to one another as well as which units are supporting or participating in the attacks.
The combat planner showing, at center, the hex being attacked, which has three units in a fortification supported by artillery (northwest) and infantry (north). The attacking units are coming from the south, southeast, and east--those units selected to participate in the offensive attack are outlined in gold. As shown in right 'Support' pane, the offensive attack units are supported by on-land artillery, ships (cruisers and battlecruisers), and fighters/bombers. The time expected to be expended is one round--or 1/10th of turn (shown by the single gold square towards top of screenshot). Not all units participating in the attack are from the same regiment and so they are not attacking in full cooperation as shown in top left and by the colored flags next to each unit counter (i.e., there is a penalty to include a unit of a different regiment). The expected results are not projected to be very good.

The Attack Planning Dialog gives all the information necessary to plan an Attack in detail.

In most cases, it is not necessary to use this feature to plan your attacks, but it can be helpful if you want to fine tune an Attack and is useful for learning how to play the game. To access, move units to attack an enemy unit or units, hover the mouse cursor over the enemy units until the cursor changes to a crosshairs symbol, and right click and select Plan an Attack.

The Objective pane in the center of the window shows the Objective of the Attack, and all information available regarding enemy units in the Objective. The six surrounding panes show all terrain and units in the locations surrounding the Objective. Left-clicking on a friendly unit in the surrounding panes commits or un-commits that unit to the Attack with its current Loss-Tolerance setting. Right-clicking on a friendly unit in the Plan An Attack window brings up a list of options for changing the Attack Plan, including settings for Loss Tolerances. Individual unit flags show the cooperation that unit has with the other participating units. (See the Cooperation pane, below, for the meaning of the flag colors).

The Support pane, at right in this window, displays all long-range units available to support the Attack. Such a unit automatically supports that combat if you make no selections; i.e., you do not left click on it to place a brass colored triangular symbol on it.

When such a unit automatically supports an attack, it attacks with half of its attack strength, and supports all attacks within its range. If, however, you wish to exclusively assign a Support unit to a specific Attack, it will support that Attack (only) with its full Attack Factor, but that unit cannot then be used to support any other Attacks during that Round of combat. Support units that are in range to support but are not in a support deployment will still be shown, but with a red “X” through them. They can be added to the attack manually while in that condition. The same red “X” shows on ground units that lack the MPs to join the attack.

The Cooperation pane, at top left, shows the overall cooperation level the attack will experience.

Below the flag for this level is a numerical value showing the amount the attackers will be scaled by this cooperation level. Note that a gold flag is full cooperation (x1 factor), a silver flag is limited cooperation (x0.87 factor), and a black flag is no cooperation (x 0.67 factor).

The Time Expended pane, at top right, shows how much of your Turn will be used after the Attack is executed, assuming all goes well. If the Attack is not overwhelming and one or both sides in the Attack have high Loss Tolerances, much more time may be expended. Grey tinted rounds have already been expended in previous combat phases or will be in other combats already set up for this phase.

Gold tinted rounds are going to be expended by the combat shown in the planner.

The Loss Multiple pane, at bottom left, shows the effects of escarpments, if any are across any of the possible lines of attack. The top line shows where major escarpments (x3) are, and the bottom line shows where any minor escarpments (x2) are. Hex sides are identified by number as follows: 0 = top, 1 = upper right, 2 = lower right, 3 = bottom, 4 = lower left, and 5 = upper left.

The Defender Support pane, at bottom right, allows the player to enter his estimate of expected defender support.

This estimate is then incorporated into the Odds pane, below. Note that the game could provide the exact support that the defender will receive, but that would be a serious breach of fog-of-war. The friendly player cannot know the cooperation and ranges of nearby enemy support, or what support might be hidden in unknown hexes. But he can have an idea, from experience, of what support the defense can expect, especially if the target hex has been recently attacked (via the Combat Report).

The Odds pane, below the Objective pane, calculates the odds of the attack. Note that, unlike the strength information flanking the Control Bar, this estimate includes the effect of terrain, making it more useful. It also addresses the defender’s soft vs. armored defense: It amalgamates the AP vs. Soft odds proportionately with the AT vs. Armored odds. It also allows the player to include an estimate of defender support as explained above. However, it still does not include the effect of cooperation (defender cooperation is unknown, so including attacker cooperation alone would be misleading).

The amalgamation above is achieved via this formula:

((Attacker AP + Support)/(Defender Soft DF) x (1 – Defender hardFraction) + (Attacker AT)/ (Defender Hard DF) x Defender hardFraction + (Attacker Soft DF)/(Defender AP + Support) x (1 – Attacker hardFraction) + (Attacker Hard DF)/(Defender AT) x Attacker hardFraction) / 2

The Prediction pane, below the Odds pane, shows the predictions for losses and success. Such predictions don’t consider terrain or defender support.

The Control Bar buttons are used to switch the unit icon display between Strengths and Movement Allowances, and the Exit button is used to exit the window. The up and down buttons will cycle the planner through all planned combats. If the <Shift> key is held down, those buttons will cycle the planner through all potential combats.

Total Attack and Defense Strength information is available in the Strength panes flanking the Control Bar. These values don’t include the impact of terrain.

Planned Combats

The Planned Combats dialog lists all the combats planned for the current combat phase. Use the scrollbar to scroll through the list if necessary. It can be accessed through the Control Panel or from the Attack Planner. There is one button (Exit), the force flag, and a count of battles planned. This dialog is intended to assist with combat planning.

At the top are the list headings (Location, Success Prediction, Loss Prediction, AR, Cooperation, and Time Expended). Clicking on each will sort the list by that column. To un-sort the list, the dialog must be exited and then re-entered. Clicking on any Location button will open the Attack Planner for that planned attack.

The Situation Briefing

The Situation Briefing gives an overall evaluation of the current game situation. It can be accessed by clicking View and selecting Situation Briefing.

This briefing can be displayed in two modes: Condensed and Expanded. In Condensed Mode, the most pertinent parameters are shown on a single page. In Expanded Mode, all parameters are shown, but in three pages. The Control Bar has buttons to toggle between modes.

Information is arranged in seven panes, as follows:

  • The Calendar pane shows the current player and date, the most likely end date for the Scenario, the approximate number of Turns remaining, and (Expanded Mode only) the Turn Interval.

The Game pane (Expanded Mode only) shows the following game parameters:

  • Hex scale, Climate Area, Attrition Divider, Max Rounds Per Battle, AAA Lethality Scalar, Engineering Build Rate Scalar, Hex Conversion Rate Scalar, Entrenchment Rate Scalar, Combat Density Penalty Scalar, Readiness Cost of Movement Scalar, Supply Cost of Movement Scalar, Divisor - Condensed Mode - Expanded Mode, Improved Road Movement Cost, Naval Attrition Divider and Event Variable Value.

The Force pane gives information on the following Force Parameters:

Force Proficiency and Supply Stockpile Level (including figuring the effective supply capability), (Expanded Mode only: Force Supply Radius, Force Precision Guided Weapons Level, Force Air Refueling Multiplier, Force NBC Combat Proficiency, Force Night Combat Proficiency, Force Electronic Support Level, Force Communication Level, Force Pestilence Level, Force Loss Intolerance Level, Force Movement Bias Level, Force ZOC Cost, Force Overextended Supply Threshold, Force Naval Critical Hit Scalar, and Force RFC Scalar.)

The Special Weapons pane shows who is using Chemical or Atomic weapons.

The Theater pane lists your Force’s Reconnaissance and Transport Capacities. It also (Expanded Mode only) lists the following Theater Parameters:

  • Rail Destruction Chance, Auto Rail Repair Chance, Guerrilla Percentage, Friendly Air Shock Level, Enemy Air Shock Level, Friendly Shock Level, and Enemy Shock Level.

The Victory pane shows who is currently winning the Scenario. This is determined by summing the Friendly Held Objectives value, minus the Enemy Held Objectives value, plus the Enemy Loss Penalty, minus the Friendly Loss Penalty, plus the Net Victory Point Award.

The Victory Level Boundaries pane (Expanded Mode only) lists the Total On- Map Objectives, the Draw Level, the Marginal Victory Level, the Significant Victory Level, and the Overwhelming Victory Level.

Note that when the listed parameters are set to their default setting then they are shown in a smaller font size than when they are not at the default setting. This makes it somewhat easier to spot parameters that are non-default (and most in need of notice) from the defaults.

The Control Bar in Condensed Mode consists of:

  • The Exit button exits the window.
  • The Expand button switches to Expanded Mode.
  • The Control Bar in Expanded Mode, Page 1, consists of:
  • The Previous Page button opens the Previous Page.
  • The Exit button exits the window.
  • The Condense button switches to Condensed Mode.
  • The Next Page button opens the Next Page.

The Control Bar in Expanded Mode, Pages 2 & 3, consists of the same as Page 1, except there is no Condense button.

The Scenario Briefing

The Scenario Briefing gives a description of a Scenario, including scale, environmental information, special considerations and a brief history of the battle or campaign portrayed by the Scenario.

Scenario Info

This Briefing can be accessed by clicking View and selecting Scenario Briefing. Scroll down the left display pane via the scrollbar to read about the current Scenario. If the scenario has any associated documents, then a document button will be shown. That button will open all the scenario’s documents. A blank button will be shown if the scenario has no associated documents.

Automatic Heading

For TOAW IV an automatic heading was added to all briefings. It contains:

  • Line 1 contains the names of the two sides.
  • Line 2 contains a complexity estimate and the map dimensions.
  • Line 3 contains the date range.
  • Line 4 contains the map scale and the turn interval.
  • Line 5 contains the unit totals and the event totals.

Scenario Complexity

Complexity is calculated from a scaled product of the Total Units, Total Turns, Total Events, and Total Map Boundaries.

This additional heading consumes text space in the briefing (so, if the briefing was full, some of it will be deducted from the end). Only scenarios edited post this feature’s launch will exhibit this prefix, but all scenarios that ship with the game have been so saved.

The Air Briefing

The Air Briefing gives a brief rundown of the current situation in the air over the Theater. It can be accessed by clicking View and selecting Air Briefing. Note that the Air War Panel contains this same information.

Current Turn aircraft losses are listed in the Aircraft Losses pane. Only aircraft actually destroyed are listed.

You will always know your own losses exactly, but enemy losses are subject to a factor of misinformation, which is fixed at the start of the turn. Pilots are notorious for inflating and double-reporting enemy planes shot down. Damaged aircraft (those sent to the Replacement Pool) are not included in the Loss Report.

The Air Superiority pane shows the Theater Air Superiority levels, a general indicator of who controls the air over the Theater.

The Interdiction pane shows both Forces’ Theater Interdiction Levels, a general gauge of each Force’s efforts to impair enemy supply distribution and land unit movement. This is used to give you an idea of the levels for both sides but is not used for any in-game calculations.

Use the Control Bar Exit button to exit the window.

The Weather Briefing (Advanced Rules)

The Weather Briefing shows a map of the entire Theater with a visibility and precipitation overlay. It can be accessed by clicking View and selecting Weather Briefing. Above the Weather Map is a description of current and forecast weather in each Weather Zone. If there is more than one Weather Zone, the breakpoints are indicated at the edge of the Weather Map. Use the Control Bar Exit button to exit the window.

The Expected Reinforcements Briefing

The Expected Reinforcements Briefing lists all expected Reinforcements and Withdrawals, their projected entry or exit Turns and locations, and unit Types. It can be accessed by clicking View and selecting Expected Reinforcements.

At the top are the list headings (Turn, Date, Location, Unit, Formation, Icon Type, and Unit Info). Clicking on each will sort the list by that column. To un-sort the list, the dialog must be exited and then re-entered. Note that the date is in MM/DD/YYYY format. The unit health and icon are displayed between the Formation and Icon Type columns. The Unit Info is enclosed in brackets if the unit is a future reinforcement (as opposed to a Withdrawal).

Use the scrollbar to scroll through the list if necessary. The Exit button in the Control Bar exits the window.

The Recent Reinforcements Briefing

The Recent Reinforcements Briefing lists all Reinforcements and Withdrawals for this Turn, their locations, and unit Types. It can be accessed by clicking View and selecting Expected Reinforcements. Use the scrollbar to scroll through the list if necessary.  At the top are the list headings (Unit, Mission, Location, Icon Type, and Unit Info). Clicking on each will sort the list by that column. To un-sort the list, the dialog must be exited and then reentered. The Exit button in the Control Bar exits the window.

Inventory and Replacements Briefing

The Inventory and Replacements Briefing lists all available Replacements, the number of items on hand (available for immediate distribution), rate of appearance, beginning Turn, end Turn, the current total number of items assigned to units in the Theater, and the permanent loss totals. It can be accessed by clicking View and selecting Inventory and Replacements.

At the top are the list headings (Available Systems, On Hand, Rate, Turns, Assigned, and Lost). Clicking on each will sort the list by that column. To un-sort the list, the dialog must be exited and then re-entered.

Use the scrollbar to scroll through the list if necessary. The Exit button in the Control Bar exits the window.

The Editor version of this window differs from the game version. Rate of appearance, beginning Turn, and end Turn are all represented by buttons; you use these buttons to change the values. The assigned equipment totals in the Editor include all assigned equipment regardless of whether the units are deployed on the Map (in Theater).

Recent News

The Recent News Briefing lists significant occurrences since the beginning of the Scenario. It can be accessed by clicking View and selecting Recent News. Use the scrollbar to scroll through the list if necessary. The Exit button in the Control Bar exits the window.

Group Composition

The Group Composition displays all the units in the unit stack. Clicking on any unit will move that unit to the top of the stack. Hit 'C' on the keyboard to bring up the Group Composition, which will display the contents of a hex that is moused over.

Note that the Unit Panel can be placed in Group Composition mode – with the same display. Then mousing over the map can quickly reveal the contents of any observed hex.

Order of Battle: Units Report

The Order of Battle (OOB): Units Report lists all your units, their formations, locations Icon Type, and Unit Info as well as health icon and unit icon. On the Control Panel are the Force Roundel, Exit Button, and Units in Theater pane.

Use the scrollbar to scroll through the list if necessary. It can be accessed through the View Menu.

At the top are the list headings (Unit, Formation, Location, Icon Type, and Unit Info). Clicking on each will sort the list by that column. To un-sort the list, the dialog must be exited and then reentered.

Order of Battle: Formations Report

The Order of Battle (OOB): Formations Report lists all your formations, locations, and Formation Info such as Activation Turn, General Orders, and Orders Emphasis. On the Control Panel are the PO Move Button, Exit Button, and Formations in Theater pane. When PO Move is invoked, the units of the current formation will be moved by the PO, if button had been in “Hot” mode.

There is also a column of checkboxes that toggle each formation in and out of PO control. Checked formations are under PO control. Unchecked ones are under Manual control.

At the top are the list headings (Formation, Location, Activation Turn, PO?, General Orders, and Orders Emphasis). Clicking on each will sort the list by that column. To un-sort the list, the dialog must be exited and then re-entered.

This dialog is intended to make PO Mode operations easier. Note that right-clicking on the General Orders button will change it to “Manual” – making that option easier to invoke. (Toggling the checkbox to “checked” has the same effect).

Theater Options Report

The Theater Options Report is accessed through the View Menu and lists any theater options you may have. To choose a theater option, click on its button. The button will change color. That means that it will execute in the next inter-turn phase. To cancel that, click the button again and it will turn back to normal.

Equipment Report

The Equipment Report details the parameters of an equipment item. The equipment’s strengths (AT, AP, DF, AA (High and Low), and Anti Shipping and range (in km and hexes) are specified. If it is naval equipment, its Durability, Armor, Agility, Accuracy, and Speed (in km/wk and knots) are also specified. Any special abilities of the equipment are listed.

This report is accessed by clicking on any equipment button (present in the Unit Report, Inventory Report, Force Editor and Loss Report).

Note that if the Report is accessed from the Equipment Panel of the Force Editor, there is an extra button next to the Exit button: A button to enter the Equipment Editor.

Detailed Combat Report

If the Detailed Combat Reports Advanced Rules Option is turned ON then a Detailed Combat Report will be delivered after each combat resolution. The report is divided into two panes.

The top pane reports the results of the combat, who won the contested hex, what the percent losses were, what rounds were expended, and what caused the combat to end. The second pane details what units of both sides participated, on which round they broke off the attack, and which units retreat or evaporate.

There is also coded info enclosed in brackets in the report details. This info is included to be used by the new Combat Chart, but can be deciphered by players themselves, if desired (note that it is not necessary to do so to understand the report, however). For the record, the first line is followed by such a code that has info on the overall combat: Contained in the brackets are the combat timestamp, attacker color, attacker cooperation, and defender cooperation. Cooperation codes are FC = full cooperation, LC = limited cooperation, and NC = no cooperation. There is then code info on each unit’s line in the report: Each attacker has its cooperation and timestamp. Each defender has its cooperation.

Ranged support directly assigned to an assault is listed as “Bombardment Attacks” to distinguish them from ground attackers and cooperative support. Ground attackers ordered to Limited Attack are so identified in the report to distinguish them from cooperative support. Air units that intercept bombers are listed as” intercept supports”. Air units that defend bombers from such interception are listed as “escort supports”.

The report’s Control Panel has four buttons: Defender Loss Report, Attacker Loss Report, Combat Chart, and Exit. Like many dialogs, pressing the spacebar will make this report invisible. This dialog is also made invisible by clicking anywhere on the report or by holding the left mouse button down. If the combat is off-screen, then when either of these actions is taken, the map re-centers on the combat hex. While the report is up, the combat location hex is indicated by a white circle.

Loss Report

Each Detailed Combat Report includes two Loss Reports: One for the Defender and one for the Attacker. The title of the report includes the Force Name, while the Control Panel includes the Force Flag Roundel. The Control Panel also contains three buttons: The button for the other Loss Report, the button for the Combat Report, the button for the Combat Chart, and the Exit button. The info panel of the report lists the equipment employed and figures for each equipment item about how many were Engaged, Disabled, Destroyed and Total Losses (Disabled means they are returned to the On Hand pools, Destroyed means they are permanently lost, and Total Losses is the sum of those two). There is also a Damage column to report damage incurred by naval equipment. This is the cumulative damage inflicted on the class of naval equipment on each row (if any) during the combat. Note that the totals include the damage inflicted on ships that sank in the combat in addition to that on ships that are just damaged. Finally, it reports whether replacements are available for the equipment.

At the top are the list headings (Icon, Equipment, Engaged, Disabled, Destroyed, Total Losses, Damage, and Replacements). Clicking on each will sort the list by that column. To un-sort the list, the dialog must be exited and then re-entered.

There are several files (Sitrep Log, .csv file, TOAW Log) that store combat result information. There is a user-made program available that processes the .csv information.

Combat Chart

The Combat Chart is accessed from the Detailed Combat Report. This chart has the intention of making combat results easy to understand, by translating the mass of text generated by the Combat Report into a graphical representation that can be quickly understood.

Over the chart is the Attack Location line, listing the attacking side, the location, and the type of combat that took place. Below that is the chart. Below the chart is a line detailing the attack duration, a line reporting which side (if any) won, and two lines detailing both sides’ loss percentages.

The chart is in the form of a table with columns and rows. The top row is the headings row, listing Coop (cooperation), Unit, and R1 through R10, with one extra column.

The Coop title covers two columns. The first is the overall cooperation. The second is each individual unit’s cooperation. The cooperation is shown by cell color: Gold = Full, Silver = Limited, and Black = None.

The Unit column lists the formation and unit names of all units involved in the combat. Cell colors match each side’s microview color (blue or red).

Finally, there are ten columns for the ten combat rounds that make up a player-turn. Coded info is printed in those columns, along with the cell colors, to detail what happened during the combat. Those codes (both for the text and for the cell colors) are detailed in the Legend dialog, In effect, these cells should show clearly when and how each unit participated in the combat. Units that assaulted or defended are identified. Units that supported in various ways are so identified. When units broke off, retreated, or advanced is noted. Units that were late or joined by reserve movement are identified.

Units that subdivided during the combat are identified along with their subunits. There are up and down buttons to view the other pages of the chart. Retreating and Elimination are shown in red, holding would be shown in green.

Rounds that had already been expended, rounds that were skipped due to late units, rounds that were expended in combat during this specific attack, and rounds that were not reached in this specific attack are identified by cell color.

Naval Damage incurred during the combat is also detailed in the chart. The Control Bar has seven buttons: Line/Page Up, Line/Page Down, Defender Losses, Attacker Losses, Combat Report, Exit, and Combat Chart Legend. The first two buttons are only shown if the total lines in the report exceed 17.

Combat Chart Legend

The Combat Chart Legend is accessed via the Combat Chart. It explains what the text and cell colors in the Combat Chart mean. The only button is the Exit button.

Combat Review

Detailed combat results are now stored in the .sav and .pbl files. This allows for review of those combat details throughout the player-turn AND by the opposing player in his player-turn. They are accessed via this dialog. The most recent two turns of combats are retained.

The report’s Control Panel has three buttons:

Switch Turn, Switch Sides, and Exit. There is also the force flag and a count of battles stored.

At the top are the list headings (Combat, Location, Type, Round, News, Battlefield Possession, Friendly Loss %, Enemy Loss %). Clicking on each will sort the list by that column. Clicking on the Combat column restores the original sort sequence. Clicking on the Location button opens the Combat Report for that battle.

The Editor’s Edit Menu

The Edit Menu is only available in the Editor. You may ignore this section if you do not intend to design Scenarios.

  • Undo – Undo the previous action. This is the same as clicking on the Undo button in the Control Bar.
  • Environment – Map Scale, Climate Area, Precipitation, Temperature and Visibility.
  • Calendar – Turn Length; Start Hour, Day, Month and Year; and Last Turn #.
  • Events – Access the Event Editor.
  • Forces – Create an organized list of units for use in the Scenario. While the Force Editor panel is open, selecting the Edit Menu will open several nested sub-menus to adjust settings for the Forces. See 16.24.1., Force Editor Sub-Menus, starting with “Copy Current Formation.”
  • Replacements:
  • Replacements Editor – Start the Replacement Editor window to fine tune Replacements for a Scenario.
  • Default 1% Replacements – Set the Replacement Rate for all equipment in the current Scenario to 1% of the total assigned equipment base on each Turn.
  • Default 2% Replacements – Set the Replacement Rate for all equipment in the current Scenario to 2% of the total assigned equipment base on each Turn.
  • Unit Replacements Priorities – Set Replacement priorities and eligibility for reconstitution for specific units.
  • Deployment – If in the Map Editor: Switch to the Force Editor.
  • Map – If in the Force Editor: Switch to the Map Editor.
  • Set Microview Icons – Units are shown as either blue or red icons in the Microview display. You use this option to set which Forces the colors should be assigned to. This is available in the Force Editor, as well.
  • Set 3D Icon Tint – Equipment graphics are shown in the 3D map display using one of four possible “tints”. You use this option to set which tint is to be used by each Force. This is available in the Force Editor, as well.
  • Remove All Units – Remove all Deployed units from the map.
  • Automatic Ownership – Calculate, from the positions of Deployed units, the ownership of each location on the Scenario Map.
  • Objective Tracks:
  • Track 1: Select to edit Track 1 Formation Objectives (default). Note that each Formation must have at least an Objective 1 on Track 1.
  • Track 2, 3, 4, o r5: Select to edit Track 2, 3, 4 or 5 Formation Objectives.
  • Copy Track 1 to Track 2, 3, 4 or 5: Copy all Track 1 Formation Objectives to Track 2, 3, 4 or 5.
  • Clear All Objective Values: Sets all Objective Values to zero.
  • Set Attrition Divider – Adjusts the number of casualties taken in combat. At the maximum setting of 100, combats would result in 0.1% of the losses incurred by the Default Setting of 10. At the minimum setting of 1, combats would result in 10X the losses incurred by the Default Setting of 10. Any setting from 1 to 100 can be used.
  • Set Max Rounds Per Battle – Adjusts how long combats will last. See 8.5.2.3.
  • Set AAA Lethality Level – Adjusts how deadly AAA combat will be. Default is 100, which leaves the lethality as it is now. A value of 50 would halve AAA lethality, while a value of 200 would double it. A value of 0 would eliminate all AAA lethality.
  • Set Engineering Build Rates – Adjusts the engineering level for a given amount of engineer equipment. (0-999) – Default is 100, where 100 engineer squads have the engineering of 100 squads. A value of 50 would mean that 100 engineer squads would have the engineering of 50 squads, and a value of 200 would mean that 100 engineer squads would have the engineering of 200 squads, etc. A value of 0 would eliminate engineering effects. Note that this also scales Rail Repair rates and Major/Minor Fording rates.
  • Set Enemy Hex Conversion Costs – Adjusts the cost of enemy hex conversion. (0-999) – Default is 100, where each enemy hex converted costs the moving friendly unit 10% of its movement allowance (reducible by high recon levels). A value of 50 would mean each hex cost 5% of the unit’s movement allowance (same effect of recon as above), and a value of 200 would mean that each hex converted would cost 20% of the unit’s movement allowance. A value of 0 would mean that there wouldn’t be any cost of hex conversion, no matter what the unit’s movement allowance or recon level was. Actual cost to the unit is still rounded down. And there is still a minimum cost of one, with the single exception for the setting of 0.
  • Set Entrenchment Rates – Adjusts how quickly units can dig in. (0-999) – Default is 100. A value of 50 halves the rate, and a value of 200 doubles the rate, etc. A value of 0 prevents any digging in at all, and (under that special case) digging in attempts don’t zero remaining MPs.
  • Set Density Combat Penalty Rates – Adjusts the combat penalty for exceeding density limits. (0-999) – (Density movement penalties due to traffic jams are not affected.). Default is 100. A value of 50 would halve density penalties, a value of 200 would double them, and a value of 0 would eliminate them all together.
  • Set Supply Costs of Movement Rates – Adjusts what the cost in supply will be for movement. (0-999) – Default is 100. A value of 50 would halve supply costs of movement (half a point for each MP expended, etc.). A value of 200 would double costs (2 points for each MP expended, etc.). A value of 0 would mean there was no cost for movement (like naval movement). Fractional values are affected via random functions.
  • Set Readiness Costs of Movement Rates – Adjusts what the cost in readiness will be for movement. (0-999) – Default is 100. A value of 50 would halve readiness costs of movement (half a point for each hex entered, etc.). A value of 200 would double costs (2 points for each hex entered, etc.). A value of 0 would mean there was no cost for movement (like naval movement). Fractional values are affected via random functions.
  • Set Divisor of Improved Road Motorized Movement – Adjusts the cost of motorized movement along improved roads. (1-10) – Default is 1. A setting of 2 will make movement on improved roads by motorized units’ cost ½ movement point. A setting of 3 will make movement on improved roads by motorized units’ cost 1/3 movement point, etc. Maximum value is 10.
  • Set Naval Attrition Divider – Scales the number of shots in naval combat resolution. (1-1000) – Default is 10. This applies to naval combat only. The normal Attrition Divider does not affect naval combat. A setting of 10 is neutral. A setting of 5 doubles shots. A setting of 20 halves shots, etc. Note that it also scales naval combat supply costs.

Upon selecting Map Mode, the following are added to the Edit Menu:

  • Map Boundaries – Settings for adjusting the size of the Map.
  • Set Map Boundaries – Start the Set Boundary window to set the boundaries of the current Scenario Map. A Map must be at least 20 x 20 and no larger than 700 x 700.
  • Increase Top, Right, Left or Bottom Margin – Add hex rows to the Map.
  • Clip Top, Right, Left or Bottom Margin – Remove hex rows from the Map.
  • Clear Map – Remove all terrain from the current Map and replace it with open terrain.
  • Auto Contouring On – Contours terrain for a smoother and more rounded look inside of hexes.
  • Auto Contouring Off – Terrain features are fully painted to the hex sides.

Briefings – Enter a text description or Scenario result for the current Scenario.

  • Scenario Briefing – Edit the Scenario Briefing that appears in the Select New Game screen.
  • Force 1 Victory Briefing – Edit the Briefing that appears after a Victory by the first Force in the Order of Battle.
  • Force 2 Victory Briefing – Edit the Briefing that appears after a Victory by the second Force in the Order of battle.
  • No Victory (draw) Briefing – Edit the briefing that appears when a Scenario ends in a draw.

First Force – Set the Force that will move first on the first Turn of the Scenario.

Force Editor Sub-Menus

Upon opening the Force Editor, the following are added to the Edit Menu:

  • Copy Current Formation – Make a copy of the current Formation and insert it into the Order of Battle.
  • Cut Current Formation – Cut the current Formation from the Order of Battle and place it in the clipboard.
  • Paste Formation – Paste the most recently cut Formation from the clipboard into the Order of Battle.
  • Modify Current Force, Formation or Unit– Modify the various parameters for the entire current Force, Formation or Unit. Suggested values for some of these characteristics are available in the Help File, under the topic of General Organization. Editor Note: Not sure what this is talking about as I could find no Help File nor 'General Organization' topic except 18.9.1. which does not apply here.