Quick Guide to the Scenario Editor

2.0 Scenario Editor

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Scenario Editor is the Module that enables you to create your scenarios and save them for later battle. To use the Scenario Editor, type FIRE at the DOS prompt and call up the Scenario Editor option by typing the number [2] at the main menu.

General commands:

[h]

[h]elp for the "Scenario Editor" screen.

[x]

To e[x]it to the previous screen.

[q]

Allows you to [q]uit altogether

[e]

[e]nable all modules

[d]

[d]isable all modules

[p]

[p]roceed to the next module

[a]

toggle the selected module enabled/disabled

Modification commands:

Use the up and down cursor keys to move the selection flag to chosen module.

[1]

direct fire, tank/anti-vehicle

[2]

morale

[3]

air component

[4]

command and communication

[5]

fuel supplies and ammunition

[6]

weather and visibility

[7]

...unused

[8]

initiative

[9]

artillery, indirect  and mortar fire

[10]

organisation

[11]

infantry support

[12]

movement of units

TIP: It is recommended that you enable all modules

wpe2c.jpg (77265 bytes)


Example: Scenario Editor main screen

2.1 Weather / Visibility

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Use the up and down cursor keys to move the selection flag to chosen weather, this will affect visibility.

Weather settings:

[1]

snow

[2]

stormy

[3]

heavy rain

[4]

foggy

[5]

misty

[6]

light rain

[7]

drizzle

[8]

cloudy and overcast

[9]

fine but hazy

[10]

fine and clear

[11]

perfect visibility

General commands:

[h]

Calls the [h]elp utility

[x]

To e[x]it to the previous screen.

[q]

[q]uit the Scenario Editor and abort

[p]

[p]roceed to the next module

[$]

gives a random choice of weather

wpe3.jpg (66088 bytes)

Example: Weather Visibility Set-up

2.2 Organisation

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Use this module to determine which army files you will use during the battle, and the names of the two opposing armies. If you hit [return] choosing not to give names to your own armies the default names for the two armies will be,

Select the army file to use for each army using the file window. The default choice of army file is DEFAULT.ARM. Some example army files are supplied, BRITISH, US, ALLIED and DEUTSCH.

General commands:

[h]

Calls the [h]elp utility

[x]

To e[x]it to the previous screen.

[q]

[q]uit the Scenario Editor and abort

[p]

[p]roceed to the battle scenario

[r]

[r]estart the organistion module

2.3 Ammunition / Supplies

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Use the left and right cursor keys to move the selection flag from ammunition to fuel. Use the up and down cursor keys to modify the amount of each to allocate to the armies.

General commands:

[h]

Calls the [h]elp utility

[x]

To e[x]it to the previous screen.

[q]

[q]uit the Scenario Editor and abort

[p]

[p]roceed to the Command structure module

[$]

Give a random amount of either FUEL/AMMO

wpe33.jpg (55474 bytes)


Example: Fuel and ammunition levels set-up screen

2.4 Command Structure

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Use this a module to create a command structure by assigning units to those units designated as HQ's.

Summary Instructions:

Populate the tree structure (4 levels deep) with the units in your chosen army. Select the empty box (starting with the top) and press [return] or [s]. This will display a list of the available units in your army.  The top level must be an HQ. To put a unit in command of another, it must be an HQ unit. The Quartermaster is used to designate whether a unit is an HQ unit or not. 

General commands:

[s]

[s] elect an army unit to assign to a command

[u]

[u] se a saved command structure

[w]

[w] rite a file to save the command structure

[I]

[c] lear this command, remove all it's sub-units

[p]

[p] roceed to the battle scenario

[h]

calls the [h] elp utility

[q]

[q]uit the Scenario Editor and abort

[i]

[i]nitialise the tree structure and restart from scratch

[del]

[del] ete the highlighted unit 

[r]

View the [r]ules that apply to this module




Example: Command structure set-up screen

2.5 Battle Order

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Answer some final questions about the scenario. The default answers to the questions are shown within the square brackets.

General Questions:

Name the battle

[Noname Noplace Batttle]

Time of battle

[12:00]

Level of daylight

[day]

Unit of measurement

[no default]

Equivalent unit

[no default]

Scale

[33]

Timescale

[1]

Note: It is recommended that the timescale used is no more than 1 minute per move.

General Commands:

[h]

Calls the [h]elp utility

[x]

e[x]it back to the main menu.

[q]

[q]uit the Scenario Editor and abort

[p]

[p]roceed to fight the actual battle scenario

[r]

[r]estart the Battle Order module

 

wpe35.jpg (57163 bytes)

Example: Battle Order Screen showing the final battle characteristics

This is the final screen for the battle scenario. When you [p]roceed from this screen the battle characteristics are finalised and the battle starts.

wpe15.jpg (66332 bytes)

Example: The Scenario Editor End Screen

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