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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

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 |

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 |

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 |

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.

Example: The Scenario Editor End Screen
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