TOAW CIVILIAN PLAYER MANUAL


Contents
1.0     Welcome	                                            11
1.1.    Installation	                                    11
1.1.1.  Minimum system requirements	                        12
1.1.2.  Uninstalling the Game	                            12
1.2.    Product Updates	                                    12
1.3.    Game Forums	                                        13
1.4.    Technical Support	                                13

2.0     Introduction	                                    13

3.0     Starting the Game	                                14
3.1.    Play New Game	                                    15
3.2.    Resume Saved Game	                                16
3.3.    Set Game Options	                                17
3.3.1.  Game Parameters	                                    17
3.3.2.  Player Options  Page 1	                            18
3.3.3.  Programmed Opponent (PO) Options	                20
3.3.4.  Player Options  Page 2	                            21
3.3.5.  Default Options	                                    23
3.3.6.  Cheat Prevention	                                23
3.3.7.  PBEM ++ (Online Play)	                            24
3.4.    Edit Scenario	                                    26

4.0     Standard Rules	                                    26

5.0     Advanced Rules	                                    27

6.0     Interface Conventions	                            28
6.1.    General Usage	                                    28
6.1.1.  Using the Mouse	                                    28
6.1.2.  Using the Keyboard	                                28
6.1.3.  Force Editor Hotkeys	                            31
6.1.4.  Scenario Editor Hotkeys	                            31
6.1.5.  Common Screen Elements	                            31
6.1.6.  The Window Frame	                                31
6.1.7.  The Map Panel	                                    32
6.1.8.  The Information Panel	                            32
6.1.9.  The Microview Panel	                                32
6.1.10. Air War Panel [New UI only]	                        32
6.1.11. The Legacy [Original] Control Panel	                33
6.1.12. Legacy Turn Information Panel	                    33
6.1.13. The Unit Panel [New]	                            33
6.1.14. The Panels Control Panel	                        34
6.1.15. Button Panel	                                    35
6.1.16. Tool Tips	                                        35

7.0     Game Displays	                                    35
7.1.    The Menu	                                        35
7.2.    The Games File Menu	                            36
7.3.    The Editors File Menu	                            36
7.4.    The Play Menu	                                    37
7.5.    The Games View Menu	                            37
7.6.    The Editors View Menu	                            38
7.7.    The Options Menu	                                39
7.8.    The Help Menu	                                    40
7.9.    The Sound Menu	                                    40
7.9.1.  Background	                                        40
7.9.2.  Sound Effects	                                    41
7.10.   The Mouse Cursor	                                41
7.11.   Unit Health Indicators	                            41
7.11.1. Standard Rules	                                    41
7.11.2. Advanced Rules	                                    42
7.12.   Standard Unit Icons	                                42
7.13.   Unit Icon Display (Advanced Rules)	                43
7.13.1. Unit Sizes	                                        43
7.13.2. Additional Unit Numbers Options	                    44
7.14.   Displayed Bombardment Range (DBR)	                45

8.0     Playing the Game	                                46
8.1.    Game Definitions	                                46
8.1.1.  The Map	                                            46
8.2.    Unit Characteristics and Their Effects	            47
8.2.1.  Unit Strengths and Capabilities	                    47
8.2.2.  Unit Experience and Proficiency	                    48
8.2.3.  Unit Readiness	                                    48
8.2.4.  Unit Morale	                                        49
8.2.5.  Unit Quality	                                    49
8.2.6.  Air Unit Combat Support and Air 
        Superiority Reactions (Advanced Rules)	            49
8.2.7.  Unit Weight	                                        49
8.2.8.  Unit Deployment Orders (Advanced Rules)	            49
8.2.9.  Changing Deployment Status (Advanced Rules)	        51
8.2.10. Unit Loss Tolerance Orders (Advanced Rules)	        51
8.2.11. Division into Sub-Units (Advanced Rules)	        51
8.3.    Unit Special Capabilities	                        52
8.4.    Equipment	                                        53
8.4.1.  Equipment Characteristics and Their Effects	        53
8.4.2.  Authorized Equipment	                            57
8.4.3.  Assigned Equipment	                                57
8.5.    Force	                                            58
8.5.1.  Force Characteristics and Their Effects	            58
8.5.2.  Force / Deployment Editor Settings that 
        Affect Both Players	                                61
8.6.    Formation	                                        64
8.6.1.  Formation Characteristics and Effects           	64

9.0     What Happens During a Game Turn
9.0.1   PBEM Playback	                                    67
9.0.2   Player-Turn Equalization 
        (AKA New Turn Order Rules) (Optional)	            67
9.1.    Automatic Bookkeeping	                            68
9.1.1.  End of Scenario Check	                            68
9.1.2.  Out of Theater Events	                            68
9.1.3.  Climate and Weather (Advanced Rules)	            69
9.1.4.  Air Superiority and Interdiction	                69
9.1.5.  Intelligence Gathering (Advanced Rules)	            71
9.1.6.  Local Patrols and Guerrilla Effects	                73
9.1.7.  Supply (Advanced Rules)	                            74
9.1.8.  Replacements	                                    82
9.1.9.  Reinforcements and Withdrawals	                    82
9.1.10. Command and Control (Advanced Rules)	            84

10.0    You Issue Orders to Your Forces	                    85
10.1.   Variable Initiative	                                85
10.2.   Using the Game Control Panel	                    85
10.2.1. Button Panel	                                    85
10.3.   Selecting Theater Options (Advanced Rules)	        89
10.4.   Giving Orders to Your Units	                        89
10.4.1. Advanced Unit Orders Rules (Advanced Rules)	        89
10.4.2. General Unit Orders Popup Menus (Advanced Rules)	89
10.4.3. Bombardment of or from Distant Locations	        90
10.4.4. Land Movement	                                    90
10.4.5. Change of Ownership	                                91
10.4.6. Railroad Damage	                                    91
10.4.7. Transit Attrition	                                91
10.4.8. Interdiction Missions	                            91
10.4.9. Supply Consumption	                                92
10.4.10. Disengagement (Advanced Rules)	                    92
10.5.   Attack Menus and Attack Planning (Advanced Rules)	93
10.5.1. Attack Deployment (Advanced Rules)	                93
10.5.2. Retreat Before Combat (RBC)	                        94
10.5.3. Attack Options (Advanced Rules)	                    96
10.5.4. Reconnaissance (Advanced Rules)	                    96
10.5.5. Deployment Recovery	                                97

11.0    Movement	                                        97
11.1.   Naval Movement	                                    97
11.2.   Air Movement	                                    97
11.3.   Railroad Movement	                                97
11.4.   Seaborne Movement	                                98
11.5.   Airborne Movement	                                98
11.6.   Airmobile Movement	                                99
11.7.   Embarked Status	                                    100
11.8.   Movement Costs and Allowances	                    100
11.9.   Land Unit Movement Costs	                        101
11.9.1. Road	                                            101
11.9.2. Off-Road	                                        101
11.9.3. Additional Land Movement	                        101
11.9.4, River Movement Costs)	                            103
11.9.4. River Movement Costs	                            103
11.9.5. Naval Unit Movement Costs	                        103
11.9.6. Airborne Movement Costs	                            103
11.9.7. Railroad Movement Costs	                            103
11.9.8. Airmobile Movement Costs	                        103
11.10.  Skipping the Unit Movement Popup                    104
11.11.  PO Assist	                                        104
11.11.1. AI File	                                        106

12.0    Engineering	                                        106
12.1.   Demolition / Bridge repair (Advanced Rules)	        106
12.2.   Ferry Support	                                    107
12.3.   Major Ferry Support	                                107
12.4.   Fortification (Advanced Rules)	                    107
12.5.   Railroad Repair (Advanced Rules)	                108

13.0    All Battles Are Resolved	                        108
13.1.   Airbase Defense	                                    111
13.2.   Air and Naval Units in Land Combat	                111
13.3.   Naval Combat	                                    111
13.4.   Naval Targeting	                                    113
13.5.   Port Attacks	                                    114
13.6.   Nuclear Attacks	                                    114
13.7.   Airfield Attacks	                                115
13.8.   Bridge Attacks	                                    115
13.9.   Battlefield Reconnaissance	                        115
13.10.  Target Density (Advanced Rules)	                    115
13.11.  Long-Range Supporting Fire	                        116
13.12.  Environmental Effects on Combat (Advanced Rules)	117
13.12.1. Defensive Anti-Armor Strengths	                    117
13.12.2. Defensive Anti-Personnel Strengths	                117
13.12.3. Defensive Strengths of Vehicles	                118
13.12.4. Defensive Strengths of Infantry	                118
13.12.5. Defensive Strengths of Static Equipment	        118
13.12.6. Combination of Terrain and Deployment Defense Modifiers	119
13.12.7. Unit Strengths in Water Assaults	                119
13.12.8. Escarpments	                                    119
13.12.9. Visibility (Advanced Rules)	                    119
13.12.10. Night and Day (Advanced Rules)	                119
13.12.11. Night Attenuation	                                119
13.13.  Flanks and Rear Areas	                            120
13.14.  Retreats	                                        120
13.14.1. RBC Escape from blocked retreat path	            121
13.15.  Attack Complexity (Defined)	                        121
13.16.  Amphibious Attacks	                                121
13.17.  Airborne Attacks	                                121
13.18.  Airmobile Attacks	                                121
13.19.  Effects of Entraining Units	                        121
13.20.  Assault Ratio Rules	                                121

14.0    Your Entire Force Movement Allowances Are Adjusted	124
14.1.   Battlefield Time Stamps	                            124
14.2.   Turn Over	                                        126
14.3.   The Turn Ends	                                    126

15.0    Victory	                                            126

16.0    Information and Player Aids	                        127
16.1.   The Unit Report (Advanced Rules)	                127
16.1.1. Unit Notes	                                        128
16.1.2. Guerrilla Unit Notes	                            129
16.1.3. Airmobile Unit Notes	                            129
16.1.4. Airborne Unit Notes	                                129
16.2.   The Formation Report (Advanced Rules)	            129
16.3.   The Air Unit Report	                                130
16.4.   The Attack Planning Window (Advanced Rules)	        130
16.5.   Planned Combats	                                    133
16.6.   The Situation Briefing	                            133
16.7.   The Scenario Briefing	                            135
16.8.   The Air Briefing	                                135
16.9.   The Weather Briefing (Advanced Rules)	            136
16.11.  The Recent Reinforcements Briefing	                136
16.12.  Inventory and Replacements Briefing	                137
16.13.  Recent News	                                        137
16.14.  Group Composition	                                137
16.16.  Order of Battle: Formations Report	                138
16.17.  Theater Options Report	                            138
16.18.  Equipment Report	                                139
16.19.  Detailed Combat Report	                            139
16.20.  Loss Report	                                        140
16.21.  Combat Chart	                                    140
16.22.  Combat Chart Legend	                                142
16.23.  Combat Review	                                    142

Annex
    Airborne Notes
    Artillery Notes
    Guerrilla Notes

For sections 16.24, 17 and 18, see the Editor Manual


19.0    Appendices	                                        203
19.1.   Calculations	                                    203
19.1.1. Equipment Density	                                203
19.1.2. Unit Quality Calculation	                        203
19.1.3. Unit Combat Strength	                            203
19.2.   Notes On Combat Resolution	                        204
19.2.2. Artillery vs. Entrenchments	                        206
19.2.3. Armored Troop Transports	                        207
19.2.4. Nuclear Weapon Yields	                            207
19.3.   Seeing the Elephant	                                208
19.4.   Naval Combat Procedure	                            208
19.4.1. Step 1: Determine the Target Ships Durability, Armor, and Agility Factors	208
19.4.2. Step 2: Determine the Number of Shots/Attacking Planes	                    210
19.4.3. Step 3: For each Individual Attacking Airplane or each Shot from each Gun 
        of each Ship/ Coastal Battery, Determine if a Hit Occurs	                210
19.4.4. Step 4: Determine the Damage any Hit may have caused	                    212
19.4.5. Step 5: Finally, Determine what Defending Equipment has been Destroyed	    213
19.5.   Naval Repair Procedure	                            214
19.6.   Sea Interdiction Procedure	                        215
19.7.   Naval Spotting Procedure	                        216
19.7.1. Surface Recon	                                    216
19.7.2. Air Recon	                                        217
19.8.   Splitting TO&E Lines	                            218
19.9.   The Equipment.nqp File	                            219
19.11.  Opart4 Fonts.ini File	                            224

20.0    Game Hints	                                        227
20.1.   Using Air Units	                                    227
20.2.   Combat Planning Considerations	                    227
20.3.   Nuclear Weapons	                                    228
20.4.   Keeping Your Units Supplied	                        228
21.     CREDITS	                                            228


TOAW IV PLAYER MANUAL cv1.00

1.0	  Welcome
    Thank you for purchasing The Operational Art of War IV (often referred to as TOAW IV). This enhanced version of the classic Operational Art of War system includes all the Scenarios from the original versions of the game, along with new Scenarios for your wargaming pleasure. In addition, a powerful Scenario Editor is included, allowing you to generate any campaign you wish!

1.1. Installation
Please ensure your system meets the minimum requirements listed below. To install the game, insert The Operational Art of War CD into your CD-ROM drive. If you have disabled the Autorun function on your CD-ROM or if you are installing from a digital download, double-click on the installation archive file, then double click on the file that is shown inside the archive. Follow all on-screen prompts to complete installation. It is recommended to check your 'My Account' page at the Matrix site for a possible newer Installer and or Patches: https://www.matrixgames.com/
    One important new directory is your Documents or My Documents folder. Most user editable content including the scenarios are now located under the Documents/My Games/The Operational Art of War IV directory. The installation installs new TOAW IV Graphics. TOAW employs folder hierarchy to locate graphical files. The Graphics Override folder is higher in the hierarchy than the Graphics folder and scenario-specific sub-folders within the Graphics folder are higher still. Other, user-designed graphics packages will eventually be available online that could be placed in the Graphics Override folder. Also, scenarios can have scenario-specific graphics provided by the designer. The exact folder hierarchy is as follows (highest to lowest priority):
Graphics Override\Scenario Name
Graphics\Scenario Name
Graphics Override\Year the scenario occurs (actually, it looks backwards for the first one with that year, just like sounds)
Graphics\Year the scenario occurs
Graphics Override
Graphics
Other file types besides graphics (such as eqp files) can be given priority in scenario-specific folders as well.

1.1.1. Minimum system requirements

OS: Windows 7 or better.
Processor: Pentium 4 or better
RAM: 512mb
Sound Card: Any Windows compatible
CD-ROM: Only for physical version
Hard Drive: 450MB (600 MB recommended) of free, uncompressed disk space
Microsoft .Net 4.0
The Game Window is limited to a minimum size of 1024x768.

1.1.2. Uninstalling the Game
Please use the Add/Remove Programs option from the Windows Control Panel to uninstall the game.

1.2. Product Updates
In order to maintain our product excellence, Matrix Games releases updates containing new features, enhancements, and corrections to any known issues. Keeping up with these updates is made easy and is free by signing up for a Matrix Games Member account. When youre signed up, you can then register your Matrix Games products in order to receive access to these important game-related materials. Doing so is a simple two-step process: Sign Up for a Matrix Games Member account  THIS IS A ONE TIME PROCEDURE - once you have signed up for a Matrix account you are in the system and will not need to sign up again. Go to www.matrixgames.com and click the Members hyperlink at the top. In the new window, select Register NOW and follow the on-screen instructions. When youre finished, click the Please Create My New Account button and a confirmation email will be sent to your specified email account. Register a New Game Purchase  Once you have signed up for a Matrix Games Member account, you can then register any Matrix Games title you own in your new account. To do so, log into your account on the Matrix Games website (www.matrixgames.com). Click Register Game near the top to register your new Matrix Games purchase. Once youve registered your game, when you log in to the Members section you can view your list of registered titles by clicking My Games. Each game title is a hyperlink that will take you to an information page on the game (including all the latest news on that title). Also, on this list is a Downloads hyperlink that takes you to a page that has all the latest downloads, including patches, for that particular title. Remember, once you have signed up for a Matrix Games Member account, you do not have to sign up again  at that point you are free to register for any Matrix Games product you purchase. Thank you and enjoy your game!

1.3. Game Forums
Our forums are one of the best things about Matrix Games. Every game has its own forum with our designers, developers and the people playing the game. If you are experiencing a problem, have a question or just an idea on how to make the game better, post a message there. Go to http://www.matrixgames.com and click on the Forums hyperlink.

1.4. Technical Support
Should you have a technical problem with the game, the best way to get help is to post a note in the Technical Support sub-forum within the TOAW IV forum at http://www.matrixgames.com. Youll then hear back from either Matrix or TOAW IV personnel, or from one of the many helpful players of the game. This is usually the fastest way to get help. Alternatively, you can email your problem to support@matrixgames.com.


2.0 Introduction
TOAW IV is a combined Simulation and Scenario Editor covering military campaigns over several centuries. Our goal is to model these campaigns as games, with a serious effort to represent some of the real problems faced by commanders in the field.

Many things that are represented abstractly in other games are treated here in a relatively concrete way. Your forces are not just a collection of icons on a map, differing primarily in graphic representation or a shallow set of numerical strengths. While you can play this game at that level, your armies are actually very complex organizations made up of individual vehicles, weapons, or squads.

The troops who man your weapons may range from elite veterans to green conscript recruits who can improve their performance with experience.

They need food, fuel and ammunition, and they get tired if you push them too hard. They will not usually fight to the last drop of binary blood, and they generally do not perform to their best potential if they must coordinate with unfamiliar forces. If you ask them to do something complicated, they might not do it in quite the way you expect. In short, they act just a little bit like real troops.

The title Operational Art of War is based on a Soviet era military term meaning, essentially, the theory and practice of army level combat.

There isnt really a hard definition of operational level scale. The term is generally used to describe anything in the gray area between strategy (overall conduct of a war, including non-combat factors such as industrial production) and tactics (the details of the actions of small units). If your primary focus is the battlefield, it isnt strategy. If you cant smell the smoke, you arent really dealing with tactics. Think of the operational level as a view of the battlefield on a scale just exceeding that at which differing ranges of various direct fire weapons are significant.

The Operational Art of War is flexible enough to represent units ranging in size and organizational complexity from a few vehicles to an entire corps. Map and time scales are flexible, with maps ranging from 0.25 km to 200km per map location arranged in an invisible hexagonal grid [optionally visible] and Game Turns ranging from 1 hour up to annual. Air, land, and sea action are modeled, but the emphasis is on land and sea campaigns, so air forces are not treated quite as concretely as land forces.

Different game situations are called Scenarios; these can be created using the Scenario Editor. In document processing terms a Scenario is essentially just a complex document, and the Scenario Editor a document processor. Individual Scenarios can cover anything from short operations to complete campaigns, including significant events occurring outside the Scenarios theater. The editor includes a large equipment database, full map drawing capability, and programmed opponent (PO) operational planning. It is the same tool used to create the Scenarios included with the game. If you feel the urge to do a bit of historical research, the Scenarios you create can be as rich and interesting as ours are. In fact, our experience suggests that amateur designers will eventually create many of the best Scenarios for the game.


3.0 Starting the Game
The installation will have placed a Windows icon on your desktop (you may also want to create a direct shortcut to the Opart4.exe file on your desktop). Double-click on that icon to bring up the TOAW IV Game Menu. Depending upon your system, click on the appropriate Play option.

The first time you run the game you will be prompted to select a language. The options are English, Chinese, Deutsch (German), Espanol (Spanish), Francais (French), Italiana (Italian), and Polski (Polish). After that, the language can be changed from the File pulldown in the opening screen. Select Choose Language.

The first control screen you see after the introduction has five buttons: Play New Game, Resume Saved Game, Play Online, Edit Scenario and Quit.

3.1. Play New Game
Clicking on the Play New Game button brings up the Select New Game Dialog. The first time you play, the tutorial directory will be selected.

There is an 'Information Panel' at the bottom of the screen or window. You may find it helpful to pass the mouse cursor over items in the Game Window while keeping an eye on the Information Panel. As you play, keep an eye on the Information Panel for useful prompts and information.

You can select the Default Directory button to bring up the Select Theater dialog which lists all directories under the Documents/My Games/The Operational Art of War IV/Scenarios directory. Clicking on the Default Directory button again will bring up the browse for folder dialog for Windows.

Expand the Scenarios folder to view all of the included Scenarios within the game; TOAW IV has broken them up according to timeframe and region (NATO Warsaw Pact, Middle East, etc.) Find a folder/timeframe that interests you, click on it, and a Select New Game window will be displayed which contains all of the available selections for that folder.

If either pane has more information than space to display it, that pane will have a scrollbar on the side of it. The Available Scenarios within the folder you selected are listed at left; highlighted Scenarios will have information regarding them in the pane at right. Select a Scenario you wish to play.

Below these two panes are buttons, as follows:
Default Directory  Click to change the default directory of your current Scenarios. This will allow you to select a different folder from which to load Scenarios from other eras.
The button to the right of the Default Directory indicates the types of players that will be involved in the game:
Two Player (Hotseat) Game
Play by EMail (PBEM) Game
Computer vs. Human Player Game. Each Scenario has a Player 1 and Player 2, set by the game. In this mode, the player selects to have the computer represent Player 1 and the player to represent Player 2. For example, in the Red Thunder 1988 Scenario, Player 1 is set to be NATO while Player 2 is set to be the Warsaw Pact. Having this button displayed will set NATO as the computer player and the Warsaw Pact as the human player.
Human vs. Computer Player Game. Having this button displayed will set Player 1 as human and Player 2 as computer. For example, in the Red Thunder 1988 Scenario, Player 1 (NATO) will be human while Player 2 (Warsaw Pact) will be run by the computer.

Computer vs. Computer Game
Set Game Options  Brings up the Game Options Dialog.
Cancel / Exit  Exits to the Main Menu.
Play / Exit  Starts the currently selected Scenario.

Scenario Documents  Will launch the appropriate reader program for any scenario documents that accompany the selected scenario.
Documents can use any of the following file extensions (.htm, .pdf, .doc, .txt, .xls) and the file must be named the same as the name appears in the TOAW IV Scenario Editor. This button will appear blank if there is no associated document, and as a printed page if there are any associated documents.

3.2. Resume Saved Game
Clicking on the Resume Saved Game button brings up a standard Load window. Select your saved game and click Open to play. Clicking on the Resume Saved Game button can also be used for older (legacy) PBEM games. Select your saved game and click Open to play.

While we recommend the new PBEM++ system, we still support the older system for people with unstable internet connections. Note that only legacy PBEM can use the Trusted PBEM option. TOAW IV can optionally create/overwrite an Autosave.SAL file every five minutes in the Saves folder of the Documents/My Games/The Operational Art of War IV directory.

If you choose to play by legacy by email, the game will automatically prompt you to create PBEM game files for your opponent at the appropriate times. These files are like saved game files, but they include some additional information and have a PBL file extension. Send the PBEM file to your opponent when your Turn is finished. You may continue your Turn using the PBEM file he sends back in response. Another save file is simultaneously created when the PBL file is written; this file will have the same file name that you gave the PBL file but will have a SAL file extension instead. DO NOT send this SAL file to your opponent, unless you want to give him some free intelligence. This file is for your use only, should you wish to view the status of the battlefield at the conclusion of your Turn. You may load this file at any time by selecting Resume Saved Game from the first control screen displayed when TOAW IV is started.

When you begin the game, you will be asked for a password. You will need this password to continue the game from the PBEM file returned by your opponent. Keep your password secret from your opponent to prevent him from viewing information that should not be available to him. You will be given an opportunity to view a playback of your opponents Turn when you load a PBEM game. 

There are certain restrictions on PBEM games:
Variable Initiative (see section 10.1) is locked out, so the order of play will never change during a Scenario. You will need your opponents password if you decide to end the Scenario early, so it is only possible to end a Scenario if both players agree. Finally, while the undo function is functional during PBEM games it does leave a record in the playback. If you undo an action in a PBEM game, you should be prepared to explain your reasons to your opponent!

3.3. Set Game Options
Clicking on the Set Game Options button on the Start New Game dialog brings up the Set Advanced Game Options dialogs in sequence. There are two dialogs. The first dialog sets the Game Parameters, which apply to both players (Game Parameters may not be changed during PBEM games). The second dialog sets the Player Options, which apply only to you (and may be changed at any time, even during PBEM games). The Player Options dialog has two pages. The Player Options dialog also includes the Programmed Opponent Options.

3.3.1. Game Parameters
Command and Control: Turning this off will cause your Formations and units to never reorganize. They will always be available for Move and Attack orders.
Scenario Variability: Turning this off will cause Scenarios to always end exactly on the historical ending Turn. Any events with a 50% or greater possibility will always occur, and any events with less than 50% probability will never occur.
Fog of War: Turning this off will always give you full information on the locations of all enemy units.
Environment: Turning this off will cause Weather and Time of Day to have no effect. This includes Mud and Snow effects as well. 
Active Disengagement: Turning this off allows all units to disengage from enemy units (see 10.4.10, Disengagement) automatically. In effect, Disengagement Attacks are not allowed.
No Borders: You can only see borders and supply rates for hexes that your forces are adjacent to or have occupied this Turn. This is an additional means of increasing Fog of War.
High Supply: This gives a boost of 50% to the resupply rate. Scenarios designed with very early versions of TOAW often had drastically under-supplied forces due to a misunderstanding of the total amount of supply that would be received by on-map units. Use this to counterbalance that effect and for games between very aggressive players.
New Flanking Rules: If on, when the defender has two non-adjacent hexes that he cant be attacked from (for example, one sea hex to the NW and one friendly unit to the NE), then attackers 120 degrees apart no longer cause a flanking attack. Against such a defender, it is only considered a flanking attack if the attacker has units that are 180 degrees apart. Previously, if you had a horizontal front on the map, it would have multiple flanks exposed because of the zigzag of the hexes on that axis. This option is intended to make sure that even though the line zigzags, it wont introduce cases where units are subject to flanking, when they probably shouldnt be. Possible consequences include making it easier to defend and making map edges and impassable terrain features more important.
Advanced Rules: If on, Advanced Rules are applied (see section 5). If off, Standard Rules are applied (see section 4).
New Turn Order Rules: If on, this option will better equalize the two player-turns. The details are listed in section 9.0.2.
New Supply Rules: If on, this option offers a more realistic supply model. The details are listed in section 9.1.7.3.
Trusted PBEM: If on, legacy PBEM games can export an XML file for loading into the editor. Also, Elmer Assist may be used by players.
New Bridge Destruction Rules: If on, bridges will only exist, and be subject to destruction, in locations where the road terrain graphically crosses the river/canal terrain. This will affect both bridge-blowing by units and bridge attacks by aircraft.
New Mud and Snow Rules - If this advanced rule is optioned, when snow melts, it is converted to mud. Furthermore, mud dries out proportionate to temperature. (Cold: very little; Hot: very fast). This will facilitate the creation of mud seas.  
New Density Rules - Typically, only locations with two or more units suffered combat density penalties.  However, if the advanced game Density Rule is optioned, any location can be so penalized. 

Note that Game Options may be preset by the scenario designer. See section 17.12. in the Editor Manual. 
Note that Game Options settings cannot be changed once set although different games may have different rules set.

3.3.2. Player Options  Page 1
Air Staff Assistant:
The Air Staff Assistant can handle all your Air unit orders for you. The Air Staff Assistant will place all Air units under computer control.
As in the Standard Rules of the game, you may override specific Air unit orders for any given Turn; just select any unit and Mission as you would normally.
The Air Staff Assistant can be toggled from the Advanced Game Options window as well as from the Air Unit Management window.
If you turn the Assistant on from the Air Unit Management window, all Air units will immediately be assigned Air Missions by the assistant.
Tool Tip Show (10  100000 msec): This sets how long the cursor must remain stationary over one spot before the Tool Tip appears. 
Tool Tip Hide (1-100): This sets how long the Tool Tip remains shown, in seconds, before it is hidden.
Menu Show Delay: This sets how long the right mouse button must be held down before the Movement Popup appears. If set to 1, the Movement Popup automatically appears without delay.
Moving Selects Next Unit: If on, the next unit becomes the active unit after the current unit completes its move. This has no effect if the Menu Show Delay is set to 1 (the current unit remains the active unit, regardless).
Note that default is to set the above two options to 1 and 0. if the above two are set to 5 and 1 then you can make simple moves and attacks without popping up the menu that includes the full options unless you hold down on the right mouse button. This can help beginning players, people looking for a simpler experience and people on touch enabled tablets. You can still access the full menu by holding down on the right mouse button.
 Detailed Combat Reports: Turning this off means the details of a battle normally displayed after each combat will not appear. Disaster notifications will also not be displayed. You can still access the combat reports using the combat summary that will appear at the end of the turn instead. This option can be toggled during play via the Play menu.
Show PO Assist Buttons: If on, the four PO Assist Buttons are shown at the bottom of the Control Panel. This only applies if you are in the classic view.
Double click opens planner: If on, a double click on a target hex will open the Combat Planner for that hex. Note that, if enabled, this is a method to avoid causing the defender to Retreat Before Combat, if that is desired. You can also hover over the hex and hit the P key to open the combat planner.
Double-click opens group composition dialog. If on, a double click on a target hex will open the group composition dialog for that hex.
Allow Huge Map View: If on, the Huge Map View is available for viewing. (Turning this off can avoid frequent accidental map resizing if your mouse is acting up.)
Support PNG Graphics: This parameter is now obsolete. The TOAW IV graphics package is always used. Only by physically replacing it or overriding it in a higher priority folder can another package be accessed.
Movies: This option creates two BMP files in the Saves directory at the end of each players Turn. One is of the entire map at the microview scale; the other is of the entire map zoomed out (small 2D mode) scale. This can be used for creating AARs and to keep track of your general campaign progress. You can link these images together using second-party graphics software and view your progress towards victory (or defeat) as a snapshot movie. Keep in mind two things when using this option. First, the time that it takes to write this file depends on the speed of your machine and the size of the map. You will see the hourglass cursor to let you know the game is working on writing the image to a file. This may take a few minutes on slower machines, especially when writing large maps. Second, BMP files can be very large in terms of file size. As with the SitRep logs, you should clean out those you wont be using for movies on a regular basis. You can also use your favorite graphics software to convert these files to JPG format in order to save disk space.
Auto Save Large Movies: In the above feature, the save of the main map can be very time consuming for large scenarios. This allows that part of the above feature to be skipped. If off, only the micromap part is saved.
JPEG quality (1-100): This determines the quality of the above saves. Lowering it can save file size at the expense of quality.
Brightness Percent (0-1000): Users can vary the brightness to their preference with this option. Most users will leave it at 0.
Contrast Percent (0-1000): Users can vary the contrast to their preference with this option. Most users will leave it at 0.
Background Volume (1-100): Users can vary the background volume to their preference with this option. This affects background Music and/or background Battle Sounds.  Most users will leave it at 100.
Effects Volume (1-100): Users can vary the non-background sound effects volume to their preference with this option. Most users will leave it at 100.

3.3.3. Programmed Opponent (PO) Options
Intelligence: This sets the level of optimization in the Programmed Opponent [the Computer]. In most cases, the Programmed Opponent will search larger areas, make multiple passes at problem solutions, and optimize the order in which it does things more heavily at higher levels. This results in more intelligent play at some cost in execution time.
Handicap/Cheat: This sets the level of advantage for the human or Programmed Opponent in human vs. computer games. There is no advantage if None is selected. Selecting Human +1 or Human +2 gives increasing advantages (supplies, rest, strength modifiers, etc.) to a human player; selecting Computer +1 or Computer +2 gives the same increasing advantages to the programmed opponent.

3.3.4. Player Options  Page 2
Group Background Alpha: Dialog Groups Elements Alpha Channel setting 
Inner Background Alpha: Dialog Around Elements Alpha Channel setting
Outer Background Alpha: Dialog Outside Edge Alpha Channel setting [set to zero will make Dialog Boxes transparent]
Background is Opaque Indicates: whether the background is opaque
SitRep Log: This creates a text file in the Saves directory that contains news and detailed combat reports. If playing a PBEM Turn, then the news and only the last two lines of the combat reports and their locations are displayed. When using this option, players should make a habit of deleting their old logs on a regular basis to save hard drive space. This can be helpful for reviewing large maps. In a PBEM game the log is less detailed.
TOAWLog: Generates a detailed log intended for Scenario design and bug reporting.
Uberdude: Generates messages intended for debugging and scenario design. It will show things like whether an event was fired.  It will show messages not intended to be seen, which are indicated by the word 'debug' in the news string.
Unit PO log: Detailed log intended for debugging the PO.
PO log: Log intended to help optimize the PO for a scenario.
Allow mouse wheel zoom  can be turned off if you have an over-sensitive mouse wheel.
No Update: Meant for computer vs computer play when trying to tune the PO. This should only be set to that for that purpose, it can lead to units not moving on the map and other issues.
No Delay: This removes the animation delay; the Shift and Caps Lock key do the same thing during play.
PO Random Seed: Random numbers in the computer arent truly random, they are generated from an algorithm. a seed of 103458 will always generate the same sequence of numbers. This means that if you make the same attacks and moves in the same order, you can get repeatable results which is great for bug reports. -1 means use the seed from the save file, 0 means generate a new one, any positive number means use that as the seed. See also 3.3.6. 
Movement Animation Timer: How many milliseconds between frames during movement.
Combat Animation Timer: How many milliseconds between frames during combat. Additional Option Editors.
3.3.4.1. PBEM ++ Data Editor
Lets you edit the serial number, email and password for PBEM++ games. The three text input prompts are each 19 characters max.
3.3.4.2. DBR Color Editor
	Change the Displayed Bombardment Range colors that show the various on-map ranges. 	The seven DBR categories each have a hexadecimal value input prompt. Each color is 		illustrated via a 	color swatch. The check box selects whether the DBRs are displayed in-		game as hexagonal or circular.

3.3.4.3. Counter Values Editor
	Allows you to edit what values are shown on the unit counter. The 'M' Hotkey will cycle 		thru these values on the unit counter. A maximum of six options can be programmed 		(the Unit Icon Display button on the Control Panel cycles through the programmed 		options in game). Each row on the dialog programs an option. Four are strength options, and 	two are movement options. This can include not only the ones youd expect but also a summary 	of the values for the stack plus things like engineering and AA values. The first strength option 	and the first movement option are each always active. The check boxes toggle whether each 	additional option is active or inactive. Each strength option has two values displayed on the 	counter. Each movement option only shows one value on the counter. Left clicking on a strength 	option increments it to the next Strength Category in sequence. Right-clicking on a strength 	option pops up the Strength Category Menu. There are 22 Strength Categories. Each has both a 	normal and a Stacked version, for a total of 44 options in the menu. The Stacked version is that 	strength summed for all units in a stack. 
	The 22 Strength Categories are described in section 7.13.2.
	The movement options are simple: The Remaining Movement Allowance is always active, and the Unit Time Stamp is the only option. It can be toggled on or off.
	There are two buttons at the bottom that will set either Basic or Advanced Defaults. Basic 	Defaults sets the same two options as under TOAW III and before. Advanced Defaults presets a full set of six options.

3.3.4.4. Fonts Editor
    Allows you to edit the fonts used in the game. Most dialogs should expand or contract to best fit the fonts you want to use. There are a few dialogs which may not change size and the tooltip font must be a TrueType to display properly.
	There are 39 different fonts programmed in TOAW IV. They are arranged in a menu of 13 rows x 	3 columns in this editor. How each one is used is shown in the Info Panel when the mouse is 	over each font button in this editor. Clicking on any of the 39 buttons launches the 	corresponding individual Font Editor.

3.3.4.5. Edit Fonts [within the Fonts Editor]
There are two columns of ten buttons and one check box each. The first button on the first column is unique in that a left-click allows entering the font name while a right-click calls up the Font Menu.
The font names listed in the Font Menu are the font names that are provided by Windows plus the font names provided by TOAW IV (in the My Fonts folder). But you may have more font names available on your computer, especially if you have MS Office installed. Such font names would have to be hand entered via the left-click option above. There are five more buttons on each column that allow setting of various numerical font parameters. There is one spare button that does nothing (included just to keep the rows aligned).

Finally, there are two check boxes. The first sets whether Windows fonts are used instead of the old TOAW III bitmapped fonts. If the bitmapped fonts are selected, all other parameters are blanked out to avoid confusion, since they then have no effect. The other checkbox sets whether the font has a background or not. If it is not checked, the Background Color is disabled (since there then is no background).
Once all individual fonts desired have been edited and the Fonts Editor is exited, the font changes are saved to disk in the Opart4 Fonts.ini file. Note that the Player Options settings are stored in an external file called Opart4.ini. This file also includes a suite of other player parameters that arent available on the Player Options dialog. The file can be edited in a text editor if those parameters need to be changed. See Appendix 19.10 for details on this file.
There is another external file called Opart4 Fonts.ini that stores the font choices. See Appendix 19.11 for details on this file.

3.3.5. Default Options
Note that the settings for Tool Tip Show and Tool Tip Hide can turn Tool Tips on and off (see 3.4.2 above). And Menu Show Delay can turn the movement popup window on and off (see 3.4.2 above). While players should not find effecting their choices difficult, there is, nevertheless, an aide to assist with it. On the Play pulldown in the game, note that there is an option of Default Options. 
Selecting Updated Defaults will set those three values to use Tool Tips and skip the movement popup (TOAW will employ these two new features). Selecting Classic Defaults will set those three values such to turn both features off (TOAW will function like older versions did).

3.3.6. Cheat Prevention
There is now a PORandomSeed parameter in the Opart4.ini file. If set to 0 (default) it will always use the next random number. If set to -1, it will always use the random number stored in the save file. If set to a number, it will use that number. PBEM games are always treated as -1. This means that unedited reloads of a .PBL PBEM or PBEM++ game will always produce the same results. This also means that Matrix will be able to reproduce bug reports.
Note that this guarantees that reloading cant tamper with PBEM interturn calculation results via the reloading cheat. It will also make it more difficult to change PBEM combat results via the reloading cheat (but not render it impossible, of course).
A read-only PBEM End of Turn file is generated that allows their reviewing the state of your units.

3.3.7. PBEM ++ (Online Play)
TOAW IV fully supports Matrixs online PBEM system, PBEM++. Use of this system not only makes it easy to obtain opponents, it comes with built-in cheat prevention that detects all reload cheating. PBEM++ is a monitored, secure play against an opponent. You create and respond to Challenges (New games) and download your turns, upload them and can save them at any time to continue later. It is provided free of charge by Matrix. The PBEM++ system is entered via the PBEM++ button on the startup screen.
When you first enter the PBEM++ system, it will prompt you for your username and password. These should match the Matrix Games user account you used to register TOAW IV.
There is an input box for your username and an input box for your password. There is a checkbox to save the password you enter.
On the Control Panel, there is a button to Exit (this will proceed to the PBEM++ page) and a button to return to the start screen. Click the Exit button.
The PBEM++ screen has five tabs. Upon opening, it is in the Load Turn screen, but you can switch between screens by clicking on the desired tab:
Challenges screen  This is where you can challenge other players and view the challenges you have out there. The first step is to create a challenge which will take you to the New Game screen. You can also cancel your challenge at this screen.
There are four headings:
Issued  date the challenge was issued.
Game Name  scenario to be played.
Challenger  who issued the challenge.
Side  the side that will be played by the Challenger.

The Control Bar has two buttons:
Create a Challenge Button  Create the challenge (this opens the Select New Game dialog, where the challenge is created upon starting the desired scenario).
Close Button  Exit the PBEM++ screen.
Accept screen  This is where you will accept a challenge. Note that accepting a challenge may or may not start your turn depending on which player the scenario designer has specified as player 1.

There are four headings:
Issued  date the challenge was issued.
Game Name  scenario to be played.
Challenger  who issued the challenge.
Side  the side that will be played by the acceptor.

Finally, there is an Accept Challenge button on the right of each challenge. Click to accept a challenge.

The Control Bar has one button:
Close Button  Exit the PBEM++ screen.
Load Turn screen  This is where you will load your current turn and proceed to play through it.You can also resign a game from this screen.

There are six headings:
Instance  a PBEM++ code that IDs the game in progress.
Updated  last date a turn was uploaded.
Game Name  the scenario being played.
Turn  the current game turn.
Side  the side you are playing.
Opponent  who you are playing.
There are then two buttons with each line:
Start Turn Button  click to enter a turn.
Resign Game Button  click to resign a game.

The Control Bar has one button:
Close Button  Exit the PBEM++ screen.
Waiting screen  This is where you can see the list of games that are waiting for your opponent to play.

There are six headings:
Instance  a PBEM++ code that IDs the game in progress.
Updated  last date a turn was uploaded.
Game Name  the scenario being played.
Turn  the current game turn.
Your Side  the side you are playing.
Opponent  who you are playing.

The Control Bar has one button:
Close Button  Exit the PBEM++ screen.

Completed screen  Here you can gloat over the games you have won.

There are six headings:
Instance  a PBEM++ code that IDs the game that was played.
Updated  last date a turn was uploaded.
Game Name  the scenario that was played.
Turn  the last game turn played.
Your Side  the side you played.
Opponent  who you played.

The Control Bar has one button:
Close Button  Exit the PBEM++ screen.

3.4. Edit Scenario
Clicking on the Edit Scenario button will send you to the Scenario Map Editor.


4.0 Standard Rules
	Note: I'm pretty sure I've been over every scenario included with TOAW [and many from other 	scenario sources] and I've never seen a scenario that was designed with the Standard Rules only. 	I'm fairly confident that it is safe to assume that all scenarios will use the Advanced Rule Set. I 	would not recommend to play any scenario using the Standard Rules unless the Scenario 	Briefing specifically said to do so. Some may feel that the Standard Rules provide a simpler 	introduction for those new to TOAW, and in that capacity they may be helpful. 
Under Standard Rules, any sections described in this manual as Advanced Rules will not apply to your game. Under Standard Rules:
All right mouse button popup game menus are eliminated.
Movement is always made by units individually and combat is always executed as a group. The embarking and disembarking of units is done using the small brass buttons in the Unit Panel.
The Unit Report window is unavailable.
Unit Orders and Loss Tolerance settings are inaccessible. Graphics representing Loss Tolerance, Orders, and Unit Health are not shown on 2D unit icons.
All environmental effects (Weather and Time of Day) are treated as daytime / moderate temperatures / fair weather.
Target Density and Traffic Density rules are off. Map graphics associated with these two rules are not displayed.
All units are considered fully supplied.
All locations are considered seen.
All friendly units are fully cooperative.
All air unit missions are assigned by the computer. You can override computer assigned missions by using your air units to bomb enemy targets if you wish. (Scenario designers should understand that missions are assigned at the end of the Turn, so the missions assigned in the Editor will be the missions executed on the first Turn.)
Bridge Blowing, Bridge Repair, and Bridge Attacks are not available.
Automatic damage to rail lines by units inside enemy territory will not occur.
Unit division occurs only as a result of combat. Theater options are not available (Scenario designers should keep this in mind and assign secondary activations for Theater Option events if they are necessary for the Scenario). Certain Menu options are meaningless and are grayed out.


5.0 Advanced Rules
All rules described in this manual are in effect unless you turn them off in the Advanced Game option window. If you turn any options off, the game will be simplified by removing them. Among other things, you can set a programmed (computer) opponents intelligence level and the handicap (a strength cheat), and whether to play with Fog of War. Some of these options can also be set using the View / Game Options menu within the game or Editor. 

6.0 Interface Conventions
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 have been crippled and are currently not supported.  

6.1. General Usage
6.1.1. 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.

6.1.2. Using the Keyboard
The game supports several hotkeys, which are not case sensitive. There is a text file, called KeyCommands.txt, in the manuals folder that details all hot keys available.

When referring to a unit that can act, we mean the next land unit in the owning players 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 now accept input from the number keys (either on the keypad or the main row at the 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.

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.

6.1.5. Common Screen Elements
Regardless of whether you are playing a Scenario or are working within the Scenario Editor, there are several items that are common to all screens.

6.1.6. The Window Frame
The Window Frame is a standard Windows style window frame and menu. It can be sized, moved, maximized, minimized, etc.

6.1.7. The 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 are 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.

6.1.8. The 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.

6.1.9. The Microview Panel
This area of the game display shows most or all of 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 wont 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 recenter 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 on the Microview will open the Jump Map [only in the New UI, use 'J' to bring up th 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.

6.1.10. 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.

6.1.11. The Legacy [Original] Control Panel
This is an obsolete [currently unsupported] feature that is accessed via the Panels Control Panel (see below at 6.1.14). This area is shown along the right-hand side of the game display.

6.1.12. 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.

6.1.13. The Unit Panel [New]
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 section 17.11.1. 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 units Force Roundel, and the units Owning Force. The second section shows the Unit Stack or Group Composition, depending upon mode. If in Stack mode, it also shows the units Parent Formation, Unit Name, and Deployment or Mission. The third section (only visible in stack mode) shows the units Health, Attack Strength, Defense Strength, and Original and Remaining Movement Allowance. The fourth section shows the units 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 units Attack Strength. If the unit can fire long distances at enemy units, the range is shown next to the Attack Number, otherwise the units Anti-Personnel and Anti-Armor Strengths are shown.
A number below to the Defense Strength icon indicates the units Defense Strength.
Finally, two numbers below the Movement Allowance icon indicates the units Current and Original Movement Allowances. For example, 10 of 20 would mean the units 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.

6.1.14. 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 youve 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 sequences 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 areas 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 [Original] Control Panel.

6.1.15. Button Panel
This panel is discussed in section 10.2.

6.1.16. Tool Tips
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.


7.0 Game Displays
7.1. 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.

7.2. The Games 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.

7.3. The Editors 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.

7.4. The 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. See 3.3.1.
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. See 3.3.2 & 3.3.3.
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.

7.5. The Games View Menu
Scenario Briefing  Show the Scenarios historical and special information article. 
Situation Briefing  Show the report detailing the current game situation.
Weather Briefing  Show a current Weather Briefing (see 16.9) with a forecast for the next Turn.
Theater Options  Show the Theater Options window (see 10.3).
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 formations objective path via graphic lines between objectives.
All Formation Paths (?)  Shows all formations objective paths via graphic lines between objectives.

7.6. The Editors View Menu
Properties  Show the completion status of the current Scenario.
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.

7.7. The 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.

7.8. The 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.

7.9. The Sound Menu
7.9.1. 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.

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

7.10. 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 cant be turned off, but players can just move their files from the Graphics folder to a graphically inaccessible folder if they dont desire to use them.

7.11. Unit Health Indicators
7.11.1. Standard Rules
If for some reason you cant 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.

7.11.2. Advanced Rules
Unit Health is an average of the units 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
Note: If the unit is marked as Unsupplied, the Health Indicator is Black, for easier identification of Unsupplied units.

7.12. 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. There is a lot of information packed into these icons.

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.

7.13. Unit Icon Display (Advanced Rules)
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 units Deployment. For Air units, it represents the units 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.

7.13.1. Unit Sizes
Squad  
Platoon 
Company I
Battalion II 
Regiment  III
Brigade  X
Division XX 
Corps  XXX
Army  XXXX
Army Group XXXXX
Theater  XXXXXX
 Supreme Command XXXXXXX

Note that unit size does not have any physical effects in the game.  
 

7.13.2. 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 3.3.4.3. 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 MP display. The other had always been the AP & DF display. Now, there are the following parameters to set in the Opart 4.ini file:

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 units 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 combats start round.

7.14. Displayed Bombardment Range (DBR)
This feature allows the I key, or Unit Visibility button in the Control Panel, to display the bombardment ranges of your support units. This command now toggles between showing no units, units but no DBR, the current units DBR, and all units DBRs. Only the DBRs 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 (MPs).

Red = A unit that has MPs 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 above colors can be edited via the DBR Editor. (See section 3.4.4.2).

Note that there is an option on the DBR Editor to choose whether DBRs are circular or hexagonal.


8.0 Playing the Game
8.1. Game Definitions
8.1.1. The Map

The Map Edge
The map edge includes all locations adjacent to either an off-map or non-playable location.

The Theater
This is everything contained in the entire playable map area. You have complete control in the Theater. In some Scenarios, events can occur outside of the Theater. These events can have significant impact in the Theater, and their potential effects may strongly influence your in-Theater decisions.

Non-Playable Areas
Some maps are partially obscured by black areas; these areas are permanently non playable. Units using Air and Airborne Movement may move through Non-Playable Areas, but they may not stop there. No other unit may enter a Non-Playable Area. Air Strikes may be launched across Non-Playable Areas. Supply cannot be traced across Non-Playable Areas.

Exclusion Zones
In some Scenarios, part of the map may be partially obscured by an overlay of diagonal lines. These are Exclusion Zones, which are essentially non-playable areas. There may be as many as two Exclusion Zones in any given Scenario. Friendly units within an Exclusion Zone may be examined. You can issue most kinds of orders to them and they are considered normally supplied.
No unit may enter any location in an Exclusion Zone, although Air strikes may be launched into Excluded locations. Supply may not be traced through Exclusion Zones. Units in Exclusion Zones will not interfere with the movement of enemy units outside the Zone and will not patrol outside of the Exclusion Zone. Units outside of Exclusion Zones will not patrol locations inside of Exclusion Zones. Guerrilla activity has no effect within an Exclusion Zone.
Unlike Non-Playable Areas, Exclusion Zones may be removed during a Scenario.


Unit
A unit is the smallest organization of military force that can appear on a map. It is defined by the equipment (see below) assigned and authorized, its Proficiency, Readiness, Supply, Icon Colors, Icon Type, and Size symbol.

8.2. Unit Characteristics and Their Effects
8.2.1. Unit Strengths and Capabilities
A units Strengths and Capabilities are based on the equipment assigned, Proficiency, Readiness, and Supply Level. Various assigned equipment strengths are scaled and combined into generic Attack and Defense numbers for quick reference purposes. The quick reference numbers are a reasonably good indicator of a units expected performance, but they only tell part of the story.

If you examine a Full Unit Report (see 16.1), you will see the Strengths broken down by category:
Airmobile Transport  This is the units ability to provide Airmobile Transport to Airmobile Units within 200 kilometers
Anti-Armor  This is the units strength against enemy armored equipment. Anti- Armor strength is only used against enemy armored equipment.
Anti-Personnel  This is the units strength against enemy non-armored equipment.
Anti-Air (high)  This is the units strength against aircraft operating at high altitude. This generally applies to Medium and Heavy Bombers, or aircraft performing Interdiction Missions in the area. 
Anti-Air (low)  This is the units strength against aircraft operating at low altitude. This generally applies to smaller aircraft performing Bombardment or Combat Support Missions or launching Interdiction Attacks against moving units.
Defense  This is the units general ability to defend itself.
Reconnaissance  This is the units chance to perform exceptional feats of reconnaissance. It also influences a units Strength at the beginning of an attack and its ability to move near enemy forces.
Engineering  This is the units chance to rebuild bridges and aid other units in certain combat engineering tasks.
Minor Ferry  This is the units ability to reduce movement penalties for itself or others entering River or Canal terrain in the units location.
Major Ferry  This is the units ability to allow other units to enter Super River or Suez Canal terrain.
Rail Repair  This is the units chance to rebuild damaged Rail Lines.
Artillery  This is the units Bombardment Strength. It includes that portion of the Anti-Personnel Strength that the unit can use in Bombardment Missions or in Combat Support. Typically, only Headquarters, Naval, Air, and Artillery units will have a non-zero Artillery Strength, regardless of equipment assigned. Note that HQ's with no ranged equipment will still display a range of '1'.

These Strengths are simply the sums of the total Strengths in each category for all equipment assigned to the unit, multiplied by the units Morale (see below), scaled to fit the game displays. The units actual internal Strengths, used for all game calculations but not displayed, are much larger numbers. At the low end (displayed unit strengths less than three), there can be quite a bit of real difference between units that show similar displayed Strengths.

Some units have anti-aircraft fire ranges of up to 50 kilometers against Air units participating in Combat Support or Bombardment Missions in the area. [This may not be true for missiles. In fact, AA Missile units have failed tests to fire at any aircraft at any time other than defending themselves]. 

8.2.2. Unit Experience and Proficiency
The Proficiency of a Veteran unit (one that has previously participated in a combat) is a known quantity. This is not true of Untried units (as displayed at the top of the Unit Report). An Untried units actual Proficiency is determined when it first participates in combat and can vary by as much as 33% (relative) from the originally projected Proficiency.

If a Veteran unit receives large quantities of replacement equipment, there is a chance that the unit will lose its Veteran status. Every time a unit engages in combat, there is a chance that its Proficiency will increase. Less proficient units will increase more rapidly than more proficient units.

8.2.3. Unit Readiness
This represents the effects of wear and tear on equipment and troop fatigue. A fully rested unit has a Readiness of 100%, and a completely exhausted unit has a Readiness of 33%.
 Unit readiness recovers at the beginning of every Turn except the first. The amount recovered is based on the Scenarios time and distance scales but will generally be approximately the amount needed to fully recover from a maximum movement.

Units recover Readiness more slowly if they have moved in the previous Turn, occupy a contaminated location, or if they are Unsupplied. Due to the highly technical nature of Air and Helicopter units, these units Readiness Recovery is also strongly affected by unit Proficiency. Low Proficiency Air and Helicopter units will recover Readiness very slowly.

8.2.4. Unit Morale
This is a weighted average of a units Proficiency, Supply Level, and Readiness. Regardless of actual Proficiency, Supply Level or Readiness, Morale can be no lower than 10% and no higher than 100%. This value is multiplied by the raw equipment Strengths to calculate the actual effective Strengths of the unit. [See 19.1.3]. 

8.2.5. Unit Quality
This is a weighted average of a units Proficiency and Readiness, expressed as a percentage. Regardless of actual Proficiency and Readiness, Unit Quality can be no lower than 10% and no higher than 100%.
This is the chance that the unit will pass a Quality Check. Quality Checks are made at numerous points in the game to determine things like the units ability to sustain an attack or hold ground in the face of a strong enemy attack.

8.2.6. Air Unit Combat Support and Air Superiority Reactions (Advanced Rules)
In order to provide combat support or intercept enemy Air units, air units must pass both a Quality Check (see 9.1.10) and a Range Check. The chance of passing a Range Check decreases with range to target as a proportion of the units Combat Range.

8.2.7. Unit Weight
This is the sum of the weight of all assigned equipment, expressed in tons. This figure is used when determining whether the unit is eligible for transport by Aircraft, Helicopters, Ships, or Trains.

8.2.8. Unit Deployment Orders (Advanced Rules)
Units may be deployed in various ways within their location. This Deployment status reflects an internal optimization for specific roles or missions:
    Defending  The unit is deployed to defend the location. There are defensive advantages for this deployment and supply advantages for not moving.
    Entrenched  This is an enhanced version of the Defending Deployment, with greater defensive advantages.
    Fortified  This is the strongest possible defensive deployment, with very great advantages.
    Tactical Reserve  The unit will attempt to react to enemy attacks into adjacent locations. Headquarters and artillery units assigned to Tactical Reserve will not react (but will still support). This makes this a good deployment for retaining both artillery mobility and support-ability.
    Local Reserve  The unit will attempt to react to enemy attacks into locations within a movement radius defined by the units remaining Movement Allowance. Regardless of the radius, the reaction movement is only one hex per combat.
    Mobile  The unit is ready for movement. Artillery units in this Deployment will not provide long range supporting fire. This is also the Deployment status of a unit that moved in the previous Turn.
    Moving  This is the same as a Mobile deployment, except that the unit has already moved this Turn. Units automatically deploy to Moving Deployment if they move.
    Attack  The unit is scheduled to launch an attack later in the Turn. A unit enters Attack Deployment as soon as it is ordered to attack an enemy location.
    Limited Attack  The unit is scheduled to launch a limited attack later in the Turn. A unit enters Limited Attack Deployment as soon as it is ordered to conduct a Limited Attack on an enemy location.
    Retreated  This is like a Mobile Deployment, except that the unit has recently retreated.
    Routed  This is like a Mobile Deployment, except that the unit has recently been routed. The unit may not move or attack.
    Reorganizing  The unit is attempting to recover from recent combat and may not move or attack.
    Embarked  The unit is boarded on strategic transports  Trains, Ships, or Aircraft. When the unit disembarks, it will automatically redeploy to Moving status.
    Interdiction Mission (Air & Helicopter units only)  The unit will perform Interdiction Missions.
Air Superiority Mission (Air units only)  The unit will perform Air Superiority Missions and will do Sea Reconnaissance.
    Combat Support Mission (Air & Helicopter units only)  The unit will support friendly ground units during attacks.
    Rest Mission (Air & Helicopter units only)  The unit will perform no Missions. This accelerates the units ability to recover Readiness.
    Sea Interdiction Mission (Air & Helicopter units only)  The unit will perform Sea Interdiction Missions and will do Sea Reconnaissance.

8.2.9. Changing Deployment Status (Advanced Rules)
There are restrictions on your ability to change a units Deployment:
A unit may only change to the Defending deployment from Tactical Reserve, Local Reserve, or Mobile Deployments.
A unit may change from Retreated Deployment to Mobile Deployment, if it has enough Movement Points remaining to position itself for an Attack or Bombardment against an enemy unit. No such Attack needs to be executed, though; the unit may cancel the Attack order after its confirmation of attack eligibility.
A unit may only change to Entrenched Deployment from the Mobile, Tactical Reserve, Local Reserve, or Defending Deployments. The unit must either pass a Quality Check or a Local Engineering Check (a measurement against the units Engineering Capability). Regardless of whether the unit passes either of these Checks, the unit expends its entire Movement Allowance in the effort.
A unit may only change to Fortified Deployment from the Defending or Entrenched Deployments. The unit must either pass a Quality Check or a Local Engineering Check. Regardless of whether the unit passes either of these Checks, the unit expends its entire Movement Allowance in the effort.
A unit may deploy to Mobile, Tactical Reserve, or Local Reserve Deployments from Defending, Entrenched, Fortified, Tactical Reserve, Local Reserve, or Mobile Deployments.

8.2.10. Unit Loss Tolerance Orders (Advanced Rules)
Unit combat actions depend on the units Orders Emphasis, which is a relative gauge of casualty tolerance:
Ignore Losses  Units will attempt to either seize or defend locations in combat, regardless of losses.
Limit Losses  Units take losses into consideration in combat; they will either break off attacks or retreat from a defense, if necessary, to preserve themselves.
Minimize Losses  Units will make only the most superficial of efforts in combat. If the enemy is very weak, they will press their attack or defense. If the enemy is strong enough to inflict significant losses, the unit will break off or retreat.

8.2.11. Division into Sub-Units (Advanced Rules)
Units may divide and recombine. This is done using the Divide / Recombine button in the Unit Report window (see 16.1), or from the popup menu you get by right clicking on the unit icon in the Map Panel. When you choose to divide a unit, it can be divided into either two or three subunits at your discretion. In order to recombine into the original unit, all sub-units must be present. If any subunit is lost, the unit may not recombine until the subunit reappears as a reinforcement.

Sub-units will have only about 80% of the parent units proficiency. If you recombine your units, the newly recombined parent unit will have 125% of the average sub-units proficiency. This means that the act of dividing a unit and recombining it will result in no permanent loss of the units Proficiency. During the game, units are frequently subdivided automatically due to adverse combat results.

Also, an Airborne unit might be sub-divided during an Airborne Landing operation. To determine if a unit has been subdivided, consult the Formation Report.

Air, Naval, Coastal Artillery, Fixed Artillery, Supply, and Headquarters units may not be divided. Formations with many divided units are more likely to be forced into Reorganization as a result of combat losses.

8.3. Unit Special Capabilities
Many units have special capabilities, based either on the equipment assigned or the Unit Icon symbol. The special capabilities of a unit (if any) are listed in the Special Abilities section of the Unit Report for that unit (see 16.1), as well as from the units 2D icon. See the Unit Type Symbol Key (see 16.1) for information on unit 2D icon symbols.
Air Units  These units may only be based on airfields. Movement is a transfer from one airfield to another, while combat is normally handled as Bombardment or Combat Support and does not actually require movement.

Airborne Units  These units are eligible for Air Transport and Airdrops.
Airmobile Units  These units are eligible for Airmobile Movement.
Amphibious Units  These units are capable of independent Amphibious Movement.
Artillery and Headquarters Units  These units automatically support Cooperative friendly units within their Bombardment range. They are also better at disengaging from the enemy than most other units.
Attack Helicopter Units  These units act much like Air units, except that they may be based in any friendly location.
Bicycle Units  These units have enhanced movement capabilities along Roads.
Guerrilla Units  These units have special Movement and Attack capabilities. See 9.1.6., 9.1.9., 10.4.5. and 16.1.2. 
Headquarters Units  These units aid in distribution of supplies to nearby Cooperative units. In some Scenarios, they also provide command functions.
Helicopter Transport Units  These units can provide Airmobile Transport capacity for Airmobile units within 200 kilometers.
Mountain Units  These units have enhanced movement capabilities in hills, mountains, dunes, wadis, badlands and across major or minor escarpments. These units may attack across Major Escarpments or Minor Escarpments.
Naval Air Units  These are Air units with the additional capability to be based on Aircraft Carriers.
Naval Units  These units are only capable of movement through Anchorage or Deep-Water locations.
River Transport Units - These units do exist but have no actual Transport ability or effect on Transport Capacities. 
Ski Units  These units have enhanced movement capability in Snowy locations.
Special Forces  These units have large Reconnaissance capabilities and a special capability to easily move near enemy units. They also have all the capabilities of Airborne, Airmobile, and Mountain units.
Supply Units  Increases the Supply Level in each supplied location that can trace a path no longer than the Supply Radius to the Supply unit. Additionally, Supply units multiply supply distribution to adjacent Cooperative units by 1.5. There is no effect on Unsupplied locations. 
Engineering  - Units with various types of engineering equipment assigned can have an Engineering capability. Such units may be able to rebuild destroyed bridges, aid in Fortification efforts, or conduct Ferry operations (Land units crossing rivers). See Engineering (section 12) for details.

8.4. Equipment
This is the generic term for all the useful weapons, transport vehicles, and other hardware that can be assigned to units. The equipment in the game is rated for a Weapon Range and Anti-Armor, Anti-Personnel, Anti-Air High, Anti-Air Low, and Defense strengths. Each piece can also have one or more of the following characteristics:

8.4.1. Equipment Characteristics and Their Effects
8.4.1.1. Movement Related Characteristics
A units Movement Allowance and cost to enter certain terrain types are both based on the movement characteristics of the equipment assigned to the unit.
Riverine Equipment: This equipment uses the Riverine Movement rate (2400 kilometers per week) and can only move along Rivers and through Shallow Water and Flooded Marsh terrain.
Motor Equipment: The equipment uses the Motorized Movement rate (560 kilometers per week).
Slow Motor Equipment: The equipment uses the Slow Motorized Movement rate (350 kilometers per week).
Fast Motor Equipment: The equipment uses the Fast-Motorized Movement rate (660 kilometers per week).
Horse Equipment: The equipment uses the Horse (with wagons and other transports) Movement Rate (340 kilometers per week).
Fast Horse Equipment: The equipment uses the Fast Horse (Cavalry) Movement rate (400 kilometers per week).
Rail Move Equipment: The equipment always moves by Rail Movement (4200 kilometers per week). It does this without using Rail Transport capacity and can only move by rail.
Slow Equipment: The equipment uses the Foot Movement rate (280 kilometers per week).
Static Equipment: The equipment cannot move without transport.
Fixed Equipment: The equipment cannot move.
Helicopter Movement: The equipment moves at the helicopter rate.
Agile: The equipment has a horsepower to weight ratio greater than 20 horsepower per ton. This equipment can move off-road and is slightly more difficult to hit on the battlefield.
Roadbound: The equipment moves poorly off Roads.
Amphibious Equipment: The equipment has an intrinsic Amphibious Movement capability.

8.4.1.2. Combat Related Characteristics Targeting
Targeting+ thru Targeting++++: The equipment has enhanced targeting capabilities. See the Appendix (19.0) for details.
All Weather Equipment: The equipment has a Night / All Weather capability. This is primarily used by aircraft. Naval equipment assigned this ability function as if they are equipped with radar for naval spotting purposes.
High Altitude AA Equipment: The equipment has an Anti-Aircraft capability designed primarily for use against high-altitude aircraft.
High/Low Altitude AA Equipment: The equipment has an Anti-Aircraft capability designed for use against both high-altitude and low-altitude aircraft.
Long Range Equipment: The equipment has a Ranged fire capability.
Extended Bombardment Range: The equipment can fire to 1.5 times its normal Bombardment Range, at half strength.
Shock Cavalry: The equipment is shock cavalry.
Standoff Weapons: The equipment fights at a distance.
Infantry: The equipment is infantry.
Torpedo Bomber: The equipment is a torpedo bomber  very effective against naval targets.
Dual Purpose Missiles: The equipment is a missile that can be used against land or sea targets.
Poor Geometry: The equipment is very boxy  slope ratings are reduced significantly.
Fair Geometry: The equipment is somewhat boxy  slope ratings are somewhat reduced.

Exotic Armor
These types of armor provide improved resistance to HEAT anti-armor weapons:
    Composite Armor
    Laminate Armor
    Reactive Armor

Defensive Capabilities
Armor Equipment: The equipment is armored.
Active Defender Equipment: The equipment actively contributes to a locations defense and is directly exposed to 
    enemy action during any combat.
NBC Equipment: The equipment is resistant to Nuclear, Biological and Chemical attacks.

Anti-Armor
Kinetic Weapons: The equipment is using kinetic weapons in Anti-Armor combat.
HEAT Weapons: The equipment is using some variation of High Explosive Anti-Tank (HEAT) weapons in anti-armor combat. 
    HEAT weapons have relatively poor performance against some kinds of armor.

Special Weapons
Anti-Shipping Equipment: The equipment has a strong anti-shipping capability.
Anti-Shipping Only Equipment: The equipment (coastal guns) can only be used against naval or embarked targets.
Precision Guided Weapons: The equipments Attack strengths increase if the owning force has Precision Guided 
    Weapons. Systems that always use Precision Guided Weapons do not have this characteristic.
Smoke: The equipment fires only smoke.
Atomic Armed Equipment: The equipment can make Atomic attacks if Atomic Weapons are available.

Transport Related Characteristics
Transport Equipment: The equipment can transport other equipment.
Light Transport Helicopter: The equipment can provide one ton of Airmobile transport.
Medium Transport Helicopter: The equipment can provide three tons of Airmobile transport.
Heavy Transport Helicopter: The equipment can provide eight tons of Airmobile transport.
Lightweight: The equipment does not add to the weight of a unit.
Airborne: The equipment can be transported by air.

Aircraft
Naval Air Equipment: The equipment is a Naval Aircraft.
High Air Equipment: The equipment is an aircraft that attacks at high altitude.
Low Air Equipment: The equipment is an aircraft that attacks at low altitude.
In-Flight-Refueling Equipment: The equipment is an aircraft that can extend its range via in-flight-refueling.

Ships
Heavy Naval Equipment: The equipment is a heavy naval vessel.
Medium Naval Equipment: The equipment is a medium naval vessel.
Light Naval Equipment: The equipment is a light naval vessel.
Carrier Naval Equipment: The equipment can base naval aircraft units.
See 13.4. Naval Targeting, 19.4. Naval Combat Procedure, 19.9. The Equipment.nqp File. 

Engineering
Engineer Equipment: The equipment has an Engineering capability.
Major Ferry Equipment: The equipment can enter Super River or Suez Canal locations and can assist other units in 
    entering this terrain.
Rail Repair Equipment: The equipment can repair damaged Rails.

Special Capabilities
Recon Equipment: The equipment has a Reconnaissance capability.
Support: The equipment provides Supply functions for a Formation.
Command: The equipment provides Command functions for a Formation.
Police: The equipment reduces traffic congestion penalties at its location.

Most unit Strengths and Capabilities are based on the total Strengths and Capabilities of all equipment assigned to the unit.

8.4.2. Authorized Equipment
A military unit is essentially an organization of troops and equipment. Real-world military units usually have an official Table of Organization and Equipment (TO&E). This is the equipment that the unit is authorized to control. In most cases, real units do not exactly match their authorized strength. If the assigned strength is less than the authorized strength, the unit is considered under strength and will be eligible for replacements.

8.4.3. Assigned Equipment
The equipment under the control of a unit at any given time is considered assigned. Generally, but not always, the amount of equipment assigned to a unit is less than the amount authorized. The Strengths and Capabilities of a unit are largely determined by the equipment actually assigned.

8.5. Force
A Force is a complete list of all units and Formations assigned to one players side in a Scenario. It also includes several characteristics that affect just about everything you do with units of that Force. These characteristics are transparent; in other words, they show up in your unit Strengths, etc., but you dont need to know about them. Scenario designers set them to achieve specific historical effects.

8.5.1. Force Characteristics and Their Effects
These values reflect various Force-wide capabilities. Most can be seen in the Scenario Briefing under the Force subheading, while some are only directly visible in the Editor. All have strong effects on your Forces ability to fight.

Force Supply Stockpile
(1-100%)  This represents Supply Stockpiles available to the entire Force.  See 9.1.7, Supply, for more information.

Force Proficiency
(1-100%)  This represents the overall Proficiency of the Force. This characteristic is used to determine the length of your Turn [see 14.2.]. Units that Reconstitute are assigned a Proficiency that is averaged with this value. 

Force Air Refueling Range Multiplier
(1-10) - Aircraft with in-flight refueling capability will have their ranges multiplied by this amount. Any Extended Ranges are shown in the game, but the characteristic itself is only visible in the Editor or the Expanded Situation Report.

Force NBC Proficiency
(0-100%) - (Nuclear, Biological, and Chemical)  Losses to chemical and atomic attacks are reduced if this value is greater than zero. At the maximum level of 100%, losses for all equipment are reduced as though they had an inherent NBC defense capability (see 8.4, Equipment). This characteristic is only directly visible in the Editor or the Expanded Situation Report.

Force Night Combat Proficiency
(1-100%) - Unit Proficiencies are averaged with this value when determining Anti-Armor, Anti-Personnel, and Defense Strengths at night. This characteristic is only visible in the Editor or the Expanded Situation Report.

Force Electronic Support Level
(1-100%) - This represents the general electronic capability of the force: Radar, Electronic Countermeasures, Signal Intelligence, etc. This characteristic is only visible in the Editor or the Expanded Situation Report.

Electronic Support Checks
An electronic support check passes if a random number from zero to the friendly Force Electronic Support Level is higher than a random number from zero to the enemy Force Electronic Support Level. Default value of 33% is treated as a value of zero for this purpose. Only if the values are changed from the default level does the above take place. (The feature was non-functional for years. Once fixed, this qualification had to be made to avoid breaking existing scenarios).

Electronic Support Effects
Locations with HQ units, Air units, and units that move or fire are noticed at the beginning of the following Turn if the enemy player makes an Electronic Support Check for the location. Combats involving large numbers of units are affected by relative Electronic Support levels. Artillery, HQ, and Air units can only support combats if they pass a Communication Check. Attacks with a large fraction of units failing Communication Checks will take longer to resolve. Individual units and entire Formations may be unavailable for orders (reorganizing) at the beginning of a Turn due to enemy Electronic Warfare. Individual units may be unavailable if they fail Communication Checks, and Formations are more likely to be unavailable if a significant proportion of attached units fail Communication Checks.

Communications Checks
The chance for a unit to pass a Communication Check is equal to the Force Communication Level. It increases if the friendly Electronic Support Level is higher than the enemy Electronic Support Level and decreases if the friendly Electronic Support Level is lower than the Enemy Electronic Support Level. Unless the enemy Force has a much higher Electronic Support Level, or the Force has a very low Communication Level, a unit can usually pass a Communication Check. Units that have not moved this Turn have a higher chance of passing a Communication Check. Long range Anti-Aircraft units must pass a Communication Check to fire on aircraft at ranges of 1 hex or more.

Force Communications Level
(25-100%)  This value is checked against a random number from 0 to 100 whenever:
Unit and Formation statuses are determined, SAM units fire at long range, and/or Anti-Aircraft support or Artillery fires in support of Attacks and Defenses.

Failure prevents the unit from participating in combat or increases the chance that the unit or its parent Formation will be reorganizing at the beginning of a Turn. The default value is 100%. The 100% value should be retained for most World War II and later Scenarios. During the World War I period, a value of 75% is recommended for Scenarios. Prior to 1900, values of 50% or lower are appropriate. This characteristic is only visible in the Editor or the Expanded Situation Report.

Force Precision Guided Weapons Level
(1-999%)  Systems with precision guided weapons capabilities (set in the equipment list  mostly aircraft) have their Anti-Air, Anti-Armor, and Bombardment Strengths multiplied by the following:
100% + Force Guided Weapons Level %
If you set this value to the maximum value of 999%, these systems will have their strengths multiplied by almost 11 times. This characteristic is visible only in the Editor or the Expanded Situation Report.

Force Loss Intolerance
(10-999%)  This value is used only for Victory determination and does not affect the performance of your Force in any way. It is a direct multiplier to the Victory Point penalty you pay for losses. This characteristic is only visible in the Editor or the Expanded Situation Report. The loss penalty is reduced by replacements. It is increased by disbandments. Therefore, dumping replacements into the pools via disbandments will increase the penalty, and as those replacements then flow out to the units, that will decrease the penalty. 
"The penalty is the difference between the total of all AP strength of all units on the map and the total of all AP strength of all initial assigned equipment for all units which have entered the scenario (as a percentage), multiplied by the total number of objectives on the map and your loss intolerance rating". Mathematically:
(Initial strength - current strength) / initial strength * objectives * loss intolerance = penalty
https://forums.matrixgames.com/viewtopic.php?p=4912292&hilit=Loss+Intolerance#p4912292

Force Pestilence
(0-50%)  This value sets a percentage of equipment lost to disease by every unit in the Force on every Turn. Infantry, Horse Transport, and Cavalry equipment is lost at this rate, while all other types of equipment are lost at half this rate. Within each individual location, the losses are multiplied by:
Frozen, Not Snowy: 1.1
Frozen, Snowy: 1.25
Hot, not Mud or Marsh: 1.1
Hot, Mud, or Marsh: 1.25
Unsupplied: 1.25
Seaborne Land Unit: 1.25

These multipliers are cumulative. The worst cases are Unsupplied Frozen, Snowy, or Unsupplied Hot Muddy locations, which would make the multiplier 1.5625. If the overall Force Pestilence value were set at 3%, losses in the worst-case situations would be 4.69% for Infantry, Cavalry, and Horse Transport equipment, and 2.34% for all other types of equipment. Half of Infantry, Cavalry, and Horse Transport equipment lost by units in Supplied locations are sent to the Replacement Pool. All non-Infantry, non-Cavalry, non-Horse Transport equipment lost by units in Supplied locations is sent to the Replacement Pool as well. All other Pestilence losses are permanent. This value should rarely be set above 5%, and in most cases should be lower. The default is 0%. This value may be set from the OOB Editor (Edit > Modify Current Force menu), or by use of the Force Pestilence (Pestilence 1 or Pestilence 2) Event effects.

Force Movement Bias
(14-455%)  This is a multiplier for Movement Rates for all units of the Force.

Force ZOC Cost
(0-1000%)  This is the cost of moving away from an adjacent unfriendly unit. Default of 100 applies the normal 25% [of total movement allowance] cost. A value of 50 halves the cost. A value of 200 doubles it, etc. This does not affect chances of triggering disengagement attacks. 

Force Overextended Supply Threshold
(0-100)  A default value of 0 will not use the Overextended feature. This is the location supply level below which a location is overextended instead of supplied. See 9.1.7.1.

Force Naval Critical Hit Scalar
(0-100)  A default value of 10 will make critical hits occur about 5% of the times that a ships armor is penetrated.

Force RFC Scalar
(0-100)  A default value of 10 can be lowered (making Retreat From Combats (Overruns) harder to obtain), or increased (to make them easier to obtain).

8.5.2. Force / Deployment Editor Settings that Affect Both Players
(1-1000) The Attrition Divider
It is possible to set the Attrition Divider value for a Scenario by using the Edit > Set Attrition Divider item in the Force and Deployment Editor menus. This value directly affects the lethality of most combat. Within the combat code, the effective losses for any item of equipment are divided by this number before being applied to the unit. The default value is 10. Minimum is 1 and maximum is 100. The effect of setting this value is:

Divider = Losses
1 = 10x
2 = 5x
5 = 2x
10 = 1x (default)
20 = 0.5x
50 = 0.2x
100 = 0.1x

Other values effects are between those listed. Scenario designers who change this from the default should indicate the value used in their Scenario Briefing. See also: http://www.matrixgames.com/forums/tm.asp?m=3045873

(1-99) Max Rounds Per Battle
It is possible to set Maximum Rounds Per Battle (MRPB) value for a Scenario by using the Edit > Set Max Rounds Per Battle item in the Force and Deployment Editor menus. This value sets the maximum number of rounds that the attacking forces will execute, for all battles, in each series of combats. The default value is 99. The minimum value is 1 and the maximum is 99. This value can have a wide variety of different effects, particularly when coupled with Shock events. Low MRPB values can minimize Turn burn, but at the cost of attacks not having enough tactical rounds to retreat defenders. Low MRPB values can also yield better results from using Tactical and Local Reserve Deployments. You can more safely use progressively higher Loss Tolerance settings for Attacks, with low MRPB values, since the number of tactical rounds that stubborn units continue attacks and defenses will be attenuated.

While some Scenarios will benefit from very low MRPB values, it is generally not recommended to set it lower than 3, as this also attenuates the number of rounds that Artillery, Naval, and Air units will bombard for, at their higher Loss Tolerance settings, and may also adversely affect the net bonuses that positive shock values have in reducing the number of tactical rounds expended during combat. It is recommended that Scenario designers using Shock events generally set this value to be no less than the following: (Highest Value Shock  70) / 10 Your mileage may vary; playtest for overall effect throughout the campaign. Another effect to keep in mind when setting this value is that the chance for ending the Turn by a Proficiency Check is not affected. Thus, while players may realize more sets of Attacks throughout their Turn, with low MRPB values, they will conversely be more likely to have the Turn ended (eventually) by a failed Proficiency Check, since one is made at the end of each series of Attacks. See Turn Over (14.1) for details. Scenario designers who change this from the default should indicate the value used in their Scenario Briefing.

AAA Lethality Level.
(0-999)  Default is 100, which leaves the lethality as it is now. For example, 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.

Engineering Build Rates
(0-999)  Default is 100, where 100 engineer squads have the engineering of 100 squads now. A value of 50 would mean that 100 engineer squads would have the engineering of 50 squads now, and a value of 200 would mean that 100 engineer squads would have the engineering of 200 squads now, etc. A value of 0 would eliminate engineering effects. Note that this also scales Rail Repair rates and Major/Minor Fording rates.

Enemy-Hex Conversion-Costs
(0-999)  Default is 100, where each enemy hex converted costs the moving friendly unit the original 10% of its movement allowance (reducible by high recon levels, though). A value of 50 would mean each hex costs 5% of the units movement allowance (same effect of recon as above), and a value of 200 would mean that each hex converted would cost 20% of the units movement allowance. A value of 0 would mean that there wouldnt be any cost of hex conversion, no matter what the units 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.

Entrenchment Rates
(0-999)  Default is 100, under which units dig in at the same rate as now. 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 dont zero remaining MPs.

Density Combat Penalty Rates
(0-999)  (Density movement penalties due to traffic jams are not affected.). Default is 100, which leaves density penalties as they are now. 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.

Supply Costs of Movement Rate
(0-999)  Default is 100, which works like now. 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.

Readiness Costs of Movement Rate
(0-999)  Default is 100, which works like now. 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.

Divisor of Improved-Road Motorized-Movement
(1-10)  A default value of 1 will leave things like in TOAW version 3.4 and before. A setting of 2 will make movement on improved roads by motorized units cost  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.

Naval Attrition Divider
(1-1000)  This is the same as the normal Attrition Divider but 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.

Mud and Snow Rules: 
If this advanced rule is optioned, when snow melts, it is converted to mud. Furthermore, mud dries out proportionate to temperature. (Cold: very little; Hot: very fast). This will facilitate the creation of mud seas.  

8.6. Formation
A Formation is an organization of units with a common Headquarters. Units belonging to the same Formation are shown on the map by a steel colored highlight ring around the appropriate units. See Formation Reports (16.2) for more information.

8.6.1. Formation Characteristics and Effects
    Formation Support Scope Effects (Advanced Rules)
    There are limits on the cooperation possible between units in your Force. In most cases, your units will only work well with others belonging to the same Formation, but there are special cases where some cooperation with units of other Formations is possible, as follows.

Formation Support Scope
Internal Support: Units assigned to the Formation may only freely cooperate with others in the same Formation. Limited cooperation is possible with units using the same icon color scheme; no cooperation is possible with units using a different icon color scheme.
Army Support: Units assigned to the Formation may only freely cooperate with others in the same Formation, or those using the same icon color scheme (icon and symbol color). Limited cooperation is possible with units using the same icon background color; no cooperation is possible with units using a different basic icon color.
Force Support: Units assigned to the Formation may only freely cooperate with others in the same Formation or others using the same basic icon color. Limited cooperation is capable with all other units.
Free Support: Units assigned to the Formation may freely cooperate with any other units.

Unit Cooperation
Free Cooperation: Units will coordinate Attacks and Defenses. Reserve and combat support units will attempt to respond to all Attacks within range. Nearby Headquarters units will increase the likelihood of Resupply. This is shown with a gold-colored Flag icon in the Combat Planning window.
Limited Cooperation: Units will coordinate Attacks and Defenses, but with penalties. Reserve units will respond to all Attacks within range. Combat Support units will not respond to Attacks. This is shown with a steel colored Flag icon in the Combat Planning window. This scales combat strengths by 83%.
No Cooperation: Units will not coordinate Attacks. Defense is coordinated, but with penalties. Reserve and Combat Support units will not respond to Attacks. This is shown with a black Flag icon in the Combat Planning window. This scales combat strengths by 67%. The scaling due to Limited or No Cooperation applies to both attackers and defenders. The scaling is applied to the entire attack or defense regardless of how few or how inconsequential the uncooperative units in the combat are, or whether they are ground assaulters or ranged supporters. Note that players can determine the cooperation level of an attack by viewing the Attack Planner Flags. But the Attack Planner does not show the reduced combat strengths  players must figure that themselves.

Cooperative Units
Any units capable of free cooperation are considered cooperative. All other units are considered non-cooperative. Non-cooperative Support units will not automatically support Attacks or Defenses. Movement penalties may apply when moving units through locations occupied by non-cooperative units. Supply may be more difficult in locations containing non-cooperative units. The proximity of cooperative Headquarters units can make it easier for units to receive Supplies. See the Support & Cooperation Levels Chart (18.9.2) for a matrix comparing the assigned Formation Support type and allowed Cooperation Levels.

The Current Unit
At any given time, the information for one unit is displayed in the Unit Panel. This is the current unit. Any unit-related changes (a new icon, equipment assignments, etc.) apply only to this unit.

The Current Force
At any given time, only one Force (of the two possible) is displayed. Any selections you make will affect only this Force.

The Current Formation
At any given time, only one Formation can be displayed. Any changes you make will affect only this Formation.

Order of Battle
This is a complete list of all units and Formations comprising both forces in a Scenario.

Local Force Limits (Grouping)
Up to nine units of all types may occupy any location [which may include a maximum of three air units]. In most cases, it is best to limit the number of units in a location to a smaller number. The precise limit depends upon the equipment assigned to the units involved, but a good rule of thumb might be to limit stacking to no more than three units of each type (Land/Sea/Air) per location.

Orders Scope (Advanced Rules) **what is all this about?**
When you give orders to your Forces, the effects can apply to either a single unit, a group of units in a single location, or all units that can possibly participate in a given action:
Single Unit Orders Scope: Your orders apply only to the current unit.
Single Group Orders Scope: Your orders apply to all units occupying the current units location.
All Units Orders Scope


9.0  What Happens During a Game Turn
Each game is divided into several Turns, so things happen in a specific order during each Turn. First, the game performs automatic bookkeeping, then you and your opponent issue your orders, and the program determines the results. When both players orders have been resolved, the Turn ends.

9.0.1 PBEM Playback
If you start a PBEM++ turn, you will be shown the PBEM Playback screen. This will give you the opportunity to view the moves and battles that your opponent made during his previous player-turn. The Info Panel will show the number of moves contained in the playback. There are five buttons on the Control Panel: Rewind, Stop, Step, Play, and Exit. The Step button advances one move if left-clicked. If right clicked it will back up one step. Once the Exit button is selected the game will exit the playback and begin the Automatic Bookkeeping phase. Once that starts, you will not have another opportunity to view the playback  without reloading the turn (which can trigger an indication that you reloaded the turn.) Furthermore, a bell will ring during your playback when your opponent used the undo button.

Note: The system monitors how many times youve reloaded without saving. You can always reload a file youve saved since the last time you opened it without generating such a message.

9.0.2 Player-Turn Equalization (AKA New Turn Order Rules) (Optional)
There is now an Advanced Rules Option to use equalized player-turns. The original pre-turn calculation method used to do all the calculations for supply, recovery, and other items at the start of the first player turn. This was a bit unfair (usually to the second player). The new turn order splits that processing into three parts. Air-Combat, Events, and Weather effects still happen at the beginning of the game turn. But everything else now happens at the beginning of each respective player-turn instead. Clouds even move between player-turns  just without weather effects.

Note that equalization will mean that enemy units cut off from communications in the friendly player-turn will be unsupplied in the immediately following enemy player-turn regardless of side (previously an unfair advantage for side-two). Also, note that movement recovery is done twice for each side (start of each player-turn). This will clear the Retreated condition for both sides during their own player-turn (previously an unfair advantage for side-one). It may even make use of reserve deployments more palatable to players.

Furthermore, neither side is assumed to have 100% visibility into their own territories during the enemy movement phase (previously an unfair advantage for side-two). Rather, detection of enemy moves into friendly territory will now depend upon the friendly Theater Recon Level or friendly units. Therefore, enemy units will now be better able to slip around either player without notice.

9.1. Automatic Bookkeeping
An End of Scenario check is made, and the calendar is adjusted.
Out of Theater events occur (including unit withdrawals).
Weather is determined.
Theater Air Superiority and Interdiction strengths are determined. Under New Turn Order Rules, the following steps are split so that each side does them at the start of their respective player-turns:
Intelligence is gathered.
Units and Security Forces conduct local patrols.
Your forces are resupplied, receive replacements, and prepare for the new Turn.
Reinforcements appear.
Unit Command and Control levels are set.


9.1.1. End of Scenario Check
There are two ways for a Scenario to end automatically (at the discretion of the program):
A Scenario will end when it reaches its stated final Turn. The stated final Turn can change during a Scenario, so keep an eye on it to avoid surprises. See 3.3.1 - Scenario Variability.
A Scenario will end if there are no Land units of one Force on the map.

9.1.2. Out of Theater Events
Some Scenarios are heavily influenced by Out of Theater Events. These Events may be triggered by your actions in the Theater. The most significant potential Events should be detailed in the Scenario Description. Military decisions can have political consequences; if an opportunity in the game looks too good to be true, check the Scenario Description to make sure you wont bring the sky crashing down around your ears by taking advantage of it. The variety of potential Events is too great to be fully described here. If you are curious about the kinds of things Scenario designers might throw at you, check out the Event Editor (17.9).

9.1.3. Climate and Weather (Advanced Rules)
Weather is determined on a location-by-location basis, from Turn to Turn. Mountains are cooler. Locations adjacent to Shallow or Deep Water are moderate. Cold and Warm weather fronts may move across the Theater. Rain or Snow may result in some locations becoming Snowy or Muddy, with significant effects on Movement.

While any location with sub-freezing temperatures is labeled as Very Cold, there are three different levels of sub-freezing temperatures. The average temperature of any Weather Zone is listed in the Weather Briefing. Water features (Rivers, Canals, Shallow Water, etc.) in Very Cold locations may or may not be Frozen. Rivers and Canals freeze at the Frozen 2 Level. Super Rivers and Shallow Water freeze at the Frozen 3 Level.

Weather Effects on Bicycle and Ski Units
Bicycle and Ski unit icons are displayed only if local conditions are appropriate. Ski units are displayed as Infantry when in non-Snowy locations. Bicycle units are displayed using Infantry icons when in Very Cold locations.

Weather Effects on Chemical Weapons
Chemicals are most lethal in Cool or Moderate temperatures, with no Rain, and with Overcast conditions. They are least effective in Hot temperatures and Heavy Rain or bright sunlight. High temperatures, wind, and sunlight degrade chemical agents. Rain washes them away and impedes distribution. Chemicals can increase Readiness losses in combat for both sides. They are most tiring (3x) at higher temperatures and have little Readiness effect at low temperatures. (Actually, its not the chemicals. Its the damned protective suits that do the damage. You must wear one of these things to believe how uncomfortable they are.)

Weather Effects on Nuclear Weapons
Nukes are most lethal in Hot temperatures, with no Rain, and Fair conditions. They are least effective in Cold temperatures, Heavy Rain, and Overcast conditions. This is due to a combination of exposure and atmospheric transparency.

9.1.4. Air Superiority and Interdiction
All your air units perform Missions based on their Deployment status. See Unit Deployment Orders (8.2.8) for more information.

Air Superiority
Units assigned Air Superiority Missions attempt to destroy enemy aircraft flying Missions and to protect friendly aircraft and locations. They will engage your opponents Air units only if those enemy Air units attempt to fly Missions. All Missions performed by Air units are affected by the local Air Superiority Strengths of each Force.

Local Air Superiority
Air units with Air Superiority Missions may or may not participate in any local Air Superiority combat. The chance that a unit will participate is based on the range to the units base, its Force Electronic Support Level, and the units Quality. High Quality units and those nearby are more likely to participate than lower Quality units further from the location. A Forces Local Air Superiority Strength is the sum of Anti-Air Strengths of all participating friendly Air units with Air Superiority Missions.

Even if no other Missions are flown, opposing units with Air Superiority Missions may fight at the beginning of each Turn when the game sparks several Air Superiority battles at random locations on the map.

Theater Air Superiority
The program keeps track of Air Superiority units and calculates a Theater Air Superiority Level for each Force. Theater Air Superiority is a general indicator of Air Superiority in the theater. It is presented solely for your information and isnt used by the game.

Interdiction
Units assigned Interdiction Missions will attempt to intercept enemy Land units when those Land units move and impair your opponents ability to supply his Force. Units performing Interdiction Missions are subject to Interdiction by enemy Air units with Air Superiority missions and are protected by friendly units with Air Superiority missions. Interdiction is less effective in poor weather and on night Turns.

9.1.4.1. Sea Interdiction
Naval and embarked units moving in deep water hexes are now subject to interdiction attacks as follows:
Air units that have an Anti-Naval strength can be set to a new deployment mode: Sea Interdiction. Such units will perform interdiction of detected moving naval and embarked units, just as air units set to Interdiction interdict detected moving land units. Such units have the T deployment mode letter on them. They do not interdict land unit movement and have no impact on enemy Force Supply Levels. Only all-weather air units conduct sea interdict at night.
Surface ships and coastal guns also perform Sea Interdiction within their respective gunnery ranges. This is automatic, and no deployment setting is necessary.
Ship units and embarked units moving by Group Movement defend as a group if interdicted by the above. Group Movement thus forms a de facto Task Force.
Ship units interdicted or bombarded by other ships or coastal guns will fire counterbattery back at them, if in range.
Carrier ship units interdicted or bombarded by aircraft from enemy carriers will launch counter strikes against them, if in range and the attacking carriers have been detected. 
Moving groups that are interdicted stop their movement to allow plan changes.
Planes performing Sea Interdiction are, of course, provided air cover by friendly in-range planes set to Air Superiority.

9.1.5. Intelligence Gathering (Advanced Rules)
You will never have complete information on the location of enemy Forces during a game. The amount of information you do have is based on the type and location of your Reconnaissance assets and local environmental conditions.

Levels of Information
Your knowledge of any map location may be:
Unknown  You have no information regarding the presence of enemy units.
Observed  You know whether enemy units are present, but their identity and strengths are not evaluated.
Spotted  You know of any enemy units that are present, as well as their identity and strengths.

Reconnaissance Assets
Units  All of your units can detect, and in some cases evaluate, the strengths of enemy units in nearby locations.
Internal Security  All of the terrain you own is considered either Observed or Spotted. Areas near dense Urban locations are more likely to be Spotted.
Theater Reconnaissance  This represents everything from spies on the ground to Reconnaissance aircraft. The quality of Theater Reconnaissance depends heavily on environmental conditions. Theater Reconnaissance can observe locations but cannot spot them.

Intelligence Updates
Intelligence information is updated at the beginning of every Turn. Each of your units gathers information on nearby locations. Then your Internal Security assets gather information your rear areas and your Theater Reconnaissance assets gather information on enemy-held areas.

Generally, units and **Internal Security assets** can only observe adjacent locations. If, however, the unit or Internal Security asset is observing from a location with a mountain peak, observation visibility can be as far as 40 kilometers. This mountain view advantage deteriorates with decreasing visibility and during night turns. Note that the mountain peak reconnaissance is received dynamically: If the peak is entered during a player turn, the reconnaissance occurs immediately. You dont have to wait for the inter-turn calculations.

Likewise, if an adjacent location is viewed through an escarpment, the location is more likely to be spotted by units looking down and less likely to be spotted by units looking up. Note that the hex that contains the escarpment hex side is on the high side of it. The hex on the other side of it is on the low side.

Theater Reconnaissance is more likely to observe locations with Roads, Anchorage locations, Airbases, or large concentrations of Motorized equipment. Airfields with Air units will almost certainly be observed. Theater Reconnaissance is less likely to observe locations with Hills, Badlands, Mountains, Dense Urban, Light Woods, Jungle, or Forest terrain, as well as locations with hazy or (especially) overcast visibility conditions. Theater Reconnaissance is also less effective during night Turns.

Previously spotted locations will remain spotted if they remain under observation by any of your Reconnaissance assets. Previously observed locations may become spotted if they remain under observation. Locations no longer under observation become unknown.

The level of Intelligence Information available for any location is displayed with the location description in the Information Panel.

9.1.5.1. Sea Spotting
In addition to normal recon methods, ships at sea are revealed by spotters on ships or the coastline, and scout planes as follows:
Surface spotting is done by any naval unit (not embarked unit) at sea and any land unit on a coastal hex. It extends 25 kms out on a day turn and 10 kms out on a night turn. However, naval equipment with the All Weather flag set sees 50km, day or night (modeling radar). And if a force has any aircraft with the All Weather flag set, then all naval vessels are assumed to have radar and see 50km, day or night.
Carrier planes and land-based planes set to Sea Interdiction or Air Superiority Sea- Spot out to a range limited by their max ranges and the number of effective planes available. This is not done during night turns, except by all-weather aircraft.
Spotting is dynamically updated as such units move  like a land unit entering a Peak hex. The exceptions are the land-based planes set to Sea Interdiction or Air Superiority  they only spot during the inter-turn periods.
Clouds over the surface spotter block its spotting.
Sea Spotting does not spot units on land in any fashion.
Ship/embarked units skirting the coastline no longer reveal units along that coast. (Of course, coastal gun units that fire at them are revealed).
Note: If this means that a target anchorage hex remains Unknown, then the embarked units assigned to it will have to set up an assault on that hex. If the target hex turns out to be empty, then the assaulters will just move into it upon combat execution  without any combat occurring.
Note that naval units themselves cannot enter enemy owned anchorage hexes. Such locations must first be captured by friendly ground forces before naval units can enter them.

9.1.6. Local Patrols and Guerrilla Effects
When a unit occupies a location, that location becomes owned by the units Force. Unoccupied locations tend to remain owned by the last Force to occupy them. There are, however, times when a location can change ownership without being occupied by a unit.

Guerrillas can cause a locations ownership to change. Guerrillas operate more effectively in Hills, Badlands, Mountains, Light Woods, Jungle, and Forest locations. Guerrillas operate less effectively in Anchorage or Road locations and will not operate in Airbase or Urban locations. Guerrillas are only present if the Scenario calls for them. Patrols also act as a projection of force, in that they can affect the ownership of surrounding locations:
A location adjacent to a Dense Urban location becomes owned by the Force owning that urban location.
A location adjacent to a unit of only one Force becomes owned by the Force controlling that unit.

Scenario designers should keep these effects in mind when setting objective victory values.

9.1.7. Supply (Advanced Rules)
Supply is a critical factor in The Operational Art of War IV. Individual units need supplies to operate effectively. As units move and fight, they expend their internal supply stockpiles. In order to maintain your units effectivenesss, the expended supplies must be replaced. Replacement supplies flow through lines of communication from the force stockpile, through Formations, to individual units. The limit on Unit Supply Recovery per Turn is 150. 

Lines of Communication
A Line of Communication is a path from one location to another. Lines of Communication are blocked by enemy units, locations adjacent to enemies and not occupied by friendly units, non- Road Badlands terrain, non-Road Dunes terrain, or terrain that cannot be entered by a normal Land unit. A unit without a line of communication is marked as Unsupplied.

9.1.7.1. Overextended Supply State
There is now a new supply state that falls between Supplied and Unsupplied. Its called Overextended. If used, it will allow a designer to realistically impede units from continuing to press on indefinitely at red unit-supply conditions. Units in this state will have to slow down enough to keep their unit supply levels above their desertion levels  or wither away.

A unit is Overextended if it has a line of- communications to a supply point but is far enough from any supply source to be in a hex with lower location supply level than the designer-set Overextended Supply Threshold. For example, if that threshold were 6, then any hex with a supply level of 5 or lower would be Overextended.
The default setting for the threshold is 0  making it impossible for any hex to qualify for the new state. Therefore, only scenarios specifically edited for it will employ this feature. 
Overextended units receive supply normally. However, they also suffer desertion losses (see below) during the interturn calculations the same as if they were Unsupplied  except that those losses go to the On Hand pool, not the dead pile. Such losses start when the unit supply-level drops below (100  unit proficiency). The percent loss per turn is scaled by turn intervals per week and by how far below the threshold they are.
Overextended units only receive replacements if they are not suffering desertions (their unit supply level is above (100  unit proficiency)).
Overextended hexes have a different supply font color from the normal supply font color in the location supply display, for information purposes.

Unit Supply
Each unit has its own Supply Level, which is a percentage value reflecting the units own internal Supply stockpile (food, bullets, gasoline, etc.). These supplies are in the hands of the troops, available for immediate use. A units Supply Level strongly affects its Capabilities.

Each unit expends Supplies as it acts to follow your orders. When necessary, units draw new Supplies from their Force Supply stockpile, through their Formation supply system. Supply Levels may not be increased above 150% during a Scenario. Any oversupplied unit (with a Supply Level greater than 100%) will lose its excess supplies if it moves. (For this purpose, participation in combat is not considered movement.)

Unit readiness is limited to no more than the units Supply Level or the minimum Readiness (33%), whichever is higher.

Desertions
Unsupplied units with very low Supply and Readiness Levels are subject to Desertion effects. Deserting troops and equipment are lost permanently and are not placed in the Replacement Pool. The number of deserters increases as Supply and Readiness levels decrease and decreases with higher unit Proficiencies. Desertions tend to start slowly (particularly in high Proficiency units) but will accelerate over time.

Desertion starts when the unit supply-level drops below (100  unit proficiency). Desertion amounts are scaled proportional to the turn interval and to how far below the above threshold the unit supply-level is.

Formation Supply Distribution Efficiency
Each Formation has a Supply Distribution Efficiency, which is a percentage value reflecting the Formations ability to distribute supplies from the Force Stockpile to units in the Formation. This value is set for each Formation in a Scenario and means different things for different types of Formations. It considers everything from dedicated organic transport capability to the mindset of the troops responsible for getting the goodies to the troops.

Force Supply Stockpile
Each Force has a Supply Stockpile Level. This Level generally remains constant but can vary in some Scenarios. It represents supplies available for distribution to units through Formation Supply systems.

Transport Asset Sharing
    Units that do not move and are not assigned a Local or Tactical Reserve status will temporarily lend a portion of their transport assets (equipment with a transport capability, such as trucks, horse teams, etc.) to their parent Formation (and possibly to others depending upon the Formation Support Level) to aid in distributing Supply to other units. Any unused Rail, Air, or Sea Transport Capacity also contributes to resupply efforts. This results in a boost to the Formations capacity to distribute supplies. Transport asset sharing has no negative effects.
    The Transport Asset Sharing Value can be viewed in the Situation Briefing for each turn. The Player may wish to keep an eye on it thru the course of each turn. Certainly it is Scenario Specific, and it can have an effect Supply Levels, noticeable or not. For example, at the beginning of a turn you may have a Force Supply Level of 20 that is enhanced to a level of 24 due to Transport Asset Sharing. However, after moving all units and using all Air and Sea Transport Capability, the enhancement may be reduced to zero.  

Interdiction Effects
Enemy Air units flying Interdiction Missions impair Supply distribution. This is determined on a location-by-location basis (Local Interdiction), but the average value over the entire Theater (Theater Interdiction) is calculated for your planning use.

The Theater Interdiction Level is not used by the game. This number is used to give you an idea of the levels for both sides, but is not used for any in-game calculations. 

HQ Bias Effects
The level of resupply possible for a unit increases by 50% if a cooperative Headquarters unit is located with or adjacent to a unit. See Cooperative Units (8.6.1).

If a Headquarters unit assigned to a Formation is destroyed, or if any assigned Support squads have been eliminated, the Formations Supply Distribution Efficiency is reduced. You should protect your Headquarters units to avoid these serious disruptions to unit resupply.

Supply Lines
As a general case, in order to receive resupply, units must be able to trace a Line of Communication back to a friendly Supply Source. If the unit cannot trace this Line, its Supply Level will drop by an amount equal to the number of half days in a Turn. Such units, again, are marked as Unsupplied. They will also be subject to isolation effects in combat.

The distribution of supply across the map created by your supply lines can be viewed via the Supply View. This view is accessible via the Supply Button on the Control Panel and via the View pull-down. Under this view each supplied location will have a supply marker with a number on it (as shown below).

The colors of the markers tell which side can trace to the location: Red markers mean only the Red Side can trace; Blue markers mean only the Blue Side can trace; And Gold markers mean both sides can trace. The number in the marker is the location supply for that hex for the current side. That number is the base value all units in that hex will use to calculate the supply they will receive in their next supply replenishment phase. Note the different font color used in the display for locations that are Overextended (less than 4 in this shot). Also note that the above view was created with No Borders set to OFF. Had it been ON, then only locations adjacent to friendly units would have shown markers in them.

Supply lines are modeled via two different methods: Old Supply Rules and New Supply Rules.

9.1.7.2. Old Supply Rules
In the old method, there are only four possible hex location supply-levels (100%, 75%, 50%, and 25% of the Force Supply Level), and off-road locations are penalized regardless of how far they are from a supply source.

Full Supply (100%)
Supply is first traced from friendly controlled supply points through friendly controlled, undamaged, Railroad hexes. Then, it must progress from each supplied, friendly controlled, undamaged Railroad hex to a distance equal to the Force Supply Radius (set in the Editor) through friendly controlled, improved Road, Unmuddied Road, Urban, Airfield, and Anchorage locations. All locations with an unbroken Line of Communication through these types of terrain to a friendly Supply Point are fully supplied and will provide the maximum possible amount of resupply for units. This is called the Fully Supplied Net.

Normal Supply (75%)
Supply is then traced from the Fully Supplied Net through friendly cropland and open locations. Any location with an unbroken Line of Communication through these types of terrain to a friendly Supply Point is normally supplied and will provide 75% of the maximum possible amount of resupply for units.

Limited Supply (50%)
Locations not Fully or Normally Supplied, but able to trace a Line of Communication no longer then the Force Supply Radius to any normally or fully supplied location, are considered to have Limited Supply. Units in these locations receive 50% of the maximum possible resupply.

Minimal Supply (25%)
Locations not otherwise supplied, but able to trace a Line of Communication of any length to any friendly Supply Point are considered to have Minimal Supply. Units in these locations receive 25% of the maximum possible resupply.

Force Supply Radius
The default Force Supply Radius is four hexes, but can vary from zero to 100, depending on Scenario design.

Local Terrain Effects
Some terrain types influence Resupply levels. Resupply levels for units in Marsh, Flooded Marsh, and Mountain terrain are reduced by 33%.

9.1.7.3. New Supply Rules (Optional)
In this new method (selected via an Advanced Rule), to calculate location supply values we use a formula based on the movement points that would be expended by a virtual Supply Unit (which has motorized movement and a 50% unit density) to get to the location.

Note that this will mean that very dense locations will likely suffer some supply reduction due to added movement costs of that density condition (stacking limits, however, will not block supply). Supply beyond major rivers will depend upon bridge status or major ferry ability. Major Escarpments now block supply.

Contiguous, unbroken Rail lines that connect back to a supply source are still treated as if every hex on the line was that supply point. If the line connects to multiple supply points of variable values (see below) then the strongest one is broadcast over the line. Friendly units in flooded marsh, badlands, dunes, etc. locations that are unreachable by the virtual supply unit but that are nevertheless adjacent to a normally supplied location receive one-quarter the supply that was in that adjacent location. And theres a lot more complexity behind the scenes (beyond those factors) to get it all to come out right.

Note that Naval, Air, and Helicopter units are still supplied as they were under the Old Supply Rules.

The exact formula is: 1.10 / (1.375 ^ (Supply Distance / Supply Radius)). This is illustrated here: Y-Axis is percent of Force Supply. X-Axis is distance from the Supply Point in movement points (MPs). The blue curve is the old way; the red curve is the new way. Note that the example supply radius was 25. This was what we considered the best fit curve. Note that one consequence is that the supply rises to 110%-of-full right on the supply-point. That may seem strange at first, but its part of the curve fitting process. Just think of it as a bonus for being right on the supply point. Also, note that under this formula, the supply level will continue to attenuate  perhaps all the way to zero at some point. It will still be Supplied at that level, though  but there can now be future effects added that may further exploit this.

Supply Units still have their enhanced effect: they effectively treat a location as if it were one supply radius closer to the supply point, provided that the location was within a supply radius of the supply unit. Again, this is illustrated here:

The blue and red curves are as in the previous plot  the old and new ways without supply units. The cyan curve is the old way with supply units. The yellow curve is the new way with supply units. Note that the yellow curve is clipped to no more than 110%-of-full. Again, the example supply radius was 25. Note that at very long distances, the impact of the new method is very pronounced.

For example, take the case of the supply radius being five MPs, and the supply unit being ten MPs away from the supply point and the unit being four MPs further away from the supply point (therefore four MPs from the supply unit). Because the unit is less than five MPs (the supply radius) away from the supply unit, we enhance its supply by treating it as if it were five MPs closer to the supply source (in other words, nine MPs away instead of fourteen MPs away).

The Improved-Road Motorized-Movement divisor (see 8.5.2) also affects the supply trace when New Supply is in use. Supply traced over other than improved road hexes will pay costs x divisor. So, with a setting of 2, for example, inland supply in the desert will attenuate at twice the rate it previously did  making inland desert operations more realistically difficult. The default value is 1, which gives no motorized benefit on improved roads  or supply effect (i.e. just like under 3.4 and before).

9.1.7.4. Variable Supply Points
Under these New Supply Rules, designers can also set supply levels for supply points (either initially or through events) to values between 1-250%-of full. Default is 100%, of course. When there are multiple points of different values, locations trace back to the point that will give each location the best supply value  even if further away.

Airborne Resupply
If a unit cannot trace a Line of Communication back to a friendly Supply Source, it may still be able to receive resupply. The level of resupply available to any particular hex is based on the amount of Air Transport Capacity left unused at the end of the previous Turn and the total size of the units in it requiring Airborne Resupply. Local Airborne Resupply levels are reduced by 33% if visibility in the location is Hazy, or 50% if the visibility in the location is Overcast. Note that such units will still be Unsupplied for desertion and isolation purposes.
To be clear, Unsupplied units may still get some supply based upon the unused airlift capacity and visibility [but it is usually a small to tiny amount]. 
Unsupplied Airborne and Special forces get twice the airdrop supply. 

Night Resupply
Resupply levels are reduced by 33% during night Turns.

Other Supply Considerations
If a unit moved (from one location to another) in the previous Turn, its Resupply Level is reduced by 33%. On the first Turn of a Scenario, units do not draw resupply, but are still checked to determine whether they are Supplied or not. There is a global handicap or reduction of 33% for the net resupply available to units after all modifications take effect during the automatic bookkeeping phase. This can be offset, by using the High Supply option, in the Advanced Game options. A Unit can recover all the way to 150% in a single turn, if its location is lush enough.

9.1.7.5. Supply Consumption Costs
Land Movement consumes 1 supply point per movement point expended (this is modified by the Supply Costs of Movement Rate parameter (see 8.5.2)). However, Naval, Embarked, and Air Units do not expend supply when moving.

Attacking consumes 10 supply points per combat round. Defending consumes 10 supply points per combat round. Ranged units directly assigned to combat consume 10 supply points per combat round. Ranged units that cooperatively support at half strength consume 5 supply points per combat round. Note that if the attacker fails any of the Assault Ratio checks (see 13.20) then defender supply costs can drop significantly. Also, the Naval Attrition Divider scales naval combat supply costs. Air units set to Air Superiority or Interdiction missions pay no supply for combat.

9.1.7.6. The Unit Supply Model
Note that no unit will drop below 1% Unit Supply level, regardless of what the movement or combat cost would be otherwise. They will continue to conduct operations  at reduced strengths and speeds. This may seem non-intuitive, but thats because the Unit Supply value is not actually a direct measure of the units supply stockpile, as many players assume.

If that were the case, the units strengths and mobility would be independent of its supply level until that level reached zero  at which point their strengths and movement allowances would plummet to zero themselves (a ridiculously unrealistic effect  real units are far more resilient than that). Instead, they drop non-linearly with the drop-in supply level. In other words, the unit becomes more and more frugal with supply the lower supply becomes. A flush unit may be profligate with supply, while a depleted one would make every bullet and drop of gas count. However, the increase in strengths at flush supply is not proportionate to the increase in Unit Supply Level.

This models the diminishing returns for more and more supply expenditure. So, a fully depleted unit retains a significant fraction of its flush strength. And note that more of flush strength level is retained at depleted levels in high proficiency units than in low proficiency units. That is true in the real world as well  its called fire discipline. The better the unit the more fire discipline it has. So, TOAWs supply system cleverly models how real-world units perform. They dont blow off all their supply oblivious of how much is left.

So, a 1%-unit supply state effectively represents the state at which the unit has reached maximum supply conservation. In other words, the unit would only be expending as much supply as it was continuously receiving via its supply line, and not further depleting its reserves. In fact, the Unit Supply Level value in general is more a measure of the rate at which the unit is expending supply than a direct measure of its stockpile.

Of course, there is a point of supply delivery, below which, that assumption falls apart. Thats why the system has the new Overextended Supply Threshold feature. It allows the designer to set a point at which red-lined units just must stop and wait for supplies to catch up to them.

Can units run all the way out of supply in TOAW? Yes  via desertions. Desertions can represent troops abandoning the unit due to lack of food and morale. But they can also represent guns and vehicles running out of fuel and ammo and being abandoned. So, a unit that has lost all its equipment from desertions has, effectively, run completely out of supply. (And its strength would finally be reduced to zero). Note that desertions only occur at Unsupplied or Overextended conditions.

9.1.8. Replacements
Equipment losses are a fact of life on the battlefield. If these losses are not replaced, your units will become less useful over time. Your units are eligible to automatically receive Replacements from your Force Equipment Stockpiles if they are under strength, in Supply, and not Embarked on Ships or Trains. In most Scenarios, your Force Replacement Stockpiles will be replenished on a regular basis. In some Scenarios, units may have different priorities for receiving Replacements. This will usually be mentioned in the Scenario Briefing.

**If your Force is at full strength**, Replacements will automatically appear in the form of reconstituted, previously destroyed units built up from replacement equipment. Reconstituted units will appear Untried in an Urban location distant from enemy units.

When units are Reconstituted, there is a one to four-week delay in their appearance [This does not apply in all situations, although I do not know what causes units to reconstitute quicker. I will guess that this statement should say 'turns' instead of 'weeks']. Reconstituted Air units appear at Airfields. Other Reconstituted units will appear at a scenario-specific Reentry Point (which should be mentioned in the Scenario Briefing) or near friendly Supply sources in Urban or Road locations. If no friendly Supply sources are in Urban or Road locations, or if the scenario specific Reentry Point is not friendly-controlled, Land units will not be Reconstituted. Special Forces, Coastal Artillery, and Fixed Artillery units are never Reconstituted. Reconstituted Airborne and Glider units will keep their special icons but are no longer eligible for Airborne Movement.

Reconstituted units are listed as such in the Expected Reinforcements Briefing (16.9). 

Readiness Recovery (Advanced Rules)
Your units Readiness levels decline during movement and combat. Unit readiness recovers at the beginning of every Turn except the first. The amount recovered is based on the Scenarios time and distance scales but will generally be approximately the amount needed to fully recover from a maximum movement.

Units recover Readiness more slowly if they have moved in the previous Turn, occupy a contaminated location, or if they are Unsupplied. Due to the highly technical nature of Air and Helicopter units, these units Readiness Recovery is also strongly affected by unit Proficiency. Low Proficiency Air and Helicopter units will recover Readiness very slowly.

9.1.9. Reinforcements  and Withdrawals
From time to time, new units may appear on the map as Reinforcements. They generally appear at a specific time and place, but there are differences in the restrictions between different types of units and different locations. Reinforcements may appear either on a specific Turn, or, if the Scenario calls for it, as the result of some Event. You can check your Expected Reinforcements Report for predictions of when a given unit will arrive, but units may arrive either sooner or later than the predicted Turn. Reinforcements always enter at or near the location listed in the Report if that location is available.

Generally, a location is available if the unit could move into it normally. In some cases, there are additional restrictions. You can check the Recent Reinforcements window (available from the View menu) for information on Reinforcements received this Turn.

See 16.9 and 16.10 for more information on the various Reinforcement windows available.

Land Units
Most Land units will always appear at the location given in the Formation Report, if that location is available. A location is only considered to be available if it is either friendly-controlled and not at the stacking limit or located on a map edge. If for some reason the location is not available, units scheduled to appear on a map edge will instead appear at some other available location along the same map edge, within two hexes.

Units scheduled to appear away from a map edge will only enter when the location becomes friendly controlled and not at the stacking limit.

Guerrilla Unit Reinforcements
Guerrilla units scheduled to appear as Reinforcements may appear at any playable location within three hexes of their scheduled Reinforcement location, if that location is enemy occupied. Unlike other units, Guerrilla units may appear in enemy-owned locations, converting the location to friendly ownership upon entry.

Naval Unit Reinforcements
Naval units will appear in the nearest available Deep-Water map edge location.

Air Unit Reinforcements
Air units will appear at the nearest available Airbase appropriate to the units equipment. Naval Air units appear on available Aircraft Carriers or Airbases. Other (non-Naval) Air units appear on Airbases.

Withdrawals
In some Scenarios, some units may be scheduled to withdraw. The game will automatically withdraw the unit in the most appropriate manner. Be sure to check your Reinforcement Report for withdrawals when playing a Scenario, since it can be a rude surprise if your entire plan depends upon a unit that is scheduled to be withdrawn. If a unit is withdrawn, it will be listed in the Recent Reinforcements window on the Turn of withdrawal.

9.1.10. Command and Control (Advanced Rules)
You can usually, but not always, issue Movement or Attack orders to any unit on the map of the Force you control. The exceptions are:

Unit Reorganization
Units failing multiple Quality Checks during combat, usually as the result of significant combat losses, can become so disorganized that they will no longer respond to your orders. When this happens, the unit is said to be Reorganizing.

At the beginning of each Turn, all Reorganizing units are checked to see if they have finished their reorganization. Units must pass a modified Quality Check in order to complete Reorganization. This is more likely if they are Supplied, have not moved in the previous Turn, and are located with or adjacent to a cooperative Headquarters unit.

A Reorganizing unit (or any other unit that is not allowed to move during the current Turn; e.g., Reserves) has an orange bar printed behind its combat (Attack  Defense) or Movement numbers on its 2D icon.

Formation Attack Restrictions
Units of Formations failing a Formation Quality Check at the beginning of a Turn are Reorganizing and will only be available for non-combat orders. They will accept all other orders, and they will Defend normally, but are not available for launching Attacks or Bombardments.

Formation Quality is the average of the Formations Proficiency and average assigned unit Quality. Formation Quality is reduced if many units are divided. The Formation passes the Quality Check if this value is greater than a random number from 1 to 100, or if the number of units that experienced severe combat results in the previous Turn is smaller than a random number from 1 to the number of units in the Formation. This means that Formations are subject to Reorganization on Turns following heavy combat.

Formation Proficiency is reduced by 50% if any assigned Headquarters unit is eliminated, or if all assigned Command Groups in the Headquarters have been eliminated. You should attempt to protect your Headquarters units to avoid this drop in Proficiency.


10.0 You Issue Orders to Your Forces
A new Turn will start if the Scenario doesnt end during the Bookkeeping checks (section 8.0). During each Turn, you and your opponent will both be given an opportunity to issue Orders to your forces.

10.1. Variable Initiative
The Force defined in the Scenario as the first player (usually the Attacking Force) will always move first on the first Turn of a Scenario. After that, the first player is determined by an Initiative Check. This means the order of players can change from Turn to Turn. Variable Initiative can be turned off in the Advanced Game Options menu. 

The Initiative Level of a Force is partly randomized but is strongly influenced by the average Movement Allowance of all friendly Land units on the map not assigned to Formations with a Reserve status.

PBEM and Hotseat Exceptions: In PBEM and Hotseat games, the Initiative remains fixed in the order established on the first Turn of the game.

10.2. Using the Game Control Panel
10.2.1. Button Panel
The Button Panel shows sixteen buttons at a time in four rows of four buttons each. There are three tabs that toggle the display of three sets of sixteen buttons. The three tabs are Units, Map, and Reports. The functions of these buttons are described by prompts in the Information Panel at the bottom of the window.

Under the Units tab:
Row 1:
Previous Unit  Focuses the games attention on the previous unit in the force by making it the current unit.
Next Unit  Focuses the games attention on the next unit in the force by making it the current unit.
Current Unit  Calls up the Unit Report for the current unit.
Resolve Combats / End Turn  If you have any combats planned, this will resolve them. Depending upon the state of your forces after the combat your Turn may end or continue. If no combats are planned, this simply ends your Turn. This button switches to crossed swords if combats are planned. Note that it is gold color, which indicates that it causes an action on the map  it isnt just informational.

Row 2:
Previous Formation  Focuses the games attention on the previous Formation, making its first unit the current unit.
Next Formation  Focuses the games attention on the next Formation, making its first unit the current unit.
Current Formation  Brings up the Current Formation Dialog, from which you can examine the entire Formation and issue non-movement orders to units belonging to the Formation.
Undo  Undo the previous order.
Again, the gold color indicates that this button causes an action on the map  it is not just informational.

Row 3:
Unit OOB  Brings up the Unit OOB report. This is a list of all friendly units on the map.
Formation OOB  Brings up the Formation OOB report. This is a list of all friendly formations that have units on the map.
Air OOB  Brings up the Air OOB report. This is a list of all the air units on the map.
Unit Icon Display  Changes the unit icon display preferences. In 2D mode, this selects between showing unit Strengths or Movement Allowances.

Row 4:
Planned Combats  Brings up the Planned Combat Report. This shows all planned combats.
Combat Review  Brings up the Combat Review Report. This shows all recent combats.
Unit Visibility  Toggles between invisible, visible, visible & current DBR, and visible & all DBR. Left-click advances forward through those; right-click advances backward through them.
Help Topics  Brings up the Help Dialog.

Under the Map Tab:

Row 1:
Supply  Toggles between sources, invisible, and visible.
Weather  toggles between invisible and visible.
Objectives  toggles between visible, floating, and invisible.
Resolve Combats / End Turn  Repeated from this position on the Units Tab.

Row 2:
Airfields  toggles between airfields floating above units and below units.
Anchorages  toggles between anchorages floating above units and below units.
Headquarters  first click brings headquarters to the top of the stack. Second click brings artillery to the top of the stack.
Undo  Repeated from this position on the Units Tab.

Row 3:
Location Grid  toggles between visible and invisible.
Place Names  toggles between visible, floating, and invisible.
Possession  toggles between flags, borders, and invisible.
Battle Visibility  toggles on-map crossed swords for Planned Combats, Combat Review, and Battlefield Timestamps visible/invisible. The sequence is: none visible, Planned Combats visible (gold), Combat Review visible (silver), Battlefield Timestamps visible (bronze), and all three visible.

Row 4:
Decrease Y-Zoom  Decreases the Y-Zoom. (Ten scaled steps between the Map View sizes)
Increase Y-Zoom  Increase the Y-Zoom. (Ten scaled steps between the Map View sizes)
Decrease Map View  Decreases the Map View size. (Five view sizes from Ultra Tiny to Huge)
Increase Map View  Increase the Map View size. (Five view sizes from Ultra Tiny to Huge)

Under the Reports Tab:

Row 1:
Situation Report  shows the Situation Report.
Scenario Description  shows the Scenario Description. 
Weather Report  shows the Weather Report.
Resolve Combats / End Turn  Repeated from this position on the Units Tab.

Row 2:
Air Briefing  shows the Air Briefing.
Recent News Report  shows the Recent News Report.
Inventory and Replacements Report  shows the Inventory and Replacements Report.
Undo  Repeated from this position on the Units Tab.

Row 3:
Expected Reinforcements Report  shows the Expected Reinforcements Report.
Recent Reinforcements Report  shows the Recent Reinforcements Report.
Theater Options Report  shows the Theater Options available.
Unit Panel Display Mode  Toggles the Unit Panel Display between Stack view and Group Composition view.

Row 4:
Formation PO Track  toggles showing the PO Track for the current formation.
All PO Tracks  toggles showing all PO Tracks.
PO Mode  toggles PO Mode on/off.
Move PO  When gold, in hot mode and starts the PO move. When not gold, in safe mode and wont start the PO move. PO Mode button toggles it between hot and safe modes. Again, gold color indicates it will cause an action on the map.

10.3. Selecting Theater Options (Advanced Rules)
In some Scenarios, you may have options to request Out of Theater actions that can affect the situation on the map. At the start of your Turn, you will be notified if you have any available Theater Options. Use the View / Theater Options menu item to check your Theater Options. Click on an Option button in the window to select it. Its button will turn silver. Your selection will not become effective immediately, it must first go thru the end/beginning of turn cycle.

10.4. Giving Orders to Your Units
You order normal Movement or combat by right clicking on a map location. Select units by left clicking on them.

10.4.1. Advanced Unit Orders Rules (Advanced Rules)
In most cases, you will be able to choose how many units you wish to affect by an order. Depending on your orders, one or more units will attempt to Attack or Move toward the selected location by the most effective route. If you right-click on your current unit, you can issue General Orders to it from the popup menu. Depending upon your Advanced Rule setting for the Menu Show Delay (see 3.4.2) you may have to hold the right button down for a short while to get the popup. Otherwise, the unit will skip the popup and automatically do the most obvious action.

10.4.2. General Unit Orders Popup Menus (Advanced Rules)
You can use this menu to issue General Orders to your units. Most of these Orders can also be issued from other windows, displays, etc., but this is the most convenient place to see exactly what options you have for your units at any given time. General Orders are as follows:

Note that only General Orders that are available will be displayed.
Disband Unit  Disbanded units are removed from the map and return their equipment to your Replacement Pool. It is not possible to disband units that are Routed, Reorganizing, Unsupplied, or In Garrison.
Divide Unit  Divide the unit into two or three smaller units. See 8.2.11.
Recombine Unit  Recombine several smaller units into a single larger unit.  See 8.2.11.
Board Train  Board a Train to use Rail Movement. See 11.3.
Board Aircraft  Board an Aircraft to use Air Movement or Airborne Movement. See 11.2.
Board Helicopters  Board Helicopters to use Airmobile Movement.
Board Ship  Board a Ship to use Seaborne Movement. See 11.1.
Disembark  Disembark from Trains, Aircraft, Helicopters, or Ships.
Repair Railroad  Attempt to repair damaged Railroads in the current location.
Destroy Bridges  Destroy bridges in the current location.
Repair Bridges  Attempt to repair bridges in the current location.
Deploy: Dig In  Assume or increase Defensive Deployment, to Defending, Entrenched, or Fortified.
Deploy: Tactical Reserve  Unit assumes a Tactical Reserve Order.
Deploy: Local Reserve  Assume a Local Reserve Order.
Deploy: Mobile  Assume a Mobile Deployment.
Mission: Air Superiority  For Air units only; the unit will assume an Air Superiority Mission.
Mission: Interdiction  For Air and Helicopter units only; the unit will assume an Interdiction Mission.
Mission: Combat Support  For Air and Helicopter units only; the unit will assume a Combat Support Mission.
Mission: Sea Interdiction  For Air and Helicopter units only; the unit will assume a Sea Interdiction Mission.
Mission: Rest  For Air and Helicopter units only; the unit will assume a Rest Mission.
Orders: Minimize Losses  Set Loss Tolerance to minimize losses.
Orders: Limit Losses  Set Loss Tolerance to limit losses.
Orders: Ignore Losses  Set Loss Tolerance to ignore losses.
Show Unit Report  Show the Unit Report window (16.1).
Show Formation Report  Show the Formation Report window (16.2).
Show Group Composition  Show the Group Composition window (see 6.1.2 for details).

10.4.3. Bombardment of or from Distant Locations
In some Scenarios, some locations may be Distant. These locations are usually used to represent off-map Anchorages and/or Airfields and are frequently surrounded by Non-Playable or Deep-Water locations. The distance of a Distant location is included when determining attack ranges. Distant hex values have no effect on movement, however. The Distance hex range limit is 254.

10.4.4. Land Movement
This is the normal movement of Land units through certain allowed types of terrain.

10.4.5. Change of Ownership
When a non-Guerrilla Land unit enters an enemy controlled location, that location becomes friendly controlled. Entering an enemy-controlled location incurs additional Movement Point penalties; see Enemy-Controlled Terrain (11.9.3) for details.

Guerrilla units have a special ability to choose between two different methods of Movement. By default, these units will not change the ownership of hexes that they pass through. After Movement is concluded for the unit, and another unit is selected, then the hex that the Guerrilla unit occupies becomes friendly-controlled. This mode plays to their combat advantages (see 16.1.2) in attacking from hexes that were previously enemy-controlled during the Turn, by retaining more enemy-controlled terrain from which to gain the bonus on subsequent Turns.

Guerrilla units may also operate more openly by choosing to convert hexes that they move through. This will make their Movement paths more visible after playback and reduce the number of hexes that they can operate with a combat advantage from on subsequent Turns. To convert a hex during Movement, stop the Guerrilla unit in the hex to be converted and select another unit. This will convert the hex that the Guerrilla unit stopped in. Then, you may continue moving, repeating this procedure as necessary, to convert any other hexes.

10.4.6. Railroad Damage
Any Railroads in an enemy-controlled location may be damaged when a friendly unit enters the location. The chance that this will happen is dependent on the Scenario. Damaged (broken) Railroads may not be used for Railroad Movement or Supply delivery. 

10.4.7. Transit Attrition
Even in the best of cases your units will suffer minor equipment losses during Movement. Most of these losses represent simple straggling or small details left behind for route security duties and are not permanent. The lost equipment is assigned to your Replacement Pool for later redistribution, provided that the moving unit is not marked as Unsupplied. If a unit is marked Unsupplied, its Transit Attrition losses are permanently lost.

10.4.8. Interdiction Missions
If your opponent has any Air units flying Interdiction Missions, it is possible that your unit may come under Air Attack during Movement. The chance for this is proportional to your opponents Local Interdiction Level. Units on Roads or using Rail Movement are particularly vulnerable to Interdiction Missions. Enemy Air units striking your units might be intercepted by your Local Air Superiority effort, which in Turn are subject to attack by your opponents Local Air Superiority. Reminder: Interdiction only affects overland movement of ground units. Similarly, Sea Interdiction (see 9.1.4.1) only affects sea movement of naval and embarked units.

10.4.9. Supply Consumption
Your units will consume part of their internal supplies and will suffer a reduced Readiness with every Movement Point expended.

10.4.10. Disengagement (Advanced Rules)
In the real world, it can be quite difficult to break contact with enemy units. When you order a unit to move out of a location adjacent to an enemy unit, that unit will attempt to disengage. Successful disengagement results in a normal ordered Movement. 
Disengagement is automatic if:
Your unit is a Commando unit,
Your unit is either a Headquarters or Artillery unit, and the first location moved into is occupied by a friendly unit, and/or
Your unit is moving to a destination not adjacent to an enemy unit, and there is a friendly unit in the location being vacated.
Your Disengagement chance is improved if:
Your unit has a large Reconnaissance capability,
Your unit began the Turn with a very high Movement Allowance relative to the enemy units it is adjacent to, and/or
Your unit is heavily equipped with armored equipment.
Your Disengagement chance is reduced if:
The enemy units have a large Reconnaissance capability,
Your unit began the Turn with a low Movement Allowance relative to the enemy units.
Terrain modifies the Disengaging units Reconnaissance Capability:
Badlands, Forests, Super Rivers, and Suez Canal locations offer the best cover for Disengagement (3x Recon).
Bocage, Dense Urban, River, Canal, and Fortified Line locations (2.5x Recon).
Mountains, Urban (2x Recon).
Cropland, Hills (1.5x Recon).

Terrain modifications for disengagement regarding Reconnaissance Strength are not cumulative. Only the best (highest value) terrain type is considered. For disengagement purposes, unit Reconnaissance Capabilities are multiplied by an additional 0.5 on night Turns or if there is Heavy Rain or Snow in the location (which is cumulative).

Should your unit fail to disengage from the enemy, it will be subject to a Disengagement Attack. This is a short, one-sided shot at your unit as it attempts to move. The attack is based on the attack strengths of all enemy units involved, and the defense strength of your moving unit plus any supporting fire from eligible air and artillery units. Only the moving unit will take losses, which may force it to retreat, divide into subunits, or (in the worst case) disband.

If the units attempting to disengage are much weaker than adjacent enemy units there is an additional movement cost  up to 3x the normal cost to move out of the location. Relatively strong units will see no additional movement costs.

If you wish to avoid the effects of disengagement in your games, you can turn active disengagement off using the Game Options dialog.

10.5. Attack Menus and Attack Planning (Advanced Rules)
When you order your units to move into an enemy occupied location, you are creating a plan for an attack on that position at some later point in the Turn. In some cases, the would-be defenders may decide to retreat rather than weather your Attack (see section 10.5.2, Retreat Before Combat, below). If this happens, your units may advance into the vacant location. If the defender does not retreat before combat, a popup menu will allow you to set up an Attack. You can quickly select the number of units to attack with and set their Loss Tolerance directly from the popup menu. If you wish to plan the battle in detail, you can choose the Attack Planning window.

10.5.1. Attack Deployment (Advanced Rules)
You may set up as many Attacks as you wish. The Orders emphasis you select determines how hard your units will fight for their objectives. If more than one unit is scheduled to Attack any location, all involved units are combined into a single Attack. Units may be ordered to Attack, conduct a Limited Attack, or (if at a distance) Bombard the defender. When setting Attack Deployments for units participating in an Attack, each unit can be given individual Attack Deployments orders; i.e., one unit can be ordered to Ignore Losses, one can be told to conduct a Limited Attack, while still another can be given orders to Minimize Losses.

Attacking units participate fully and may advance into the location if the enemy retreats. Units conducting a Limited Attack add half their Strength to the Attack, suffer only half the losses they would in a normal Attack, and will not advance into the location after combat.

Bombardment Attacks may be set up against enemy units within range of your Air and Long-Range Artillery units by clicking on any non-adjacent enemy target location within range.

Adjacent ranged units may also bombard if they have more that 50% of their combat strength coming from ranged equipment or if their range has been changed from nominal. Players can tell if an adjacent unit is going to bombard instead of assault by the resulting movement path over the target hex. If it is the arrow path it will assault. If it is the cross-hair path it will bombard.

Bombarding units and units conducting a Limited Attack will not advance after combat. Attacks take precedence over Bombardments. If any Attacks are plotted against a location scheduled to be bombarded, any Bombarding units are added to the Attack. Bombardments are generally much less effective than Attacks, but they can be useful for damaging enemy units out of reach of a normal Attack. Bombardments are subject to counter-battery fire if the target hex contains in-range ranged units.

Counter-battery occurs after the bombardment that triggers it (instead of before, as in older versions of TOAW). Artillery that supports a ground assault is not subject to counter-battery  regardless of the presence of ranged defenders in the target hex.

10.5.2. Retreat Before Combat (RBC)
The first time you order a unit to Attack any enemy location in any given Turn, there is a chance that the defenders will retreat before combat. If there is a large difference between the combined Attack Strengths of your current unit when the Attack is ordered and the combined Defense Strengths of the enemy units in the defending location, the computer will check to see if the defending units immediately retreat rather than face your assault.

When checking for retreats before combat, a Flanking Check is made, which is based on the quantity of active defender equipment in the defending and attacking units relative the Scenario Map scale. If the defender has less than the amount of equipment necessary to fully cover his frontage in the Scenario Scale, the Attacker has more equipment, and the Attacker passes a Unit Quality Check, the chance for a retreat before combat is increased by a random fraction between one and:
Attacker Equipment Density / Defender Equipment Density
This makes it much more likely that small units will retreat before combat with large units because the large unit is assumed to have succeeded in turning the flank of the smaller unit.

There are two types of retreat before combat. If the defending units fail a Quality Check, they will simply retreat. They are subject to the same types of losses and penalties as in normal after-combat retreats. Depending upon their Loss Tolerance Orders, units passing their Quality Check may still retreat before combat in order to avoid likely destruction during your assault. This is more likely if you have given the unit orders to Minimize Losses.

Units retreating after a passed Quality Check are treated more favorably than those retreating after a failed Quality Check.

In some cases, retreats before combat will result in the destruction of the defending units during your Movement, leaving their location open for occupation by your units. Headquarters and Artillery units, as well as units with Minimize Losses Orders, are more likely to retreat before combat. A unit with Ignore Losses orders is less likely to retreat.

Units advancing into locations vacated by enemy units retreating before combat pay the additional cost of entering enemy terrain, although they are exempt from the costs of moving adjacent to enemy units.

Note that the P hot-key and the Double click opens planner option provide methods to avoid causing a Retreat Before Combat, if desired. RBC chances are adjusted for faster units (proportionate to their speed advantage) to a max of a 2:1 additional advantage. This doesnt apply to fixed defenders, though.

'RBC stands flag' will be cleared when a combat phase inflicts over 50% losses to the defenders  allowing such defenders to then be subject to more RBC attempts in that same turn.

RBC at greater than 8:1 odds, now proportionately decrease the chance of the unit standing. So, if the odds are, say, 100:1, then the defender will be very likely to be RBCd. But, note that those odds still incorporate the defenders deployment / terrain multiples.

RBC code allows only one RBC attempt against a combined stack. The attempt is against the combined stack [not against each individual unit in the stack]  if successful, the entire stack retreats. RBC code requires the defender to have 15% of the density penalty threshold to avoid the flanked penalty during any RBC attempt.

10.5.3. Attack Options (Advanced Rules)
If the defending force does not retreat before combat, you will be asked for your General Attack Orders. Depending on circumstances, you may be given the following options:
Single Unit Attack: The current unit will attack the enemy position.
Single Unit Limited Attack: The current unit will conduct a Limited Attack on the enemy position.
Single Group Attack: All units grouped with the current unit will attack the enemy position.
Single Group Limited Attack: All units grouped with the current unit will conduct a Limited Attack on the enemy position.
Atomic Attack: The unit will launch an Atomic Attack. The strength of the attack is shown on the menu.
Bridge Attack: The unit will attack bridges in the location. The chance of success is shown on the menu.
All Units Attack: All units (regardless of Formation; Non-Cooperative Attack penalty may apply; see 8.6.1) that can possibly participate will attack the enemy position.
All Units Limited Attack: All units (regardless of Formation; Non-Cooperative Attack penalty may apply; see 8.6.1) that can possibly participate will conduct a Limited Attack on the enemy position.
Minimize Losses: If determined enemy opposition is encountered, the attack will not be pressed, so that losses are minimized as much as possible.
Limit Losses: The attack will be pressed, even in the face of significant casualties. This is the usual Attack Order emphasis.
Ignore Losses: The attack will be pressed regardless of casualties. Due to excessive casualties, this type of attack should be used rarely and with caution.

10.5.4. Reconnaissance (Advanced Rules)
As your units approach or enter enemy territory, they will discover previously unknown enemy units in or adjacent to their path. Normally, only the number and type of enemy units will be uncovered during movement. If your moving unit has a large Reconnaissance Capability, you may also discover enemy strength information. Units using Air or Airborne Movement have a greatly reduced chance of gaining information on enemy units. These units can fly over enemy units without spotting them.

10.5.5. Deployment Recovery
Ranged units (artillery, aircraft, etc.) retain their deployment states after combat. Furthermore, assaulting units can recover their previous deployment states if the attack is canceled before execution. This means that it is now safe to directly assign bombarding units to attacks even if it is likely that the turn will end before another movement round  they will still be in a support deployment if they had been in one prior to the assignment to the attack. Also, you can assign dug-in units to an attack, cancel the attack, and find them still dug-in.
This especially helps the PO, since it previously dis-entrenched most of its force just testing whether attacks with them were plausible.

11.0 Movement
11.1. Naval Movement
This is the movement of Naval units through Deep Water or Anchorage locations. Units conducting naval movement are subject to interdiction attacks by in-range air units set to Sea Interdiction missions and by naval/coastal gun units within gunnery range of the movement. A naval icon in the Unit Panel shows eligibility for Naval Movement. Right-click on the icon to bring up the Unit Report and load the unit.

11.2. Air Movement
This is the movement of Air units from one Airbase to another. While Air units may attack any enemy with their range, their movement destinations are strictly limited to friendly Airbases. An Air icon in the Unit Panel shows eligibility for Air Movement. Right-click on the icon to bring up the Unit Report and load the unit.

11.3. Railroad Movement
This is the movement of Land units by train, along Rail lines. In order to use Railroad Movement, a unit must begin its Turn in a Railroad location, enough Rail Transport Capacity to lift the unit must be available, and the unit must be En-trained.

A Train icon in the Unit Panel shows eligibility for Rail Movement. Right-click on the icon to bring up the Unit Report and load the unit. See also 11.7, Embarked Status.

Units may move very large distances by Rail with no Movement Attrition or loss of Supplies and Readiness; however, they are vulnerable to enemy Air Interdiction and if they are railed past adjacent enemy units they are subject to Disengagement attacks.

11.4. Seaborne Movement
This is the movement of Land units through Deep Water or Anchorage locations. In most cases, Land units must be Embarked on Ships [represented by Sea Transport Capacity] to move by sea. In order to use Seaborne Movement, your unit must begin its Turn in an Anchorage location and you must have enough Sealift Capacity to lift the unit. A Ship icon in the Unit Panel shows eligibility for Seaborne Movement. Click on the icon to bring up the Unit Report and load the unit on Ships. In some Scenarios, some units may have an independent Amphibious Capability via the Amphibious Icon and can always move using Seaborne Movement.
Units conducting seaborne movement are subject to interdiction attacks by in-range air units set to Sea Interdiction missions and by naval/coastal gun units within gunnery range of the movement.

11.5. Airborne Movement
This is the movement of Airborne-capable Land units while Embarked on Air Transports. In order to use Airborne Movement, your unit must begin its Turn in an Airbase location and you must have enough Airlift Capacity to lift the unit. Units may only board Aircraft if there are no enemy units in adjacent locations, or if there is another friendly unit present at the location. An Air Transport icon in the Unit Panel shows eligibility for Airborne Movement. Click on the icon to load the unit on an Aircraft.

An Airborne unit may disembark without ill effects on any friendly-controlled Airbase, or it may conduct an Airdrop on any other location that it could normally enter or attack. Often, the contents of the location will be unknown. If enemy units are discovered to be present at the time of the drop, your Airdropped unit will be destroyed unless the enemy units opt to retreat before combat.

Some equipment is too heavy to be moved by Transport Aircraft during the time period covered by the game. All non-Airborne-capable armored vehicles and Transport in excess of the bare minimum required by the unit for normal Land movement will be stripped from the unit and added to your Replacement Pool for later redistribution.

Headquarters units may Airdrop only into friendly-controlled territory.

Airborne units are subject to equipment losses and possible arbitrary division into sub-units during Airdrops and may be scattered outside their intended destination location in smaller (five to ten kilometers) scale Scenarios. Poor terrain (Forests, Jungle, Badlands, Mountains, Urban, etc.) and environmental factors (bad weather, night) can have a strong negative effect on Airdropped units. If the enemy has Air units with Air Superiority missions, your units may also suffer Attrition from enemy Interception. It is usually best to avoid Airdrops in the face of significant enemy air opposition.

11.6. Airmobile Movement
This is the movement of Helicopter and Airmobile-capable Land units while embarked on Helicopters. In order to use Airmobile Movement, your unit must either be a Helicopter unit itself or it must begin its Turn within 200 kilometers of Helicopter Transport units with enough combined Airmobile Transport Capacity to lift the entire unit. It is not necessary to be in the same location as a Helicopter Transport unit. An Airmobile Transport icon in the Unit Panel shows eligibility for Airmobile Movement. Click on the icon to load the unit on the Helicopter unit. Any Helicopter units providing Airmobile Transport for a unit have their Movement Allowances reduced to zero for the Turn. A unit may not provide Airmobile Transport if it has moved.

It is important to note that assigning Transport HH equipment to a unit will grant it the ability to lend its Airlift Capacity to any friendly units using Airmobile Movement. This can have unintended consequences if other units use Airmobile Movement nearby, as this will immobilize the unit which provided the Airlift Capacity. It is generally best to only assign Transport HH equipment to units with the Transport Helicopter unit icon, or to Headquarters that are expected to remain relatively stationary.

Helicopter units may only move to friendly controlled locations. This restriction does not apply to Airmobile units using Airmobile Movement, which can enter and even pass through enemy occupied locations.

Units using Airmobile Movement are subject to Interception by enemy aircraft flying Air Superiority missions, and to anti-aircraft fire from enemy units that they fly over.

An Airmobile unit may disembark without any ill effects in any playable location not occupied by enemy units. If it disembarks onto an enemy unit, an Airmobile assault is immediately conducted.

Unlike Airborne units, Airmobile units are not subject to Scattering or Drop Attrition when disembarking in enemy territory. Units using Airmobile Movement automatically disembark when they reach the end of their Movement Allowance, if you end your Turn, or if you select another unit. Disembarked Airmobile units have  their original Movement Allowance.

If an Airmobile Assault goes badly, or if for some other reason the unit has to end its movement without disembarking, the unit will be returned to its original location. Depending upon the reason for the failure, the unit may suffer substantial losses  particularly to heavier weapons. In some cases, it may be possible to pick the unit up and immediately launch another Airmobile Movement and Assault, but this is usually not a good idea.

Helicopters and Equipment transported by helicopters now take less damage. You need an air superiority ratio (including local AA) of 4:1 to be safe. With lesser ratios, the casualties will mount quickly. Previous safe level was 10:1.

Helicopters are treated differently from regular traffic. They are very durable, but prone to damage. Damaged helicopters, and equipment transported by them, will go into the replacement pool instead of being destroyed. Damage is based on Enemy versus Friendly Air Superiority, and has enemy AA added if AA spotted them. Friendly and Enemy AA units dont have a direct effect on casualties, only on whether damage occurs.

Whether an attack occurs depends on whether the Enemy has noticed the hex, an electronic support check, how much Low AA Fire they might be subject to, and the unit density in the hex. This means that you should fly over jungles and wilderness, not the enemy concentrations!

11.7. Embarked Status
An embarked unit (regardless of transport mode; e.g., Train, Ship, or Plane) displays an embarked stairstep button icon in the Unit Panel. In most cases, you can disembark by clicking in the embarked button, or from the General Unit Orders popup menu. Additionally, a special embarked 2D icon replaces the units normal 2D unit symbol icon in the Unit Panel (the actual icon displayed depends on the Transport mode; see the 2D icon symbol chart later in this manual).

Once a unit has expended Movement Points using an embarked type of Transport Mode, it is usually restricted in its ability to move by normal Land movement on the Turn that it disembarks. See 11.4 (Seaborne Movement), 11.6 (Airmobile Movement), and 13.16 (Amphibious Attacks) for more information on attacking, and attacks by, Embarked units.

Units which start their turn embarked in a deep water hex are allowed to disembark in that hex without the need for an adjacent anchorage hex.

11.8. Movement Costs and Allowances
For a unit to enter a location, it must have enough remaining Movement Allowance. If a unit has not moved or attacked previously in the Turn, it can always move at least once into any allowed location regardless of cost. Unit Movement Allowances are based on the Supply levels and equipment assigned, and the Scenario physical and time scales.

11.9. Land Unit Movement Costs
11.9.1. Road
Movement costs along roads vary from 1 to 3, depending upon the number of Vehicles and Horse Teams already in the location. Mud increases movement costs along unimproved roads by 1.

11.9.2. Off-Road
The minimum standard cost for a Land unit to enter most allowed locations is based on the units movement category, as follows:
Minimum Standard Cost (foot or mixed movement): 1
Minimum Standard Cost (motorized movement): 2

(Advanced Rules) Even the presence of friendly units in a location can increase the standard cost for entering that location. The exact amount of the cost increase is dependent on the number of Vehicles and Horse Teams already there and affects Motorized units more strongly than other types. Units with Military Police can reduce these movement cost increases. If there are already nine units in the location, or if there are any enemy units there, the movement is not allowed. If there are fewer than nine friendly units in the location, the maximum standard cost for entry is based on the units movement category:
(Advanced Rules) Maximum Standard Cost (foot or mixed movement): 3
(Advanced Rules) Maximum Standard Cost (motorized movement): 6

11.9.3. Additional Land Movement Costs
Some terrain types prohibit movement or impose additional costs for entry, as follows:
Alpine: Not allowed, except along a Road or Improved Road
Any Forest: +2
Arid: No effect
Badlands: Mixed or Motorized movement not allowed; Mountain units +2, all others x3
Bocage/Hedgerow: +2
Broken Railroad: No effect; may not be used for Rail Movement
Canal: Amphibious units, no effect. All others +2, see 11.9.4. and 12.2.
Contaminated Terrain: Adds 50% to the total Movement Point cost of moving into the hex. This will prevent the unit from moving through more than one contaminated hex per Turn.
Cropland: +1
Dunes: Mixed or Motorized movement not allowed; Mountain units +2, all others x3
Across Escarpment: Mountain units +1, all others +2
Across Major Escarpment: Mountain units +2, all others not allowed
Deep Water: Not allowed, except along a Road or Improved Road
Dense Urban/Ruined Dense Urban: +1
Enemy Adjacent: 12.5% to 25% of the original Movement Allowance. This depends on the units Reconnaissance Capability. This penalty is doubled if the unit is moving from one such location to another. The cost is assessed upon leaving a hex adjacent to the enemy, not upon entering it. This amount is scaled by the Force ZOC scalar in the Editor.
Enemy-Controlled Terrain: Up to 10% of original Movement Allowance. This depends on the units Reconnaissance Capability. This cost also applies throughout the entire Turn in which a location first becomes friendly controlled. This amount is scaled by the Enemy Hex Conversion Costs scalar in the Editor.
Flooded Marsh: Amphibious units +2, all others not allowed unless the hex is Frozen. 
(Advanced Rules) Frozen Canal or Frozen Suez Canal, Frozen River or Frozen Super River, or Frozen Shallow Water: No effect. Land units may move into Frozen Shallow Water locations. Supply may be traced through Frozen Shallow Water locations as if they were Open terrain. If a unit is on a Frozen Shallow Water or a Frozen Super River location when the location thaws, the unit will automatically move to an adjacent location if possible. If there is no adjacent location to which the unit could be moved, it will instead evaporate  and all equipment assigned to the unit is lost. Therefore, it is important to keep an eye on your Weather Report as Spring approaches to avoid losing units deployed on Frozen Shallow Water or Frozen Super River locations.
Hills: Mountain units no effect, Mixed and Motorized movement +2, all others +1
Jungle: +3
Light Woods: +1
Marsh: +2
Mountain: Mountain units +1, all others +2
Mud: Foot movement + 2, all others +3
Non-Playable: Not allowed [exception: Air units]
Railroad: No effect, unless using Rail Movement
River: Amphibious units, no effect. All others +2, see 11.9.4. and 12.2.
Rocky: Foot movement + 1, all others +2
Sand: +1
Snow: Motorized Movement+3, ski no effect, all others +2
Unfrozen Shallow Water: Not allowed
Unfrozen Super River or Suez Canal: Amphibious units cost is 2, all others not allowed
Urban: No effect
Wadi: Mountain units no effect, Motorized and Mixed movement +2, all others +1

11.9.4. River Movement Costs)
Rivers and Canals (as opposed to super rivers or Suez Canal) normally add 2 to the cost of entering a location. There are exceptions, as follows:
Amphibious units are exempt from River Movement costs
If the total minor ferry capability in the location (including that of the moving unit) is greater than 20%, the moving unit is exempt from River Movement costs.
If the total minor ferry capability in the location (including that of the moving unit) is greater than 10%, the River adds only one point to the Movement Cost. Total Ferry Strengths less than 10% have no effect on River Movement.

11.9.5. Naval Unit Movement Costs
Naval units, and Land units using Sea Transport, may enter any Anchorage or Deep-Water location at a cost of 1. No other locations are allowed.

11.9.6. Airborne Movement Costs
Units using Air Transport may enter any location at a cost of 1.

11.9.7. Railroad Movement Costs
Units using Rail Transport may enter any friendly owned connected Rail Location at a cost of 1.

11.9.8. Airmobile Movement Costs
Units using Airmobile Transport may enter any location not occupied by enemy units at a cost of 1. Locations occupied by enemy units cost 3.

11.9.9. Dismount Feature
This feature is intended to allow motorized infantry to shed motorized transport and thus become foot infantry  allowing it to enter and conduct combat into locations barred to motorized units by certain terrain (dunes, badlands, etc.). The feature is accessed via the Unit Report.  Below the Special Abilities area there is a check box to effect the dismount IF the unit contains any motorized transport. Upon clicking the checkbox, the motorized transport is removed from the unit and sent to the On Hand pools. The unit is now tagged as Dismounted. 

The option to dismount remains available even if the unit is unsupplied. But if you effect that option while the unit is unsupplied, the motorized transport is not sent to the On Hand pools.  Rather, it is sent to the dead pile where it is permanently lost. 

In order to resume motorized movement, the unit must first be restored to mounted status.  To do so, click the Dismount check box back to off.  Then, the unit will start to receive motorized transport as replacements in subsequent inter-turn phases.  If the box is left in dismounted status, no such replacements will be received (leaving the unit in foot mode).  

If the unit contains Static equipment (towed artillery mostly), then if the transport in the unit had been removed while the artillery remained, the unit would have been switched to a MP of 1  not what was intended.  So, this feature also removes any Static equipment as well. 

There can be instances where a unit consists entirely of motorized transport and/or Static equipment.  In that case, dismounting the unit will have the same effect as disbanding it.

If sub-units have been dismounted then recombination will only result in a dismounted parent if all sub-units were dismounted.

While the primary purpose of the feature is to allow motorized infantry to temporarily operate as foot infantry, other uses can be imagined.  For example, it might be used to protect trucks from unnecessary losses in combat by dismounting just prior to combat execution.

It could also be used by designers to model a mostly foot army with some, short term, trucking ability.  All infantry could have trucks in their TO&E, but then all be dismounted.  Then, if there was only a small amount of trucks available in the pools, an occasional unit could mount-up for a swift transfer to another area, then return the trucks back to the pools by dismounting.

11.10. Skipping the Unit Movement Pop-up
The Menu Show Delay (Advanced Player Option) allows players to skip the popup when they move units. If it is set to a value greater than one, the most likely task will be executed automatically  skipping the popup. If the player wants to use the popup instead, he can hold the right button down until the delay expires, then make his selection.

Note that setting the delay to one turns the feature off  the popup will always appear. Note that to expedite this feature, formerly grayed out items on the popup have now been removed instead.

Typically, this means that clicking the right mouse button will move the unit to the location or set it to attack, if there is an adjacent enemy unit in the target location. To move a group, entrain, plan the attack, etc., just hold the right mouse button down until the delay expires.

After completing the move, the active unit is automatically advanced to the next unit in the stack  unless the Advanced Player Option Moving Selects Next Unit option has been turned off. This option has no effect if the Menu Show Delay feature is turned off (the moved unit always remains the active unit, like in older versions of TOAW).

If the Advanced Player Option Menu Show Delay option is set to one, this feature is turned off.

11.11. PO Assist
This feature allows the PO to take control of as many friendly formations as the player desires. Formations that he wants to control himself can be set to Manual orders (the old Fixed orders renamed).

Note the four new Control Panel Buttons above. These are shown on the bottom row of the Reports Tab of the Button Panel. If the Original Control Panel is active, they are only shown if the eighth option on Page 2 of the Advanced Rules Options (see above) is On. The first is the Formation PO Tracks Button. It will show the PO Tracks for the current formation. Note: this is a graphical display of the track.

The second is the all PO Tracks Button. It will show the PO Tracks for all formations. Again, note that this is a graphical display of the tracks. The third is the PO Mode Button. It will switch the program to place objectives mode. This will show the current formations objectives as x, y points. Objectives can be changed in this mode. The fourth is the move PO Button. It will cause the PO to move units.

Pressing F12 or clicking on the start circle or Pressing \ or clicking the PO Mode Button also causes the program to switch to the deployment place objectives mode. The maximum Number of Objectives per track is 99. 

Pressing F in this mode brings up the formation dialog allowing you to set the states, including letting the human have control of a formation. <shift>-F12 or Pressing | or clicking the move PO Button causes the PO to move and set up attacks, but not execute them.

A typical sequence would be: Press \, press F12, click on the circle, or click the PO Mode button to switch to the objectives mode.

Press / or the Formation PO Tracks button (alternate: ? or the all PO Tracks button) to see the current objectives graphically.

Select various formations and Change or Update the objectives as desired.

Press F to change the formation orders. Set formations you want to control yourself to Manual.

Press \, click on the circle or the PO Mode button to switch out of objectives mode. Press | or the move PO button to have Elmer move.

Move the units you want to move. Hit E followed by 1 to execute the attacks/end the turn.

Note that there is an Elmer Assist Primer document available in the Manuals folder that gives more detail on using this feature.

With TOAW IV, several additional features have been added to further help with the use of this feature:

The Formation OOB dialog lists all friendly formations and how they are programmed. There are check-boxes to easily toggle whether each formation is PO controlled or not.

When PO Mode is active, units of PO controlled formations have a purple band on them  to easily identify which units will be PO controlled.

While PO Mode is active, double clicking on any unit will toggle that units formation in and out of PO control.

While in PO Mode, PO Objectives can be re positioned by dragging.

11.11.1. AI File
The X hotkey saves a scenario name.AI file. Note that use of the PO Assist feature can enable the player to optimize the formation objectives (in a sort of survival of the fittest fashion). This optimization could be useful to the scenario design itself. This file contains the AI objective paths, thereby enabling their import into the scenario in the Editor. If saved to any folder in the graphical hierarchy for the scenario, it will be reloaded whenever the scenario is run or loaded into the editor (be careful about this, designers). It also contains three settings for PO attack-odds limits as follows:
Threshold1: This is the odds (x10) required for the PO to prosecute an attack with at least 7 rounds completed or if the Max Rounds per Battle is set. The default is 10 (1:1)
Threshold2: This is the odds (x10) required for Elmer to prosecute an attack with at least 5 rounds completed. The default is 20 (2:1)
Threshold3: This is the odds (x10) required for Elmer to prosecute an attack with at least 0 rounds completed. The default is 30 (3:1)

There is also a separate set of thresholds for the Berserk Strategic Bias. These settings would allow players or designers to fine-tune the PO in their scenario a bit more. But the file must be edited in an XML editor (like XmlPad). See the Red Thunder 1988 folder for an example of an .AI file.


12.0 Engineering
12.1. Demolition / Bridge repair (Advanced Rules)
Any unit can blow bridges. This can be done at any time and at no cost.

If the New Bridge Rules Advanced Rule option is ON then bridges may only be blown on locations that have a road/railroad that graphically crosses a river/canal. Otherwise, any location with both a road//railroad and a river/canal, even if they dont graphically cross, is eligible to be blown.

Only units with an Engineering Capability can build bridges. The attempt will consume the units entire Movement Allowance for a Turn. The chance of success is equal to the units Engineering Capability.

12.2. Ferry  Support
All Land units can cross Canals and Rivers at an additional Movement Cost. The presence of units with an Engineering Capability can reduce this cost, based on their corresponding Minor Ferry Capacity. See 11.9.4, River Movement Costs, for more information.

12.3. Major Ferry  Support
Land units cannot usually enter Super River or Suez Canal locations. Units that have a Major Ferry Capacity of greater than 10% can enter these locations and create temporary crossing points for other units. If the hex contains a blown bridge, a unit with engineering equipment can move into, or through, the hex and even attempt to make repairs. If a Scenario designer has placed an Anchorage (port) in the hex, this will allow Land (and Naval) Movement into and out of the hex as well.

12.4. Fortification (Advanced Rules)
All Land units may deploy into defensive positions. The presence of units with an Engineering Capability increases the chance of successfully Entrenching or Fortifying. Even if a unit fails to Entrench or Fortify, it will increase the local Entrenchment Level, making it easier for that unit and others to Entrench or Fortify in the future. Once created, Field Fortifications are permanent. As the Entrenchment Level of a location increases, units in the location will find it easier to enter Entrenched or Fortified Deployments. When a location changes hands, the Entrenchment Level is automatically reduced by 25%. Once ordered to dig in, units will continue to dig until their location is Fortified or you give them other orders.

The current Fortification Level of a hex can be checked by positioning the mouse cursor over the location and observing the Fortification Level reported in the Information Panel at the bottom of the screen. A Fortification Level of 33% or less will only be reported in the Information Panel. Once the Fortification Level exceeds 33% a graphic is shown in the hex to indicate the presence of significant fortifications. Once the Fortification Level exceeds 66% the symbol is slightly thickened.

Fortified Terrain is a different case. This represents a higher level of construction than field fortifications [for example, concrete emplacements]. The Entrenchment Level of a Fortified location is always set to 100% at the start of a Scenario.

12.5. Railroad Repair (Advanced Rules)
Units with a Rail Repair Capability can repair broken railroads. The attempt will consume the units entire movement allowance. The chance of success is equal to the units rail repair capability. Units with a Rail Repair Capability will automatically attempt to repair damaged Railroads in their location at the end of their Turn, if they have not been given orders to do anything else.

Automatic Railroad Repair: In most Scenarios, both forces have an Automatic Railroad Repair Capability. The default value is 1 location per Turn, which is repaired when the game performs Automatic Bookkeeping. This value can be seen on Page 3 of the Situation Briefing. This is in addition to the Railroad Repair Capability of any units on the map.

The Automatic Rail Repair function is reasonably intelligent; it attempts to recreate destroyed supply nets from supply sources and will tend to occur near Supply Points and deployed Railroad Repair units.


13.0 All Battles Are Resolved
Whenever you wish during your Turn, you may request that attacks and bombardments planned during your movement be resolved. Click on the Switch Sides / Combat Resolution button to make the request. The battles are resolved before control of the game is returned either to you or your opponent.

The battle for each location is fought separately. Computer-controlled units scheduled to Attack any given location are combined into a single Attack, and all available Support units on both sides are automatically added to the battle. Support units may participate in more than one battle (if so, they attack using half their Attack Factors). If a Support unit instead is assigned to exclusively support one battle (by left-clicking on it), it attacks at full strength, but cannot be used in other battles during this round of combat; see sections 13.16 (Amphibious Attacks), 13.17 (Airborne Attacks), and 13.18 (Airmobile Attacks) for details.

Attacks are resolved in order of complexity, with simpler Attacks occurring before more complex Attacks. See 13.15, Attack Complexity, for more details.

Individual battles are resolved in a series of Tactical Rounds. Each player Turn is divided into ten Tactical Rounds, and individual battles begin on the Round that most closely corresponds to the proportion of the attacking units Movement Allowance expended before the combat. Example: A unit with a remaining Movement Allowance of 12 and an initial Movement Allowance of 18 begins its Attack on Round 3.

These rounds are used only for combat purposes and have no direct effect on your game play.

On each Tactical Round, combat is resolved in the order of Local Bombardment, then Anti- Armor combat, and then Anti-Personnel combat. During Local Bombardment, all supporting units fire their Bombardment Strengths at the enemy. Air units are subject to Interception and Anti-Aircraft fire. Then, enemy armored equipment is fired on by the combined friendly Anti-Armor strength and all enemy equipment is fired on by the combined friendly Anti-Personnel strength. Generally, only actively defending equipment is subject to losses during Anti-Armor and Anti-Personnel fire.

Much of the equipment lost during combat is not actually destroyed. Instead, it is considered damaged or temporarily unserviceable. This damaged equipment goes to the Replacement Pool unless the owning unit is Out of Supply. In the case of Air equipment, the fraction of damaged equipment going to the Replacement Pool is proportional to the owning units Proficiency. Naval equipment never goes to the Replacement Pool.

After each Round, all involved units check for break off. The chance that a unit will break off depends on losses, Orders emphasis, coordination difficulty, and the duration of the individual Attack. Attacking units that break off simply cease their participation in the Attack. Defending units that break off attempt to disengage and retreat. Unit Supply and Readiness Levels are reduced in each round of combat. Readiness Losses are increased if chemicals are in use. Air units involved in combat are subject to more Quality Checks than other units. Air units failing these additional Quality Checks attack with lower Strengths.

Retreat From Combat Determination
At the end of each combat round, units that have not dropped out of the attack or retreated from the defense will be used to determine the current Assault Strength Ratio. This ratio is then further modified by terrain and deployment scalars of the defenders position appropriate to the equipment types in that defense.
This final ratio then scales the quality of each defender for purposes of Retreat from Combat (RFC). So, the higher the ratio, the greater the chance of RFC, and vice-versa. Units set to Minimize, or Limit Losses must face further tests due to any losses they suffered. This scaling is split between a check for whether the net adjusted odds are > 1 (favors the attacker) or < 1 (favors the defender). In the first case, the defenders quality is directly scaled down by the adjustment. In the second case, the defenders headroom over his quality is scaled down by it. 
In other words:
IF (Adjusted Odds > 1) THEN
Defender Quality = Defender Quality / Adjusted Odds
ELSE (Adjusted Odds < 1) THEN
Defender Quality = 100  (100  Defender Quality) * Adjusted Odds
A ratio of 3 invokes the unmodified quality of the defenders for the quality check (Adjusted Odds = 1). So, a ratio of 6 would halve the quality while a ratio of 1.5 would halve its headroom, etc. For example, if the defender had a quality of 70 (headroom of 30) and the radio was 1.5, the check would use an adjusted quality of 100  30 * 0.5 = 85. If the ratio was 6 it would use an adjusted quality of 70 / 2 = 35.
Note that there is a Game Parameter (Force RFC Scalar) (see 8.5.1) that scales the ratio needed for the quality to be unmodified. 3 is the default value. So, the scenario designer can adjust how easy or hard it is to gain ground.
Remember that the ratio takes into consideration to what extent the defenders are armored or not and the assaulters AP vs. AT strengths. The net effect is that terrain effects and combat odds scale the Quality check.

This means that terrain affects RFC odds yet even fortified locations can be overcome via employment of heavy combat odds.

After the break off  check, any defending Reserve units that can respond will move toward or into the location of the attack. It is possible for these units to arrive as other defenders are retreating.

Battles continue until all units of one side have broken off, but not beyond Tactical Round 10.

Individual attacks will tend to last longer and cause greater losses if both sides are evenly matched or have aggressive (Ignore Losses) Orders emphasis.

You can determine how much of your Turn currently remains and when the last planned attacks will begin by looking in the Information Panel at the bottom of the screen while your mouse cursor is on the Progress Pane at the bottom of the Unit Panel.

Turn Used refers to the amount of the Turn that was already used, while Planned Combats refers to the Turn Used percentage at the commencement of the current series of planned attacks. For example, Turn Used (20%) and Planned Combats (40%) means that your previous series of combats left you with 20% of your Turn remaining, and at least one combat that you have currently planned will begin on Tactical Round 4. The Combat Planners Time Expended pane can show which of your combats may be starting late. This can also be easily seen on the Planned Combats dialog.

When using larger screen resolutions (at least 1152 x 864), there is also a graphical approximation shown in the proportion of gold and silver stars remaining displayed in the circlet around the TOAW IV logo in the bolted plate. Gold stars represent the proportion of the Turn left at the commencement of the current series of battles, while Gold plus Silver stars represent the proportion of the Turn left from the end of the previous series of battles. The above only applies if the Legacy Control Panel is in use.

If not, the Progress Pane at the bottom of the new Unit Panel shows the same via gold and gray cells. 

13.1. Airbase Defense
Air units with a High-Altitude Anti-Air capability will automatically join in local Air Superiority combat regardless of Mission if their base is attacked by enemy Air units. They will also rise to intercept airborne units launching assaults on their airbase.

13.2. Air and Naval Units in Land Combat
Air and Naval units can only participate in Land combat in their role as long-range Artillery supporting Attacks or Defenses. They do not contribute to the defense of their own location when attacked by Land units. If an Air or Naval unit is the only occupant of a location under attack by enemy land units, it will immediately attempt to retreat (air units will relocate to a friendly airbase). If no retreat is possible, the unit is immediately destroyed.

13.3. Naval Combat
The TOAW IV Naval Combat model has the following features:

Ships have damage levels and take damage in combat if hit by the attacking ordinance. Those levels are displayed in the unit report.
Attacking equipment Anti-ship factors are evaluated as individual shots/planes so that each warhead can be evaluated for armor penetration.
Hit chances depend on several checks made involving various factors such as the visibility, attacker proficiency, target agility, aircraft anti-naval strength, gunnery range, and shock levels.
The amount of damage a hit inflicts on a target ship depends upon shell weights of the ordinance hitting them, their armor thickness, and their durability.
Ship armor and durability are derived from the ships defense strength, unless the designer has explicitly specified them using the new naval equipment add-on to the scenarios equipment file. That file also allows ship agility, accuracy, and speed to be explicitly specified.
Embarked units armor, durability, agility, and AAA are fixed at 0, 25, 18, and 0, respectively. This means that the strengths of the embarked equipment are no longer used to resolve attacks on embarked units.
Ships that accumulate 100 or more damage points are eliminated  sent to the dead pile.
Ship damage levels less than 100 are saved in the unit on each TO&E line. Those levels debilitate the ships AP, AAA, Speed, Nuclear Strength, and Agility accordingly. They do not affect Defense Strength, Armor, or Durability levels. Damage levels of 50 or more turn the ships TO&E button red (for a bit of chrome).
If a TO&E line contains more than one ship all damage on that line is applied to only a single ship until the damage totals 100  at which point one ship is sunk and the damage level of the TO&E line drops back to zero. Call it the lead ship in that line. Other ships in that TO&E line remain undamaged (and invulnerable)  until they become the lead ship due to the sinking of the previous one. Note that there is a technique available to designers to split such multiple-ship lines up into single ship lines, if desired. (See section 19.8)
Naval units cannot be disbanded by players or evaporated by combat short of all ships in the unit being sunk. Combat never sends ships to the On Hand pool.
Aircraft Carriers with more than 66 damage points cease to function as aircraft carriers. If that means that there are then fewer aircraft carrier bases than air units in the hex, one air unit will be eliminated.
Carrier-based air units are exempt from combat reorganization.
Damage points incurred by embarked units destroy a weight of equipment equal to those damage points.
There is limited ability to repair some damage while at sea, and significantly more while at port.

This combat procedure only affects combat where the target is a ship or embarked. There is a detailed discussion of these factors for the benefit of players and designers in the appendices at the end of this document. 

13.4. Naval Targeting
Target priorities are based realistically on the true values of the units. Priorities are by unit and based upon the unit icon as follows:
Carrier Naval: 1500
Heavy Naval or Task Force Naval: 150
Medium Naval: 50
Light Naval or Riverine Naval: 10
100 weight of embarked: 40

So, for example, if a group contained a CV, a BB, a CA, a CL, some DDs in a TF unit, and 250 weight of embarked, the total value in the hex would be 2000. Then the CV unit would have 75% priority, and the BB, CA, CL, DDs, and embarked units would have 7.5%, 2.5%, 2.5%, 7.5%, and 5%, respectively. That will mean that 75% of all planes and shots will target the CV unit.

If any target unit has multiple ships in it, then there is further targeting priority within the unit using the same weights but based upon the naval equipment flags.

13.5. Port Attacks
This allows players to target only the naval units in an anchorage hex  like an Airfield Attack targets only the planes in a hex. This can be done even if the hex is unknown. Again, this counter attempts by players to divert the targeting of their ships in port with land units. But note that any normal (non- port) attack on an anchorage hex now targets everything in it except the naval units, for when that is desired. So, if ships are in an anchorage hex, the player must select Port Attack to target them, even if there is nothing else in the hex.

13.6. Nuclear Attacks
Nuclear Attack Strengths range from 0.01kT (kilotons of TNT) to 4mT (megatons of TNT), and their lethality is based on the physical scale of the Scenario. Effects may not be limited to the target location. The estimated Effective Strength of the attack is shown on the popup menu. This weather dependent Strength may vary from what you would expect by examination of the units equipment. If a radius is given, the Attack effect will extend outside of the target location. The Attack Strength drops off rapidly outside of the target but can in some cases still be quite deadly even several hexes away.

Unless you are desperate, it is best to avoid launching Nuclear Attacks if friendly units are within the Attack Radius.

Armored equipment is much more resistant to Nuclear Attacks than Non-Armored equipment.

You generally wont take out many tanks with a Nuclear Attack unless the cumulative Attack Total is several hundred kT or more.

After a Nuclear Attack, the target and nearby locations may become Contaminated (11.9.3).

The path of contamination outside the target is somewhat randomized but can extend up to three times the attack radius from the actual attack location  generally to the east. Once contaminated, locations remain contaminated until the radioactivity decays. Units in Contaminated locations will suffer reductions in Readiness each Turn.

Nuclear attacks now receive the flanking bonus, causing more collateral damage.

13.7. Airfield Attacks
Artillery and Aircraft units ordered to attack Airfields will concentrate their attacks on Air units in the attacked location, ignoring the presence of enemy Land units  like a Port Attack targets only the naval units in an anchorage hex.

13.8. Bridge Attacks
Unlike all other kinds of Attacks, Bridge Attacks can be ordered on locations with no known enemy units. Only enemy owned bridges may be attacked.

The chance of success for a single unit launching a Bridge Attack is shown on the popup menu. If more than one unit participates, all Attack Strengths are added, and the Bridge Attack is conducted as a single Bombardment (so the chances become cumulative).

If the New Bridge Rules Advanced Rule option is ON then bridge attacks may only be made on locations that have a road/railroad that graphically crosses a river/canal. Otherwise, any location with both a road//railroad and a river/canal, even if they dont graphically cross, is eligible for a bridge attack.

13.9. Battlefield Reconnaissance
All unit Strengths are increased by the units Reconnaissance Capability on the first round of combat. Reconnaissance Capability has no effect on subsequent Rounds.

Example: If a unit has an Anti-Personnel Strength of 15 and a Reconnaissance Capability of 30%, its effective Anti-Personnel Strength on the first round of combat would be 19.

13.10. Target Density (Advanced Rules)
Normal Combat Loss calculations assume target densities below a certain value based on the physical scale of the Scenario. In many cases you can exceed this target density by piling units into a location. This may be the only way to effectively concentrate for an attack in some Scenarios, but there is a cost. If you present the other Force with a dense concentration of equipment, so that he cant help but hit something with every shot, you may take excessive losses. Locations with excessive target densities are indicated on the map by a small colored light in the west corner of the location. These indicator lights range from green to yellow to orange to red.

As a rule of thumb, you should avoid piling units into a location if you see a colored light, as follows:
No indicator means the target density is at or below the limit for the Scenario.
A green light indicator is a caution; the target density limits have been exceeded, and combat losses are multiplied by 1.0 to 1.4.
A yellow light indicator is a warning; the excessive target density will result in combat losses being multiplied by 1.4 to 1.7.
An orange light indicator is a strong warning; the excessive target density will result in combat losses being multiplied by 1.7 to 2.0.
A red light indicator is a very strong warning; the excessive target density will result in a combat loss being multiplied by at least 2.0.

Density effects for unstacked locations.
Typically, only locations with two or more units suffered combat density penalties.  However, if the advanced game Density Rule is optioned, any location can be so penalized. 

13.11. Long-Range Supporting Fire
All cooperative Air units with Combat Support orders, Artillery, and Naval units may automatically add one-half of their Bombardment Strengths to each Attack within range. Artillery units will not support combats if they have Mobile, Retreated, or Routed deployments. There is no supporting fire for Bombardments. 
Units must pass a Communication Check (8.5.1) in order to provide Combat Support.
Air units may fail to react if the range to target is long compared to their overall range. Air units may suffer losses to Anti-Aircraft fire and Interception by enemy Air units with Air Superiority missions. 
Air units with multiple range air equipment in them assigned to attack a target will only take losses on the equipment with the range to reach the target.

Note that both air equipment and anti-air equipment are rated as either high or low (some anti-air is high/low). Low air is affected by both high and low anti-air. High air is affected by high anti-air and only a small proportion of low air. Just because the plane is rated high-altitude doesnt mean that it necessarily carries out its mission at high altitude  especially combat support.

Air units with 0 AP strength but with non-zero AT or Anti-Naval strengths can be assigned Combat Support or Sea Interdiction missions respectively.

13.12. Environmental  Effects  on Combat (Advanced Rules)
Terrain and environmental conditions have a strong effect on combat. Terrain primarily benefits defending Land units and sometimes penalizes attacking Land units. Visibility and time of day affect Air unit Strengths.

Some rules only pertain when Advanced Rules are being utilized; these are noted below.

13.12.1. Defensive Anti-Armor Strengths
Defending units benefit from increased Anti- Armor Strengths in some terrain or Deployments. Defense Multipliers combine as detailed in 13.12.6. Otherwise effects are not cumulative. Only the strongest modifier is in effect:

In a Fortified Line hex (any Deployment), or Fortified Deployment (any terrain): x5
Dense Urban, Dense Urban Ruin, or Mountains (any Deployment), or Entrenched Deployment (any terrain): x3.5
Urban, Urban Ruin, Bocage, or Marsh (any Deployment), or Defending Deployment (any terrain): x2

13.12.2. Defensive Anti-Personnel Strengths
Defending units benefit from increased Anti- Personnel Attack Strengths in some terrain or Deployments. Defense Multipliers combine as detailed in 13.12.6. Otherwise effects are not cumulative. Only the strongest modifier is in effect:
In a Fortified Line hex (any Deployment), or Fortified Deployment (any terrain): x4.5
Bocage (any Deployment) or Entrenched Deployment (any terrain): x3
Mountains (any Deployment) or Defending Deployment: x1.5

13.12.3. Defensive Strengths of Vehicles
Vehicles in defending units benefit from increased Defensive Strengths in some terrain and Deployments. Defense Multipliers combine as detailed in 13.12.6. Otherwise effects are not cumulative. Only the strongest modifier is in effect:
In a Fortified Line hex (any Deployment) or Fortified Deployment (any terrain): x3
Dense Urban or Dense Urban Ruin (any Deployment) or Entrenched Deployment (any terrain): x1.5

13.12.4. Defensive Strengths of Infantry
Infantry and non-static weapons in defending units benefit from increased Defensive Strengths in some terrain or Deployments. Defense Multipliers combine as detailed in 13.12.6. Otherwise effects are not cumulative. Only the strongest modifier is in effect:
In a Fortified Line hex (any Deployment) or Fortified Deployment (any terrain): x8
Dense Urban, Dense Urban Ruin, or Badlands (any Deployment): x4
Urban, Urban Ruin, Bocage, Dunes, or Mountain (any Deployment): or Entrenched Deployment (any terrain): x3
Forest, Jungle, Hills, or Wadi (any Deployment), or Defending Deployment (any terrain): x2.0

13.12.5. Defensive Strengths of Static Equipment
Static equipment (equipment that requires Transport in order to move) benefits from increased Defensive Strengths in some terrain or Deployments. Defense Multipliers combine as detailed in 13.12.6. Otherwise effects are not cumulative. Only the strongest modifier is in effect:
In a Fortified Line hex (any deployment), or Fortified Deployment (any terrain): x6
Badlands (any Deployment): x3
Dense Urban, Dense Urban Ruin, Dunes, or Mountains (any Deployment), or Entrenched Deployment (any terrain): x2.0
Urban, Urban Ruin, Forest, Jungle, Hills, Bocage, or Wadi (any Deployment), or Defending Deployment (any terrain): x1.5

13.12.6. Combination of Terrain and Deployment Defense Modifiers
Terrain Defense Multipliers combine with Deployment Defense Multipliers as the square root of the sum of the squares. However, no multiplier can be greater than the fortified benefit. 

13.12.7. Unit Strengths in Water Assaults
Non-Marine Land units attacking from River, Super River, Canal, Suez Canal, or Deep Water (Amphibious Assaults) have all Strengths multiplied by 0.7.

13.12.8. Escarpments
Only Mountain units can move across Major Escarpments, and only Mountain units can attack across Major Escarpments (exception: any unit can attack across a major escarpment via a road). Their losses will be three times the normal for the attack. Combat across Minor Escarpments results in twice the losses for the Attacker. Artillery and Headquarters are not as affected; Artillery attacks at 150% Strength if it is looking down on the target across a Major Escarpment. This is defined as an artillery unit, in the hex that contains the escarpment terrain feature, firing across that hex side feature at an adjacent unit.

13.12.9. Visibility (Advanced Rules)
Visibility affects Air unit Attack and Defense Strengths, as follows:
Fair: 100%  Fair locations are locations that have no clouds in them.
Hazy: 100% for all weather equipment, 66% otherwise  Hazy locations are locations that have flat clouds in them (regardless of precipitation).
Overcast: 66% for all weather equipment, 33% otherwise  Overcast locations are locations that have puffy clouds in them (regardless of precipitation).

13.12.10. Night and Day (Advanced Rules)
In six hour and half-day Turn Scenarios, time of day affects Air unit Attack and Defense Strengths, as follows:
AM Turn: 100%
PM Turn: 66% for all weather equipment, 33% otherwise.

13.12.11. Night Attenuation
If Turns are Full Days or longer, Air unit Attack and Defense Strengths are multiplied by 83% for All Weather equipment, 66% otherwise.

13.13. Flanks and Rear Areas and Flanking Attacks
Most units are assigned a mix of actively defending equipment (such as Infantry or Tanks) and passively defending equipment (such as Artillery). Usually, passively defending equipment is significantly shielded from losses in combat. The theory is that units like Artillery are deployed in rear areas and generally are out of harms way. Unfortunately, this isnt always the case.

If units are attacked from two or more, non-adjacent hexes in the same Turn, passively defending equipment (such as Artillery) will be forced to participate directly in combat. The attacks need not be combined. One unit can pin from one direction, while another executes the Flanking Attack. If a unit that attacked earlier in the Turn is itself later attacked, the original Attack is considered a defense for this purpose. This means that if a unit attacks to the south, but is itself later attacked from the north, it will suffer the Flank Attack penalty. Likewise, a unit that attacks into two, or more, non-adjacent hexes will suffer a Flank Attack from the defensive fire of the defending units. Units that split into sub-units and attack into two or more non-adjacent hexes will cause the parent unit (and any subsequently re-split sub-units) to be subject to Flank Attacks if the sub-units recombine afterwards on the same Turn that the sub-unit Attacks are made. Once a unit has its flank turned, all further attacks in that Turn against it, or by it (in the case of Defensive Fire against Attacking units), will be a Flank Attack until it retreats (defenders) or advances (attackers). Units are not subject to the Flank Attack penalty immediately after any movement out of the hex from which they were attacked or attacked out of.

The facing of the 3D unit icon graphics on the map is not significant for this purpose. Note that, if optioned, New Flanking Rules revises this somewhat. See 3.3.1, New Flanking Rules.

13.14. Retreats
If a defending unit attempts to break off, it will look for a safe location in the direction of the nearest friendly cooperative Headquarters or Supply Source.

The unit will attempt to disengage and retreat into that safe location. If such a location is not available, the unit will instead have its Readiness reduced to 33% and it will refuse further orders until it Reorganizes. In practical terms, this reduces the unit to a milling mob of uncoordinated troops, which will offer little resistance if attacked again. Entrained units forced to retreat will be dis-entrained and lose their entrained movement allowance.

13.14.1. RBC Escape from blocked retreat path
Surrounded defending units that are forced to retreat from combat and have no other path of retreat will get to attempt to breakout via RBC'ing [see 10.5.2.] any of the surrounding enemy units. All qualifying defenders get to attempt the RBCs until a path is cleared or all have failed against all blockers. Note that this will require the use of substantial forces in all possible paths around the defender if that defender is to be denied a retreat path. Ant Units wont work.

13.15. Attack Complexity (Defined)
Attack Complexity increases with the number of attacking units, the distance those units move before launching their Attack, the Cooperation Level necessary for coordination between units of differing Formations, and inclement weather or difficult terrain in and around the location of the Attack.

13.16. Amphibious Attacks
Any Attack launched from a Deep-Water location is considered an Amphibious Attack. Such an Attack is resolved normally, except that if the Attacker is unsuccessful his units will re-embark on their Transports. Note that a non-Marine unit attacking from a Deep-Water location has its Attack Strength multiplied by 0.7 (see section 13.12.7, Unit Strengths in Water Assaults).
Units which start their turn embarked in a deep water hex are allowed to disembark in that hex without the need for an adjacent anchorage hex. 

13.17. Airborne Attacks
Airborne Attacks are resolved during Movement. See 11.5., Airborne Movement.

13.18. Airmobile Attacks
Airmobile Attacks are resolved during Movement. See 11.9.8, Airmobile Movement.

13.19. Effects of En-training [boarding, embarking] Units
Units on board Trains have their Attack and Defense strengths reduced to 25% of normal. They may defend but may not launch Attacks.

13.20. Assault Ratio Rules
The benefits to the attacker artillery strength, the defender supply cost per round, and the prevention of counter-battery fire from a ranged defender are not guaranteed just because there is any ground attacking unit, regardless of the size or composition of that unit. Rather, receipt of these benefits is now dependent upon an attack parameter called the Assault Ratio (AR).

The AR is 100 times the ratio between the Attacker Assault Strength to the Defender Defense Strength. The Defender Defense Strength is determined by the total defense strength of all defenders in the target hex (without support). The Attacker Assault Strength is complicated to explain. First, it only includes direct ground attackers  no support. Second, it only includes the active equipment of those attackers. Finally, of that equipment, it totals the AP and AT strengths in proportion to the contribution of armored and soft equipment to the Defender Defense Strength.

So, if the defender is all armored equipment, only the attackers AT strengths would be totaled. If the defender is all soft equipment, only the attackers AP strengths would be totaled. If half the defenders defense strength is from soft equipment and half armored, then half the attackers AP would be totaled with half his AT, etc.

Once determined, the AR of the attack is displayed in the Attack Planning Dialog (subject to Fog-of-War).

Then, the AR is used to determine the level of benefit to those three assault factors above. If the AR is 100 or greater (Attacker Assault Strength is at least equal to Defender Defense Strength) then all the benefits are automatically received  just like for all attacks before. But, if it is less, the chances increase proportionately that the benefit level will decrease from Full to Partial. (For example, at an AR of 50, there is a 50% chance of that). At less than 10, the chances increase proportionately that the attack could even be treated the way a pure bombardment was affected before (provided it has any directly assigned support). (For example, at an AR of 5, there is a 50% chance of that). At 0, it is guaranteed to be treated like a bombardment  again, if it has directly-assigned support.

The benefit level received is displayed in the Combat Report as:
If the message says attack, then full benefits were received.
If it says weakly attack then partial benefits were received.
If it says bombard then no benefits were received (or the attack actually was a bombardment).

Finally, if the message says very weakly attack, then no benefits were received and the attack had no directly assigned artillery support. While this probably sounds very confusing, (and there is a great deal of complexity behind the scenes that has been omitted from this description) all players need to understand is that to ensure full benefits, keep the effective strengths of the forces actually assigned to ground-assault the defenders at least equal to the size of the defenders defense strengths. (That means keeping the AR equal to 100 or above). The farther below 100 the AR is, the more risk that less and less of the above benefits will be received. Note that defender terrain and deployment enhancements are ignored for purposes of this effect (were just sort of comparing relative effective unit sizes). But entrainment/embarkment, etc. are not ignored.

Be aware that support Loss Tolerances will now determine the number of rounds expended if the assault becomes a bombardment (like in a normal bombardment).

Note that, other than determining the above effects, the AR and Attacker Assault Strength values are not used in the resolution of the actual combat. Passive equipment still participates as before, provided the AR is otherwise not rendered small enough to convert the attack into a bombardment. But that will be the case if the assault is pure passive (AR will equal 0). Note that if there is a situation where players want a pure passive or otherwise very tiny attack to assault, then they should not provide it any directly assigned support, and then it will do so.


14.0  Your Entire Force Movement Allowances Are Adjusted
After combat, all your units will have their remaining Movement Allowances adjusted to reflect the Median Tactical Round needed to resolve all Normal Attacks. Note that this omits bombardments [unless the round only included bombardments, in which case the round advances to the median-length bombardment].

Example: If the Median Tactical Round was Round 7, all your units will have their Movement Allowances limited to no more than 30% [(10-7) *10%] of their full Movement Allowance.

14.1. Battlefield Time Stamps
After all combats are resolved, the player-turn will advance to the combat round of the MEDIAN length combat. In other words, if there were seven combats that lasted 1, 1, 2, 2, 3, 3, & 6 rounds respectively then the player turn would advance only two rounds. Note that this means that three combats lasted longer than the round of the new combat phase. This will be accounted for by placing a TIME STAMP in those three hexes that will equal their actual ending round.

TIME STAMP definition: The fraction of the player-turn, in tenths, that has been expended. This applies to the Player-Turn itself, to Units (the fraction of their MPs that they have expended), and to battlefield hexes.

Movement effects of Battlefield Time Stamps:
Any unit that enters a hex with a Battlefield Time Stamp will have its movement points reduced until its unit time stamp is at least equal to that of the hex.

Combat effects of Battlefield Time Stamps:
Combats planned for a hex with a Battlefield Time Stamp will start on a combat round as if the player-turn is the same as the hexs time stamp. All units that participate in a combat that results in a Battlefield Time Stamp have their time stamps increased to the resulting time stamp of the battlefield.

Combat creation of Battlefield Time Stamps: 
If a combat lasts longer than one round, it creates a Battlefield Time Stamp equal to the last round that combat expended.

In addition, if a defender was prevented from retreating from a combat by non-participating adjacent enemy units then the combats Battlefield Time Stamp is the greater of the time stamps of the blocking units and the time stamp of the last round of the combat. So, if the combat ended on round five, but there was a blocking unit that prevented the defenders from retreating and it had a time stamp of seven, then the Battlefield Time Stamp would be set to seven (and all participating units would have their time stamps increased to seven). Note that this prevents the time-machine effect of 'late arriving' blocking units.

RBC creation of Battlefield Time Stamps:
Whenever a defender is forced to Retreat Before Combat (RBC, also referred to as Overrun) by a unit with a Time Stamp greater than the Player-Turns Time Stamp, there is a Battlefield Time Stamp created in the hex equal to the time stamp of the overrunning unit. Note that this prevents the time-machine effect of 'late arriving' overrunning units.

Battlefield Time Stamps are shown on the map by a dedicated graphic (crossed swords) and their effect on movement is incorporated into the path feature and shown in the unit panel. Note that there is an option to display the units time stamp on its counter.

After all combats are resolved and the combat phase has been advanced, all Battlefield Time Stamps on the map that are either less than or equal to the new time stamp of the player-turn are erased. So all Battlefield Time Stamps are erased by the end of the player-turn.

Note that by advancing to the MEDIAN instead of the MINIMUM combat length the game retains a requirement for a level of skill in marshalling the players combats. Players still need to try to minimize the number of combats that last multiple rounds to get the best amount of combat exploitation. But now a single slip-up or bad break wont ruin an entire player-turn.

14.2. Turn Over
Your Turn will end if any of the following conditions apply:
You have launched no Attacks.
The mean remaining Movement Allowance of your entire Force is too small to allow for successful exploitation of your Attacks; i.e., an average of less than 20% of the Movement Points remaining among the units involved in the last series of Attacks. Effectively, this means that the player-turn ends if you have no more than one unexpended combat round left.
Your Force fails a Proficiency Check. This is the primary use of the Force Proficiency value, though it should be noted that the Force Proficiency value is not the exact probability that the Turn will continue after each series of Attacks. To fail the check, a random check against the Force Proficiency value must fail, AND a random check against the number of rounds remaining must also fail. So, the chance of failing the check increases as more and more of the turn is expended.

If your turn ends after your combats have been executed, there will be a message dialog telling whether it ended because of a Force Proficiency Check failure or because there is too little of your turn left. So, if you get an early turn ending you should be able to determine whether it was due to bad luck or mismanagement. Hopefully, this will enable beginners to improve their game-play from such knowledge. If you end the turn manually, with no combats planned, there is no such message.

14.3. The Turn Ends
When both players have had an opportunity to issue Orders to their Forces and all combats are resolved, the Turn ends. A new Turn begins with Automatic Bookkeeping. This process then continues until the end of the Scenario.


15.0 Victory
Victory in the game is based on control of Objectives, Victory Point awards by event, and penalties for combat losses. If you control more Objective Points while taking fewer losses, and/ or more VP awards, than your opponent, you win. Otherwise, you lose. 
To some extent, losses and awards offset Objective Values. It is entirely possible that your losses and awards can completely negate any advantage for holding a chunk of real estate. Values for Objectives controlled, VP awards, and penalties for losses taken are tracked in the Victory pane of the Situation Briefing. This briefing pops up at the beginning of every Turn, so keep an eye on it. Also, some Scenarios have specific Victory Conditions, which should be found in the specific Scenario's Documentation. 


16.0 Information and Player Aids
16.1. The Unit Report (Advanced Rules)
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 (see 6.1.13), 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 units current Status, Capabilities, Transport Weight in tons, and other characteristics.

The Strength pane shows the units 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 units 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 units icon. If the unit has a secondary icon, that will be shown below the primary icon. (See 17.3.1)

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 units 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 units 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 units Transport requirement is available in the Unit Data pane, and a Veteran/ Untried toggle button is available in the Control bar.

16.1.1. 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 at the end of this manual for all notes on Airborne units.
B Artillery Capability: These units are capable of supporting attacks with long-range fire. See the Annex section at the end of this manual 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, Guerrilla Unit Notes.  See the Annex section at the end of this manual 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).

16.1.2. 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.  

16.1.3. 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.

16.2. The Formation Report (Advanced Rules)
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 Formations 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 units 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.

16.3. 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 dont 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 units 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.

16.4. The Attack Planning Window (Advanced Rules)
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 defenders 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 dont 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 dont include the impact of terrain.

16.5. 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.

16.6. 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 --------- of 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 Forces 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.

16.7. 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.

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 scenarios documents. A blank button will be shown if the scenario has no associated documents.

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.
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 features launch will exhibit this prefix, but all scenarios that ship with the game have been so saved.

16.8. 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 Forces 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.

16.9. 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.

16.10. 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.

16.11. 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.

16.12. 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).

16.13. 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.

16.14. 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 by Right Clicking within the Unit Panel [New Unit Panel only]. Then mousing over the map can quickly reveal the contents of any observed hex. Right Click within the Unit Panel again to return to the previous behaviour. 

16.15. Order of Battle: Units Report
The Order of Battle (OOB): Units Report lists all of 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.

16.16. 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 check-boxes 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).

16.17. 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.

16.18. Equipment Report
The Equipment Report details the parameters of an equipment item. The equipments 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.

16.19. 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 are 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 units 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 reports 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.

16.20. 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.

16.21. 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 units 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 sides 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.

16.22. 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.

16.23. 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 reports 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.





ANNEX


Airborne Notes

	Airborne Units are eligible for Air Transport and Airdrops. Units using Air Transport may enter any location at a cost of 1. Units using Air and Airborne Movement may move through Non-Playable Areas, but they may not stop there. Airborne units might be sub-divided during an Airborne Landing operation. To determine if a unit has been subdivided, consult the Formation Report. Reconstituted Airborne and Glider units will keep their special icons but are no longer eligible for Airborne Movement. Units using Air or Airborne Movement have a greatly reduced chance of gaining information on enemy units. These units can fly over enemy units without spotting them. Airborne Attacks are resolved during Movement. Enemy Air units with a High-Altitude Anti-Air capability will automatically rise to intercept airborne units launching assaults on their airbase [if the enemy has Air Superiority, it may be unwise to launch Airborne Assaults]. 

Airborne Resupply
	If a unit cannot trace a Line of Communication back to a friendly Supply Source, it may still be able to receive resupply. The level of resupply available to any particular hex is based on the amount of Air Transport Capacity left unused at the end of the previous Turn and the total size of the units in it requiring Airborne Resupply. Local Airborne Resupply levels are reduced by 33% if visibility in the location is Hazy, or 50% if the visibility in the location is Overcast. Note that such units will still be Unsupplied for desertion and isolation purposes.
To be clear, Unsupplied units may still get some supply based upon the unused airlift capacity and visibility [but it is usually a small to tiny amount]. 
Unsupplied Airborne and Special forces get twice the airdrop supply. 

See also: 11.5. Airborne Movement


Artillery Notes

    A units Artillery Strength is the units Bombardment Strength. It includes that portion of the Anti-Personnel Strength that the unit can use in Bombardment Missions or in Combat Support. Typically, only Headquarters, Naval, Air, and Artillery units will have a non-zero Artillery Strength, regardless of equipment assigned. Half of a units AP is used as an AT value. Note that HQ's with no ranged equipment will still display a range of '1'. 
    Bombardment Attacks are set up against enemy units within range of your Air and Long-Range Artillery units by clicking on any non-adjacent enemy target location within range. Bombarding units will not advance after combat. 
    Artillery and Headquarters Units may automatically support Cooperative friendly units within their Bombardment range. Units must pass a Communication Check (8.5.1) in order to provide Combat Support. Headquarters and artillery units assigned to Tactical Reserve will not react by moving [as do non-ranged units] but will support with bombardment. Artillery units in Mobile Deployment will not provide long range supporting fire. Artillery units will not support combats if they have Retreated or Routed deployments. 
    There is no supporting fire for Bombardments.
    Bombardments are subject to counter-battery fire if the target hex contains in-range ranged units. Counter-battery occurs after the bombardment that triggers it. Artillery that supports a ground assault is not subject to counter-battery  regardless of the presence of ranged defenders in the target hex. 
    Benefits to the attacker due to Artillery Strength are not guaranteed. See 13.20. Assault Ratio Rules. 
    Artillery can lower the effectiveness of prepared defensive positions during combat. Heavier pieces [150mm or larger] are much more effective than lighter pieces. Bombardments won't reduce entrenchment, but Bombardments may knock a defender out of Defend, Entrenched or Fortified status. MRLs (Multiple Rocket Launchers) generally do not receive this advantage. 
    Artillery attacks at 150% Strength if it is looking down on the target across a Major Escarpment. This is defined as an artillery unit, in the hex that contains the escarpment terrain feature, firing across that hex side feature at an adjacent unit. 
    Artillery is not Actively Defending Equipment, it is Passively Defending Equipment. The theory is that units like Artillery are deployed in rear areas and generally are out of harms way. Click on an Equipment Item to view its properties and whether it is Active or Passive. If units are attacked from two or more, 	non-adjacent hexes in the same Turn, passively defending equipment (such as Artillery) will be forced to participate directly in combat. See Flanking Attacks 13.13.
    Artillery fire is based on cumulative mass fire. Anti-Tank and Anti-Personnel fire are handled at the level of individual weapons firing at individual targets. 
    Artillery and Headquarters Units are better at disengaging from the enemy than most other units. The rule is - Disengagement is automatic if your unit is either a Headquarters or Artillery unit, and the first location moved into is occupied by a friendly unit. 
    Eligible Artillery units will support Disengagement Attacks. 
    Artillery and Aircraft units ordered to attack Airfields will concentrate their attacks on Air units in the attacked location, ignoring the presence of enemy Land units. 
    Coastal Artillery and Fixed Artillery units are never Reconstituted. 
    The Headquarters button in the Button Panel on the Right of the screen  first click brings headquarters to the top of the stack. Second click brings artillery to the top of the stack. 
    Air and Naval units can only participate in Land combat in their role as long-range Artillery supporting Attacks or Defenses. They do not contribute to the defense of their own location when attacked by Land units. 


Guerrilla Notes

	Guerrillas operate more effectively in Hills, Badlands, Mountains, Light Woods, Jungle, and Forest locations. Guerrillas operate less effectively in Anchorage or Road locations and will not operate in Airbase or Urban locations. Guerrillas are only present if the Scenario calls for them. Patrols also act as a projection of force, in that they can affect the ownership of surrounding locations:
If unoccupied, a location adjacent to a Dense Urban location becomes owned by the Force owning that urban location.
A location adjacent to a unit of only one Force becomes owned by the Force controlling that unit.
	Guerrillas can cause a locations ownership to change. Guerrilla units have a special ability to choose between two different methods of Movement. By default, these units will not change the ownership of hexes that they pass through [Guerrilla units will not change the ownership of locations while moving]. After Movement is concluded for the unit, and another unit is selected, then the hex that the Guerrilla unit occupies becomes friendly-controlled. This mode plays to their combat advantages in attacking from hexes that were previously enemy-controlled during the Turn, by retaining more enemy-controlled terrain from which to gain the bonus on subsequent Turns.
	Guerrilla units may also operate more openly by choosing to convert hexes that they move through. This will make their Movement paths more visible after playback and reduce the number of hexes that they can operate with a combat advantage from on subsequent Turns. To convert a hex during Movement, stop the Guerrilla unit in the hex to be converted and select another unit. This will convert the hex that the Guerrilla unit stopped in. Then, you may continue moving, repeating this procedure as necessary, to convert any other hexes.
	Guerrilla activity has no effect within an Exclusion Zone.
	Guerrilla units scheduled to appear as Reinforcements may appear at any playable location within three hexes of their scheduled Reinforcement location, if that location is enemy occupied. Unlike other units, Guerrilla units may appear in enemy-owned locations, converting the location to friendly ownership upon entry.
 	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 unit Attack and Defense strengths are doubled when attacking from locations that were enemy-owned at the beginning of the Turn.  


For sections 17 and 18, see the Editor Manual


19.0 Appendices
19.1. Calculations
19.1.1. Equipment Density
Up to nine units may be grouped in any location, but in many cases, this is a bad idea. Each location has a specific allowed Equipment Density: 50 + 2 x Scenario physical scale2
Scale 		Allowed Density
2.5km/hex 		68
5km/hex 		100
10km/hex 		250
15km/hex 		500
20km/hex 		850
25km/hex 		1300
50km/hex 		5050
Any location with more than the allowed number of active defender equipment suffers from increased losses in the Event of combat. Any location with more than the allowed number of Vehicles or Horse Teams suffers from traffic jams (increased movement costs to enter).

19.1.2. Unit Quality Calculation
Quality = (2 x proficiency + readiness) / 3

19.1.3. Unit Combat Strength Calculation
Strength = equipment strength x (2 x proficiency + readiness + supply) / 4

19.2. Notes On Combat Resolution
Artillery fire is based on cumulative mass fire. Anti-Tank and Anti-Personnel fire are handled at the level of individual weapons firing at individual targets. Each item has a maximum of from one to three shots on any given round:
Maximum Rate of Fire, per Round of Combat:
Equipment Characteristics 		    Attacking 	Defending
Motorized, Long Range, Helicopter 	3 shots 		3 shots
Static, Fixed, or Infantry 		    1 shot		    2 shots
Everything Else 				    2 shots 		3 shots

Individual weapons try to engage appropriate targets. There is some randomization, but the toughest targets will tend to draw fire from the most lethal enemy systems. Note that this has numerous side effects. Among them: Large towed Anti-Tank weapons are now much less effective on the attack than before. AFVs are relatively more lethal than before. Losses to very large forces attacking very small forces will be smaller than under the original TOAW system. The actual number of shots fired by Engaged units is dependent upon relative overall Engaged Strength in each individual combat but will not exceed the theoretical maximum sum expected for all weapons based on the table above. All shots fired by Anti-Personnel weapons are assumed to be lethal. In most cases, this will give results very similar to those expected in the original version of TOAW.

Anti-Armor fire is quite different. In order to be lethal, any given Anti-Armor shot must first hit the target (see Targeting, below). Each hit must then be able to defeat the armor protection of the target equipment. Each armored target has one Strength vs. HEAT weapons and another vs. Kinetic weapons (also includes Top-Attack weapons), although the two values are identical for almost all early period armored vehicles. See the Equipment List.doc file in the Docs folder for effective armor values. 

Anti-Armor Chance to Hit, per shot:
Equipment Characteristics	Restricted Vision	Normal 		Open Vision
Targeting++++ 			        85% 			100% 		100%
Targeting+++ 			        85% 			85% 		72%
Targeting++ 			        85% 			75% 		56%
Targeting+ 			            75% 			50% 		25%
Everything Else 		        50% 			33% 		11%

Note that Restricted Vision locations benefit simpler weapon systems while reducing the capability of more advanced systems. On the other hand, Open Vision rewards more advanced systems (nominal chances to hit are squared). Open Vision locations have no precipitation and no terrain other than Open, Arid, Roads, Rivers, Rocky, Escarpments, Canals, or Sandy. Restricted Vision locations have Heavy Precipitation, Bocage/Hedgerow, Urban, Urban Ruin, or Forest terrain. Very few early-period weapons have enhanced targeting capabilities.

Anti-Armor Chance to Defeat Armor, per hit:
pq = 100xAnti-Armor/Defensive Armor		Chance to Kill
100+ 						100%
99...25 						((pq^2)/100) %
24- 						0%

This means there is no chance to kill armor unless the firing weapon has at least 25% of the nominal penetration necessary to defeat the targets armor. Because of the square involved, the chance to kill declines rapidly with decreasing pq (penetration quotient). Defensive armor values are divided by three during penetration checks when attacked by aircraft.

Examples: Chances to Kill
pq 		Chance
99 		98%
90 		81%
80 		64%
70 		49%
50 		25%
40 		16%
30 		9%
25 		6%

19.2.1. Example Calculation
T-34/76 (late) Anti-Armor 7 (kinetic), fires on PzKpfw V Panther armor 13 under normal conditions:
Chance to hit = 33%
pq = 100 x 7 / 13 = 54.
Chance to kill if hit = ((54 ^ 2) / 100) % = 29%
Overall chance to kill = 33% x 29% = 10%.

19.2.2. Artillery vs. Entrenchments
Artillery can lower the effectiveness of prepared defensive positions during combat. The effect is intended to model the earth-churning tendencies of heavy Artillery and is tied to the weight of individual shells. Heavier pieces are much more effective than lighter pieces. MRLs (Multiple Rocket Launchers) generally do not receive this advantage. While the Anti-Personnel strengths of heavy Artillery may seem weak (due to very low rates of fire), weapons of 150mm or larger can be very effective against entrenched enemies. Bombardments won't reduce entrenchment, but Bombardments may knock a defender out of Defend, Entrenched or Fortified status. 
    Artillery in Non-Ranged units is limited to Direct Fire only. Bombardment and Indirect fire is limited to Artillery contained in Ranged Icon units. 

19.2.3. Armored Troop Transports
The contribution of Armored Troop Transports (APC, MICV, etc.) to unit strength is based upon unit Loss Tolerance.

At higher Loss Tolerances, more of these vehicles are assumed to be directly involved in combat. They contribute directly to unit Strengths. Infantry assigned to the unit receives less protection from enemy Artillery fire and tends to be lost when Troop Transports are hit by Anti-Armor fire. At lower Loss Tolerances, fewer of these Vehicles are on the front lines. They do not contribute directly to unit Strengths, but they do provide more protection to Infantry during Artillery fire. Infantry is generally assumed to be dismounted if the Transport is hit by Anti-Armor fire and will not be affected by Transport losses.

When an APC class item of equipment is destroyed in combat, there is a chance (based on loss tolerance and the proportion of Infantry and Transports in the unit) that an Infantry squad of some kind belonging to the same unit will also be destroyed.

19.2.4. Nuclear Weapon Yields
Atomic-capable systems are individually rated for a Nuclear Attack Strength. The following values are defined for various equipment. These values are added to a units conventional Attack Strength. At sub-kiloton levels, the addition may not be particularly significant.

Yield		Equivalent
0.1kT 		25
0.2kT 		50
0.5kT 		125
1kT 		250
2kT 		500
5kT 		1250
10kT 		2500
20kT 		5000
25kT 		6250
40kT 		10000
50kT 		12500
60kT 		15000
100kT 		25000
200kT 		50000
300kT 		75000
500kT 		125000
1mT 		250000
4mT 		1000000

19.3. Seeing the Elephant
The Elefant may have been the most successful tank destroyer employed during World War II in kills per loss, reaching an average claimed ratio of approximately 10:1. During the Battle of Kursk, sPzJgrAbt 653 claimed to have knocked out 320 enemy tanks. 


19.4. Naval Combat Procedure
19.4.1. Step 1: Determine the Target Ships Durability, Armor, and Agility Factors

Use the equipments (not unit icon) naval flag as follows:

For Carrier Naval:
Durability = 0.2251 x DF
Armor = 0.203395 x DF
Agility = 93 x (1-damage%)

For Heavy Naval:
Durability = 0.159445 x DF
Armor = 0.334704 x DF
Agility = 75 x (1-damage%))

For Medium Naval:
Durability = 0.114241 x DF
Armor = 0.248594 x DF
Agility = 160 x (1-damage%))

For Light or Riverine Naval:
Durability = 0.082939 x DF
Armor = 0.051987x DF
Agility = 210 x (1-damage%))

For Embarked Units:
Durability = 25
Armor = 0
Agility = 18

However, these values are superseded by any explicit values the designer may have coded for the ship class in the scenarios Equipment.nqp file.

If the ship is in port, divide Agility by 2.

Note that if the attacker is a ship, then its durability will have to be determined too, for the second hit check, below.

19.4.2. Step 2: Determine the Number of Shots/Attacking Planes
Note that this is where the Naval Attrition Divider is applied  scaling the number of shots.

Number of attacking planes = Assigned x (2 x Proficiency + Readiness + Supply) / 4 / (Naval Attrition Divider/10)

Fractions from this are evaluated as the percent chance of one more plane. Each resulting plane attacks individually and is evaluated for hit/miss, penetration/damage individually. This is done for each type of plane in the unit.

Number of shots per attacking coastal battery = (102.922 x Guns Anti-Naval Value x Assigned x ((2 x Proficiency + Readiness + Supply) / 4)/ Shell Weight) / (Naval Attrition Divider/10)

Fractions from this are evaluated as the percent chance of one more shot. Each resulting individual shot is evaluated for hit/miss, penetration/damage individually. This is done for each type of gun in the unit.

Number of shots from each attacking ship TO&E line = ((#Ships-Damage%) x 102.922 x Ships Anti- Naval Value x ((2 x Proficiency + Readiness + Supply) / 4) / Shell Weight) / (Naval Attrition Divider/10)

Fractions from this are evaluated as the percent chance of one more shot. Each individual shot resulting is evaluated for hit/miss, penetration/ damage individually. Note that the formula evaluates as 10 salvos.

19.4.3. Step 3: For each Individual Attacking Airplane or each Shot from each Gun of each Ship/ Coastal Battery, Determine if a Hit Occurs

There are two checks:

First hit check passes if:
Attacking Unit Proficiency x Attacker Shock Level > Random (Target Ship Agility Rating) x Defender Shock Level

Note that this is where shock, for both sides, is applied.

Second hit check for airplanes passes if:
Attacking planes Anti-Naval Value x Visibility > Random (Target Ship Agility Rating) x Defender

Shock Level
There is an exception for torpedo bombers (any plane with the Torpedo flag), where the Anti- Naval Value is divided by 4 first.

Visibility is a value based upon the combination of weather x lighting: clear/hazy/overcast x day/ mixed/night. Clear is 1, hazy is .66, and overcast is .33. Day is 1, mixed is .66, and night is .33. Note that the square root of this product is used for surface naval combat. Weather value is the average of the target hex and attacker hex values.

Second hit check for guns (including surface ships) passes if:

100 x SQRT(Visibility) / ((1 + (0.002 + .13 / Attacking Ships Durability) x Range x Range) > Random (100)

Here is where the Attacking Ships Durability will be needed. For Coastal Guns, a value of 100,000 is used for durability. Note that the actual parameter used is the Accuracy  but this is identical to the Durability though, unless the designer has specified a different value in the .nqp file. See the curve below for how this equation plots out.

Note that Range is the number of hexes between the attacker and defender  not including their hexes  times the hex scale in kms. So adjacent combat would be point-blank range (=0). However, in that adjacent case, there is a random check as follows:

Range = random (minimum (max range of all units involved, hexscale/2)

This is only determined once per naval unit per combat round.

Both checks must pass for a hit to occur.

19.4.4. Step 4: Determine the Damage any Hit may have caused
If a hit occurred, it causes 1 damage point if:

(Attacking Weapons Shell Weight > Random (Defending Ships Durability / 10)) AND (Target ships damage < 20)

(This is intended to be automatic unless the shell weight is trivially small. But note that there is a limit to the damage that can be inflicted by such superficial hits: 5 max for Heavy Naval, 10 max for Medium Naval, 15 max for Carrier Naval, and 20 max for all others.)

Then, it must be determined if the hit penetrated the ships armor and what additional damage it may have caused:

Penetration occurs if:
Random (Attacking Weapons Shell Weight /2) > Random (Defending Ships Armor Value)

If this check passes:
Additional damage points = Random (Attacking Weapons Shell Weight / 10) x Random (50) / Defending Ships Durability Value

There is an exception for torpedo Bombers, whose Shell Weight is quadrupled for the above checks.

(So, there is a /4 effect for the hit check, followed by a x4 effect for the damage  harder to hit with a torpedo, but if you dothe damage is underwater, making it much more severe).

There is then a chance that the additional damage is a critical hit:

5% x (Attacker Shell Weight / (Defender Durability * 6.25)) * (Defender Force Critical Hit Scalar / 10)

Note that there is a new Force parameter for scaling the chance of critical hits as the designer desires.

Also note that if the shell weight is the same as the weighted durability and the scalar is left at the default value of 10, then the equation reduces to a 5% chance.

If a critical hit occurs, additional damage is incurred due to the target ships magazine detonating. This additional damage is:

The result of a normal distribution centered at 50 with a standard deviation of about 13.5.

So, it will average about 50 additional damage, +/- a little.

19.4.5. Step 5: Finally, Determine what Defending Equipment has been Destroyed
A ship that accumulates 100 or more damage points sinks (goes to the dead pile). If the ship has accumulated less than 100 damage points, that value is stored in the ships TO&E line and affects several ship abilities. If that line has more than one ship in it, only the lead ship has accumulated that damage and is affected by it.

If an embarked unit suffers damage points, a randomly selected weight of equipment equal to those points is destroyed as follows. Each TO&E item in the embarked unit loses:

Assigned x damage accumulated / Unit Weight Fractions of this are evaluated as the chance of one more kill.

If an aircraft carrier suffers more than 66 damage points it ceases to function as an aircraft carrier. This will cause an air unit to be eliminated if there are then more air units in the hex than aircraft carrier bases. The air unit to be eliminated is selected randomly. Otherwise, the planes on the carrier are not targeted or included in target calculations. (But they do engage in AS combat).

The following curve shot shows how the gunnery range equation plots out for various Durability values: The top curve is for a coastal gun. The next is for a 130-Durability BB. The next is for a 50-Durability CA. Then next is for a 30-Durability CL. And the last is for a 10-Durability DD. Vertical lines are every 20%; Horizontal range is out to 50 kms.

For example, at 30km, a coastal gun has a 36% hit chance, a BB has a 27% chance, a CA has a 19% chance, a CL has a 15% chance, and a DD has a 7% chance.

Note that these values assume a stationary target, a perfect crew, and perfect visibility. The agility of the target vs. the proficiency of the crew is tested in the first hit check, and the visibility factor scales these values.

Note that the square root of the visibility factor is used for gunnery. This is to account for the fact that gunnery enjoys better optics, radar, star shells, searchlights, etc. that planes normally dont have.

19.5. Naval Repair Procedure
During the interturn calculation period, all damaged ships get the following checks for damage repair:

IF the ships unit is in a supplied anchorage hex AND it did not move in the previous turn THEN 
# of damage points repaired = 1500 / ((Durability + Armor + AP + AAA) x # of turns per week). 
Fractions of this are evaluated as the chance of one more point repaired.

ELSE

# of damage points repaired = 150 / ((Durability + Armor + AP + AAA) x # of turns per week).

Fractions of this are evaluated as the chance of one more point repaired AP and AAA values are the ship classs intrinsic values. They are not the damage-adjusted values.

Note that repair is 10x faster in port than at sea.

These figures will typically allow about the following weekly rates of repair in port:

Carrier  5 points.
Battleship  1 point.
Heavy Cruiser  3 points.
Light Cruiser  5 points.
Destroyer  14 points.

Note that a true port repair simulation would require modeling port and shipyard capacities. But adding such features will have to wait. The simplistic version above will have to do for now.

19.6. Sea Interdiction Procedure
Chance of surface interdiction per in-range surface interdictor:

Target Value of Moving Unit or Stack / Target Value of all detected in-range Units.

Note that if the moving stack is the only one detected, then the chance of interdiction is 100%. Also, if there are 100 friendly ships and 100 enemy ships in spotting range, the chance of interdiction will be 1% per ship, averaging 1 interdiction per moving enemy ship  it pairs off both sides ships (on average). Chance of air interdiction per in-range air interdictor:

Target Value of moving Unit or Stack * (Naval Attrition Divider / 10) / Target Value of all detected in-range Units / (interdictors spotting range / 2). This will tend to limit air interdiction to no more than once or twice as the fleet passes through its scouting range. The point is to limit planes to realistic mission rates. There is an exception for carrier movement, though. If the moving carrier hasnt been attacked in the turn, it is automatically interdicted in the first detected in-range hex it enters. (Who gets the first shot really matters in carrier-vs.-carrier combat.)

Both formulae pose a tactic for the phasing player: bring the entire fleet to be moved through the interdictors range into its detection before moving through. The more in-range targets detected the less interdiction there will be per individual move.

19.7. Naval Spotting Procedure
First, understand the necessity for this feature: Naval units, unlike ground units, cant hide  due to their great size  and operate in a terrain that has no cover.

They must be handled separately from ground units for recon purposes. Within the limit of the horizon, subject to visibility, they should be detected.

19.7.1. Surface Recon
This models the observation of the seas from the coastline or from the conning towers of ships.

The daytime observation range is 25km and the nighttime observation range is 10km. Whenever a land unit moves into a coastal hex, it reveals Deep- Water hexes out to the appropriate range  just as if it had entered a peak hex. And note that, like for peak hexes, if the observer is under a cloud, it cant observe. As a naval unit moves, it reveals Deep-Water hexes around it out to the appropriate range  just as if it had entered a peak hex (same comment about clouds).

The range of hexes revealed at the various hex scales is, therefore, as follows:

A range of 1 means only adjacent hexes are revealed. Note that the range to the target doesnt include
the firing or target hexes.

Thats why there may seem to be an extra hex included in some of the above. For example, eleven 2.5km hexes out from an observing naval unit would be a target naval unit that was ten 2.5km hexes (25km) from that observing naval unit.

Note that radar is modeled as well: Any ship with the All Weather flag set will see out to 50km, day or night. Furthermore, if a force has any aircraft on map with the All Weather flag set, then all ships are assumed to have radar and see accordingly.

(This is needed for existing modern scenarios that wont see further designer attention).

19.7.2. Air Recon
This models the observation of the seas by air units committed to sea operations. That includes ground-based air units assigned to Sea Interdiction or Air Superiority and Carrier-based air units assigned to Sea Interdiction or Air Superiority.

The range that can be fully searched for a given number of planes =

Minimum (50Km x Square Root (# planes available for search), max range of planes)

Fractions of this are evaluated as the chance of one more hex in the range.

So, for example, if the total ready planes/2 assigned to Sea Interdiction/Air Superiority in a hex total 9, then the max range that can be searched will be 150km. If the planes had an assigned range of 200, then the range of 150 will be substituted for it for search purposes. If the planes had an assigned range of 100, then 100 will, of course, still be used instead. Note that the max range of planes is the average max range of all the planes in the hex.

So, for 2.5km hexes, that 150km range would be 60 hexes. For 5km, 30 hexes. For 10km, 15 hexes, for 15km, 10 hexes. For 20km, 8 hexes. For 25km, 6 hexes. For 50km, 3 hexes. Within these ranges, all enemy Deep-Water hexes would be spotted.

Note that the number of planes available for search = Assigned x readiness / 2. So, if the hex had 75% readiness, they would have needed 24 planes in it to have 9 planes available to search. Also note that only all-weather aircraft can search at night.

Note that there is now a crop circle designed to show naval spotting range (since this can be less than the nominal range of the aircraft onboard the carrier). It is distinguished by a dashed line as shown here:

Note that in the above case, the carrier spots out to three hexes (150km). But the planes on the carrier have ranges of 12 (600km). So, the dashed line is critical for players to know how far their carriers can see.

Note that if the range was extended one hex by chance evaluation of any fractional value, that extra hex is not reflected in the circle. So, players will not know if they got the extra hex or not  adding a little risk to carrier recon. This is true for non-phasing and phasing units ranges. The phasing units range varies randomly with each hex entered.

Note that hazy and overcast locations affect the chances of spotting. If the weather is in the phasing units hex, it affects all the unknown hexes in range of the unit. If in the target units hex, it only affects the chances of detecting that specific hex. Hazy locations reduce spotting chances by 15%. Overcast locations reduce it by 30%.

19.8. Splitting TO&E Lines
Looking at the Baltic Fleet unit from the Baltic Fleet Formation in the Soviet Union 1941 scenario, note the 40 DDs on one TO&E line and the 2 BBs on one other TO&E line. Since there is only one damage value stored per TO&E line, only one ship per line can incur and store damage as this unit is configured. Clearly, it would be better to have an individual line for each ship in the unit, if possible. But the TOAW Editor does not support that. There is no way to split up the 40 DDs or the 2 BBs within the TOAW Editor. However, you can do it from within an XML editor.

The first step is to dump the OOB as an XML file. With the Force Editor Dialog open, hit F4.

Save the OOB file.

The second step is to open that OOB file in an XML editor (for example: XMLPad).

Then, find the fleet unit in the file.

Then, edit each equipment line  editing, copying and pasting as needed  until the equipment lines have been split up as desired. Save the edited OOB file.

The following shot shows a possible such edit of the fleet shown above:

Note that there are now two lines for the BBs (one in each), and 20 lines for the DDs (two in each). Note that there is still a limit of 24 equipment slots per unit.

Now, again with the Force Editor Dialog open, hit F5 and upload the edited OOB file.

The following shot shows the resulting unit:

Designers may also want to pre-set damage on some ships. Again, this is not supported within the TOAW Editor, but can be done via an XML editor.

The above shot shows how to add damage values to ship TO&E lines. The key word DAMAGE is added to the line and the damage value is put in quotes.

19.9. The Equipment.nqp File
The Equipment.nqp file allows designers to edit the naval scale factors of the base naval equipment flag classes. It also allows designers to explicitly specify the naval parameters for individual ship classes. Heres how:

The Equipment.nqp file can be found in the Graphics Override sub-folder.

Displayed in XMLPad, there are seven lines of data. The first six lines specify the scale factors used for the various naval equipment flags, and embarked units. These values are used if the designer has not specified explicit values for these in a scenario specific version of this file (this will be discussed further down). Durability, Armor, and Accuracy factors are scaled by a factor of 1,000,000. (These numbers are the same as the ones in the first step of Appendix One.)

Note that all speed values for these six lines are the same as the original nominal MPs for naval and embarked units (4200km/week). This speed is equivalent to about 13.5 knots. Thats fine for the ships used to embark land units, but naval units will usually be faster. An alternate version of the file is also available in the Graphics Override sub-folder.

Now Light Naval has a speed equivalent to 35 knots, Medium Naval has a speed equivalent to 32 knots, Heavy Naval has a speed equivalent to 25 knots, and Carrier Naval has a speed equivalent to 30 knots. If this .nqp file is opened in the Graphics Override sub-folder, these speeds will be applied to these naval classes in scenarios that have not been designer edited. Players can decide for themselves which of the two .nqp file choices they wish to have open in that folder. Copies of each are in their own zip files within that folder.

However, designers can make a scenario specific version of the .nqp file for their individual scenarios. Note the seventh line (Equipment6) in the above shots. While not used in the above versions, that line (and up to 100 copies of it) can be used to explicitly specify the values for an individual naval equipment item (the item must have a naval flag set). The file just needs to be in the scenario-specific graphics folder, like the scenarios scenario-specific Equipment.eqp file. It follows folder hierarchy rules just like that earlier file. The following section will illustrate the format for such a scenario specific .nqp file.

Looking at the Okinawa 1945 v.3.0.nqp file in XMLPad, the Equipment6 line has been replaced by a suite of lines explicitly specifying the various values for individual ship classes. The first six lines are unchanged. Note the format of the new lines: There is a name  for information purposes only (it is not required to resemble the ship class it relates to, but it helps the designer keep things straight). Next, the Durability, Armor, Agility, Accuracy, and Speed values (not scale factors like in the first six lines) are explicitly specified.

So, the Yamato has a durability of 265, armor of 401, Agility of 81, Accuracy of 265, and Speed of 8401 km/week (27 knots). Note that the Accuracy is the same as the Durability. This is typical. Note that the larger the Durability value the more accurate the ship is. The theory is that the bigger and heavier a ship the better a gun platform it is.

The only case shown where Durability is different from Accuracy is for the Essex. To allow three air groups on it, that Fleet Carrier has been split into three parts. So, each part has 1/3 the durability of the whole, but the Accuracy is based upon the whole, so is three times the size of the Durability. So, the main purpose of the Accuracy parameter is to facilitate component ship modeling.

But, how do you link the new lines with the equipment items in the original Equipment.eqp file? Answer: you use the Weight parameter.

Since that had never been used by naval equipment, the .nqp file now uses it to index the equipment to its proper line in the .nqp file. For example, the Yamatos data is on line 25 of the .nqp file, so its Weight parameter must be set to 25. This can be done using the BioEd as shown:

Note that the new lines start numbering from 6 (the first six lines are 0 through 5) and increment from there. If the Weight is left at 0, then the values are calculated from the ships Defense Strength using the scale factors in the first six lines of the .nqp file.

The data used for the explicit values came, in this case, from War in the Pacific. Designers can use their own sources, of course  including the web. This subject has been extensively discussed on the TOAW board. Designers needing help can seek it there if they wish.

Note that the first six lines will still affect any ship class that has its weight value left at zero.

Designers may want to customize those values for that reason. Designers can customize the parameters for embarked units via the sixth line. Note that the agility factors used were based upon Pacific War evasion ratings. Those ratings used the following formulae:

For Carrier or Battleship: 3 x speed.
For Cruiser: 5 x speed.
For Destroyer: 6 x speed.
For Transport: 1 x speed.

19.10. Opart4.ini File
This file stores the Player Parameters. Those parameters are as follows:

GroupBackgroundAlpha=180 Dialog Groups Elements Alpha Channel setting
InnerBackgroundAlpha=180 Dialog Around Elements Alpha Channel setting
OuterBackgroundAlpha=180 Dialog Outside Edge Alpha Channel setting
ComplexBlowsBridges=Y Advanced Rule Parameter
BackgroundIsOpaque=Y N=Transparent Dialogs
email= PBEM++ Parameter
password= PBEM++ Parameter
serialNumber= PBEM++ Parameter
AllFormationLines=N Graphical Objective lines
oneGame=N For Automated Scenario Testing
oneTurn=N For Automated Scenario Testing
oneRound=N For Automated Scenario Testing
p3=N Both sides PO Controlled
userIcon5=Y Alternate Strength Display Parameter
userIcon42=9 Alternate Strength Display Parameter
userIcon41=8 Alternate Strength Display Parameter
userIcon32=4 Alternate Strength Display Parameter
userIcon31=1 Alternate Strength Display Parameter
userIcon22=4 Alternate Strength Display Parameter
userIcon21=1 Alternate Strength Display Parameter
userIcon12=4 Alternate Strength Display Parameter
userIcon11=1 Alternate Strength Display Parameter
circleColorMaxRange=0xFFFFFE DBR Color
circleColorNavalSpotting=0x00FF00 DBR Color
circleColorAA=0x00FFFF DBR Color
circleColorAir=0xFFFF00 DBR Color
circleColorInactiveArtillery=0x000001 DBR Color
circleColorArtillery=0xFF0000 DBR Color
circleColorCurrentUnit=0xFFFFFF DBR Color
animationMovementTimer=10 Animated Cursor Parameter
animationCombatTimer=25 Animated Cursor Parameter
toolTipPosition=-1 Specifies a corner for the ToolTip instead of by Mouse
nextUsesOOBOrder=N Y = by OOB; N = by left to right, top to bottom.
autosave=Y Autosaves game every 5 minutes.
MaxScreenY=0 Sets maximum screen height
MaxScreenX=0 Sets maximum screen width
ElmerHandicap=2 Advanced Rule Parameter
ElmerIntelligence=2 Advanced Rule Parameter
AllFormationLiness=N Graphical Objective lines
OneFormationLine=N Graphical Objective lines
AllCropCircles=N DBR Display
OneCropCircle=N DBR Display
p4=N PBEM
p2=N Player 2 PO Controlled
p1=N Player 1 PO Controlled
p0=N No PO Controlled Player
ChangeScreenResolution=N Y=Alternate Screen Resolution
ScreenY=768 Alternate Screen Resolution Parameter
ScreenX=1024 Alternate Screen Resolution Parameter
visibleAI=N If Y, then <CTRL> key shows additional AI info
experimentalAIP2=Y For Ralph to do AI testing
experimentalAIP1=Y For Ralph to do AI testing
uberdude=N Y=uberdude feature active
nointro=Y Y=Intro Cinematic doesnt play upon start
stringdump=N Probably obsolete
toawlog=Y Y=TOAW Log recorded
unitpolog=N Y=Unit PO Log recorded
polog=N Y=PO Log recorded
PORandomSeed=0 0=Use next random number (reloading will vary results).
-1=Use random number stored in .sal file (cheat prevention).
PBEM always uses -1. Reloading gets the same results.
allowMouseWheelZoom=Y N=no mousewheel zoom (useful for some mousewheels).
nosound=N Used to debug the sound system
multicpu=N Used to debug the sound system
oldsound=N Used to debug the sound system
noupdate=N Y=Map doesnt reposition with each combat report.
slowAnimation=N Slows movement and combat animations
nodelay=N Y=Skips the movement animation.
doubleClickComposition=N Y=Doubleclick opens Unit Composition dialog
doubleclickplanner=N Advanced Rule Parameter
contrast=0 Advanced Rule Parameter
brightness=0 Advanced Rule Parameter
menuDelay=1 Advanced Rule Parameter
toolTipHideDelay=1 Advanced Rule Parameter
toolTipShowDelay=100000 Advanced Rule Parameter
effectsVolume=100 Advanced Rule Parameter
backgroundVolume=100 Advanced Rule Parameter
JPegQuality=100 Advanced Rule Parameter
movingSelectsNextUnit=Y Advanced Rule Parameter
showPOOptions=Y Advanced Rule Parameter
PNGSupport=N Advanced Rule Parameter
hugeMapEnabled=Y Advanced Rule Parameter
autoSaveLargeMovies=N Advanced Rule Parameter
movies=N Advanced Rule Parameter
sitrepLogs=N Advanced Rule Parameter
airAssistant=N Advanced Rule Parameter
combatReporting=Y Advanced Rule Parameter
hexagonalCropCircles=N Sets whether crop circles are circular or hexagonal
condensedSituationReport=N Sets Situation Report to 1 or 3 pages.
basicDefaults=N
MacroTerrain=N

19.11. Opart4 Fonts.ini File
This file stores the Font choices.

Note that there are 39 fonts in the game as follows:

DocumentFont
MediumFont
DialogMediumFont
EquipmentDialogMediumFont
SmallFont
ObjectiveFont
ToolTipFont
SupplyFont
SmallSupplyFont
HugeSupplyFont
MapFont
SmallMapFont
HugeMapFont
PlaceNameFont
PlaceNameFont1
PlaceNameFont2
PlaceNameFont3
SmallPlaceNameFont
SmallPlaceNameFont1
SmallPlaceNameFont2
SmallPlaceNameFont3
HugePlaceNameFont
HugePlaceNameFont1
HugePlaceNameFont2
HugPlaceNameFont3
UnitInfoSmallFont
UnitInfoMediumFont
UnitInfoValueFont
UnitInfoFixedFont
StatusBarFont
FixedStatusBarFont
TitleScreenFont
TitleFont
SubtitleFont
WideButtonFont
TextButtonFont
EditorFont
EditorEquipmentFont

Theres also a Unicode font that is used for Arabic, Chinese, Japanese, Korean, etc. characters. Font parameters are (not all fonts have all):

Selection Name of the font
Size Font size
Weight Font thickness
Spacing Space between characters
Line Spacing Space between lines
Drop Shadow Size Size of the Drop Shadow
Red Color Red
Silver Color Silver
Gold Color Gold
Drop Shadow Color Color of the Drop Shadow
offsetYOverride Fine tune fonts Y position
offsetXOverride Fine tune fonts X position
WidthOverride Fine tune fonts width
HeightOverride Fine tune fonts height
Outline Width Outline the text in the outline color
TextColor Text color
AlternateTextColor Not used on all fonts.
Supply font alternate is for Overextended hexes.
BackColor Text background color
OutlineColor Text outline color
windowsFont Y = Use the windows font;
N = Use the bitmapped font.*
Background Y = Text has a background of the background color

*Note that if the bitmapped font is used instead of the windows font, all other parameters are irrelevant and ignored.

20.0 Game Hints
20.1. Using Air Units
The long-term effectiveness of your air units is inversely proportional to their apparent visibility over the battlefield. Sad perhaps, but true. While it may be fun to launch an Air Strike on a location, this is the least effective way to use your Air units. Sometimes, however, you really need the immediate firepower. If so, go for it. Remember that there is a cost though. Combat Support Missions are moderately efficient, and again, sometimes you cant do without them. Unfortunately, they also grind your Air units down more quickly than any other Mission. They are also a dandy way to draw enemy fighters into the fray, which may or may not be a good thing depending on the local Air Superiority equation.

If you have Air Supremacy (the enemy cant effectively contest your Air Superiority Strength), your units will be most effective on Interdiction missions. Few things wear the bad guys down as quickly as empty fuel tanks, magazines, and mess kits, and the inability to move near Roads and Railroads can be a real nuisance. If the enemy air force is much stronger than yours, keep your air units on Air Superiority Missions and hope for the best. Consider keeping your best ground attack units out of the action. They may be more effective as a threat, forcing your opponent to maintain a strong Air Superiority effort at the expense of his Interdiction and Combat Support efforts.

20.2. Combat Planning Considerations
All units will have their Movement Allowances reduced to reflect the amount of time necessary to resolve all attacks. This means you should move most of your units before resolving any attacks. If you believe all attacks will be resolved quickly, you should hold back a few high Movement Allowance units for use as an exploitation reserve. If you wish to exploit any breakthroughs before your opponent can react, consider holding off on the kinds of Attacks that are likely to take a long time to resolve  those involving units that have expended most of their Movement Allowance and fixed Attacks on defensive positions with probable Ignore Losses orders emphasis.

20.3. Nuclear Weapons
If you find that you have the option to use Nuclear Weapons, be sure to check the Scenario briefing. In almost all cases, there are significant potential costs associated with these weapons.

20.4. Keeping Your Units Supplied
There are a few things you can do to maximize the amount of supplies flowing to your units:
Make sure to keep your Lines of Communication open. Dont let the bad guys cut in behind you.
Dont move your units unless necessary.
Keep your units near a cooperative headquarters unit.
Avoid boondocks deployments. Try to keep your units in urban locations, on Roads, Anchorage locations, or Airbases.
If your opponent has a strong Interdiction capability (lots of Air units capable of performing Interdiction Missions), keep some of your air units on Air Superiority duty.

21.0 CREDITS
Trickeysoft 
Project Manager: Bob Cross

Lead Programmer: Ralph Trickey

Assistant Programmer: Bob Cross

TOAW IV GUI Artwork: Marc von Martial

Scenario Designers: Alexander Andreev, Maurizio Andreoli, Guillaume Aubre, Jean-Luc Betin, Curt Chambers, Bob Cross, Mark Dabbs, Peter Daniel, Silvain Domen, Nick Dowling, Maciek Dudkiwicz, S. Erdelac, Piero Falotti, Jarek Flis, Larry Fulkerson, Soren Gaun, Stefan Ghring, Fabio Governato, Inaki Harrizabalagatar, Thomas Harvey, Pelle Holmn, Rick Kesler, Todd Klemme, Chuck Kotraba, Kristian Kristensen, Stefan O. Kristensen, Rob Kunz, Sakari Lahti, Joao Lima, Don Maddox, Jason Mallette, Trey Marshall, James A Mathews, Daniel McBride, Tim McBride, Mauro Medina, Stephane Moutin-Luyat, Sam Mudd, Erik Nygaard, Steve Oliver, Barlomiej Osuch, Tom Porto, Haris Riris, Erik Rutins, Igor Rzaunek, Al Sandrik, Steve Sill, Mark Stevens, Steven E. Stevens, Peter Szabo, Brian Topp, Ben Turner, Grant Whitley, Yi Yue Zhou.

MATRIX GAMES CHAIRMAN: JD McNeil

DEVELOPMENT DIRECTOR: Iain McNeil

TECHNICAL DIRECTOR: Philip Veale

CREATIVE DIRECTOR: Richard Evans

MARKETING DIRECTOR: Marco A. Minoli

LEAD PRODUCER: Tamas Kiss

PRODUCERS: David Sharrock, Ben Wilkins, Erik Rutins

PRODUCT MANAGER: Alberto Casulini, Daniele Meneghini

JUNIOR PRODUCT MANAGER: Ciro Acanfora

MEDIA RELATIONS: Kevin Buster

PRODUCTION DESIGN: Adriana Bienati

MANUAL LAYOUT: Myriam Bell

PRODUCTION LEAD: Matthew Davis

PRODUCTION TEAM: Lucas Young, Sam ONeill

ADMINISTRATION: Dean Walker, Liz Stoltz

CUSTOMER SUPPORT STAFF: Paulo Costa, Joseph Miller

WEB DEVELOPMENT: Valery Vidershpan, Andrea Nicola, Fernando Turi


TOAW Player Manual - Civilian Version produced by Steve Sill and Matrix Forum Participants. 
Sep. 28, 2019
