WARGAME CONSTRUCTION SET III: AGE OF RIFLES 1846 - 1905 DEMO RELEASE NOTES ------------------ Welcome to the much anticipated Age of Rifles demo, sequel to SSI's wargame of the year for 1993, "Tanks!" Rifles takes the success of the Wargame Construction Set series to a new level, incorporating beautiful graphics, a full game editor, and Norm Koger's brand of genius of both game mechanics and computer AI. Age of Rifles puts you in command of troops from around the world, fighting endless battles between 1846 and 1905. Much more than just a Civil War game, AGE OF RIFLES includes the battles of Europe, Asia, South America - every major conflict is yours to control. KEY FEATURES: * Easy-to-use game interface allows the novice player to take command immediately * Unique animations of gunshots, explosions, fire - the battlefield comes alive as your troops advance FULL VERSION INCLUDES: * Comprehensive GAME EDITOR lets you create your own scenarios and campaigns - choose from over 1000 uniform combinations, 80+ weapons, and 28 nationalities to create your dream battle * Campaigns and scenarios can be played from either side as stand-alone, two-player, or E-mail games * The GAZETTEER encyclopedia contains complete historical background on individual encounters, wars, and weapons * 64 scenarios and 8 campaigns: American Civil War East ----------------------- First Manassas Seven Pines 2nd Manassas (3 days) Antietam Chancellorsville (3 days) 2nd Fredricksburg Brandy Station Gettysburg (3 days) Washington D.C. (hypothetical Confederate assault) American Civil War West ----------------------- Shiloh (2 days) Corinth Murfreesboro Champion Hill Chickamauga (2 days) Missionary Ridge Nashville American Civil War ("Best of" the above as well as the following) ----------------------------------------------------------------- Spotsylvania New Market Five Forks Richmond (hypothetical Union assault) The Round Tops Fort Wagner Mexican American War -------------------- Palo Alto Port Isabel Churubusco Resaca de la Palma Monterrey Buena Vista Six Week's War (Austro-Prussian) -------------------------------- Podol Nachod Trautenau Soor Skalitz Koniggratz Franco-Prussian War ------------------- Weissenburg Froschwiller Spichern Mars-la-Tour Gravelotte-St. Privat Sedan Soldier Queen: British Empire ----------------------------- Mudki (India) Chillianwala (India) Alma (Crimea) Balaclava (Crimea) Isandhlwana (Zulu) Ulundi (Zulu) Tel-el-Kebir (Egypt) Omdurman (Egypt) Tientsin (China) Russo-Japanese War ------------------ Yalu River Nanshan Port Arthur 203 Meter Hill Mukden Additional Scenarios -------------------- Arica (Columbia - Peru - Bolivia War of 1874) The Kanghwa Forts (U.S. invasion of Korea in 1871) We hope you enjoy the demo, which features two scenarios: The Round Tops and 203 Meter Hill. Round Tops is a portion of The Battle of Gettysburg from the American Civil War; 203 is a fierce firefight between the Japanese and Russians during the Russo-Japanese war. The full version of Age of Rifles will be available 8/26/96. Check with your local retailer, call our order line at 1-800- 601-PLAY, or visit our Web site at www.ssionline.com. Our Web site will feature a Rifles page, offering users the ability to upload and download custom scenarios as created with the Game Editor found in the full release of Rifles. Visit the page often for news on upcoming contests and expansion discs. We hope you enjoy playing the demo as much as we've enjoyed not sleeping over the last five months. Rifles has arrived! John Eberhardt 8/1/96 THE GAME -------- Age of Rifles is a tactical simulation of nineteenth-century warfare. It has numerous rules options which simulate a variety of battlefield factors. If played using the basic rules options, the game is very quick and easy to play, and is not burdened by complex simulation elements. If played with advanced rules options, Age of Rifles simulates many of the same problems and limitations that were faced by real battlefield commanders in the nineteenth century. There are three possible game scales: Scale Hex Size Turn Length Typical Unit Typical Command ----- -------- ----------- ------------ --------------- Small 100 yds. 10 minutes Company Regiment/Battery Med. 200 yds. 20 minutes Battalion Brigade Large 400 yds. 40 minutes Regiment Division or Corps GAME OPTIONS Once a scenario has been selected, the Game Options screen appears. Both sides of the battle are shown with the side going first appearing on the left and the side going second appearing on the right. Several choices can be made regarding the game using the option controls appearing on this screen. Human or Computer Player These buttons toggle between human and computer control. Both sides, either side, or neither side can be selected to be computer or human controlled; Age of Rifles is capable of playing both positions. Difficulty Slide Bar Age of Rifles can be played at one of five difficulty settings which determine the level of enhancement the artificial intelligence is allowed. At the highest setting, any player should find the computer to be an extremely difficult opponent. Rules Options Clicking on this button opens the Rules Options window where several options which can make the game simpler or more complex can be selected. Rules Options The Rules Options are designed to allow for varying degrees of realism in a scenario or campaign of Age of Rifles. These options can be selected individually; however, there are also two predetermined sets of options for the sake of convenience. Basic Set The aim of the Basic option set is to emphasize flexibility by activating the following options: Full Undo, Allow Frantic Fire, Automatic Formations, and Automatic Vitality Recovery. All other options are turned off. Advanced Set The Advanced option set emphasizes realism by activating the following options: Full Morale Effect, Full Command Effect, Full Supply Effect, Full Environmental Effects, Variable Scenario Length, Variable Turn Initiative, Fog of War, Allow Skirmishers, and Allow Reaction Fire. Full Morale Effect Full Morale Effect means that all morale rules and checks take place as normal. With this option off, the circumstances under which morale checks are taken are reduced. Full Command Effect With the Full Command Effect option turned on, commands are under the control of a leader, who may or may not have subleaders to aid him. Units that move beyond a leader's radius of influence may become isolated and unable to move normally, being restricted to one hex of movement. Full Supply Effect With this option on, supply are in effect. With this option turned off, units never need worry about ammunition supply. Full Environment Effects When active, this option imposes movement and visibility penalties if the weather is inclement. The weather is always perfect and the ground is always firm when this option is off. Full Undo Any action just completed can be taken back with the Full Undo option turned on. When off, only three types of actions can be taken back: movement which does not reveal an unseen unit or result in fire or melee combat, formation changes, and facing changes. Variable Scenario Length If Variable Scenario Length is active, scenarios may end sooner or later than specified, since battles did not always start or stop on schedule. Fog of War The Fog of War option limits the ability to see enemy units to those within a unit's field of view. When Fog of War is off, all enemy units are visible. Allow Skirmishers This option allows the employment of a type of scouting or screening force known as skirmishers. These troops deploy some distance in front of their parent unit to harass enemy units by fire and screen the main body of their unit from enemy small arms fire. Having skirmishers deployed slows movement in any formation by one point per hex. Allow Straggler Recovery When units take casualties or suffer morale results, such as retreat or rout, there are always some soldiers that "straggle." That is, they become lost, confused, desert, or panic. With this option on, some stragglers will return to their unit over time. With this option off, stragglers are permanent losses. Allow Reaction Fire This option enables the selection of specific orders regarding a unit's reaction to enemy fire or movement. Reaction Orders must be active in order to use the Frantic Fire option discussed in the following section. Allow Frantic Fire With this option turned on, units which are attacked will fire back if they are able to do so. Automatic Formations Nineteenth-century armies used specific formations to achieve specific ends in fire and melee combat. This option enables Age of Rifles to place a unit or command in what it deems is the most appropriate formation for the situation. If this option is turned off, all formations, except those determined by morale or combat results, are chosen by the player. Automatic Vitality Recovery With this option turned on, the effects of vitality loss cease at the end of every turn. With this option turned off, units and commands are subject to vitality loss and becoming winded from movement. Units can also become winded as a result of combat. Variable Turn Initiative Rather than the typical "Side A then Side B" phased movement, turn initiative is determined from turn to turn if this option is active. Age of Rifles compares the capability of units and the strategic situation to determine which side is the initial phasing side, if one has not been preselected. Thus, either side could move twice in a row, but both sides get a phase in every turn. General Play Options This button opens the General Play Options window where many "look-and-feel" options such as Mouse Control, Sound, Music, Movement Path Display, Move Limit Display, and Map Scrolling can be altered. Play-by-Email Not supported in the demo. Start The Start button begins the game using the current option settings. Main Screen Left-click here to return to the Main screen. MAIN PLAY SCREEN ---------------- Once a scenario has been selected, the Main Play screen appears. This screen is where 90% of the game happens. The main feature of this screen is the Map window, where units are displayed and maneuvered. Across the top are three menu options, File, Play, and Info, next to them is the Time / Turn indicator. Along the right screen edge are sixteen buttons which control various game functions. When the pointer is over a hex, the Information bar, just below the Map panel, contains information about terrain and current options for the mouse at that location. Along the bottom of the screen are the Active Unit controls, the Command controls and the Microview Map respectively. Map window The Map window is the main area of activity for an Age of Rifles scenario. Within the Map window, terrain features such as built-up areas, supply points, fortifications, roads, trenches, forests, rivers, and streams are represented. Elevation is represented using contour lines where elevation changes to form slopes or escarpments. Victory objectives are displayed as a flag of the appropriate nation which changes based on the last unit to control that hex. Supply points appear as encampments and also change status based on occupation unless on the map edge. Using the Mouse The mouse pointer is the primary means of controlling the action in Age of Rifles. To click on a button or hex, move the pointer to that area of the screen and left-click. In some cases, the right or left mouse buttons have different effects which can be chosen using the General Play Options menu. Just left-click on a hex to select a new active unit. Issue movement orders using the "drag-and-drop" method described below. Fire orders can be given when the pointer becomes a set of cross-hairs. The right mouse button can be configured using the General Play Options menu. The Mouse Pointer The mouse pointer is also a very important source of information. Notice that the pointer changes shape as it moves around the screen. When the pointer is over a hex, the Information bar, just below the Map panel, contains information about terrain and current options for the mouse at that location. If a unit is there, the Unit and Formation panels display important information about that unit. Off map, the pointer changes into a pointing finger or a bronze arrow icon. The pointing finger is used to activate the various buttons and panels. The bronze arrow scrolls the map when the pointer is moved to the edge of the screen, the arrow points the same direction the map scrolls. Within the map window, the pointer takes one of the following forms: Crosshair Pointer This indicates that the active unit can fire into the hex under the pointer. As with movement, the color of the pointer is significant. Green crosshairs indicate the weakest fire; yellow-green, yellow, orange, and red crosshairs indicate increasing levels of lethality of fire. Movement Pointer Standard movement is controlled using the left mouse button and a technique called "drag-and-drop." Basic drag-and-drop movement works by clicking on a unit to select it, then with the pointer over the unit, press and hold down the left mouse button. Move the pointer until the destination hex is reached and release the left mouse button to have the unit move to the target hex. While dragging the Movement pointer with a unit selected, the pointer changes color indicating the exertion level required for movement. A red pointer means the hex is out of reach, green means the hex can be reached without risking the unit becoming "winded." A pointer which changes to yellow means the hex is in range, but requires effort to reach and may result in the unit becoming "winded." Buttons, Panels, and Menus There are two or three large information displays available from the Active Unit controls depending upon the number of weapons assigned to the unit. The name of the active unit appears on the brass plate just below the Information bar. Below that, in the lower left-hand corner, is a unit picture showing troops in uniform. This is the Unit Info display, where a maximum of eight figures can appear. Each figure represents 100, 200, or 400 soldiers depending on the scale; 100 soldiers in a 100 yard / 10 minute turn scale scenario, 200 soldiers in a 200 yard / 20 minute turn scale scenario, and so on. For example, a unit with seven figures displayed would have 700 men in it in the 100 yard scale, 1400 men in the 200 yard scale, and 2800 men in the 400 yard scale. The maximum effective size of a unit is also limited by the scale of the scenario since only a certain number of soldiers using the formations employed could be brought to bear in the area represented by a hex. This picture is actually a large button. Left-clicking on it opens a window which displays detailed information on the unit including: complement, leaders, armament, ammunition supply, weapon effectiveness, morale, capability, and vitality. Other important information about the unit's participation in the battle, such as whether or not the unit is under fire, winded, or "digging in" (creating hasty defensive works), is displayed at the bottom of the window. Weapons Next to the unit info button there is a button for each of the weapon types assigned to the unit. Left-click on these buttons for detailed information on the weapons including weapon type, crew status (if any), effectiveness at specific ranges, point value, and any specific details about the weapon. Movement Beneath the Weapons button(s) is the word Move followed by a number in parenthesis and a colored bar. The number represents the remaining movement points allotted to that particular unit. The bar is a graphical representation of the same information; the amount of the bar that is green represents how much the unit may move without becoming "winded." Winded Units A unit which repeatedly moves into a yellow shaded hex, or than is represented by a yellow arrow or a yellow movement pointer becomes "winded." Winded units fight less effectively, losing 10% of their melee value, and do not recover vitality during the rest period of the turn. A unit's strength and movement rate also begins to drop as it becomes exhausted. Units may also become winded as a result of some forms of combat, particularly if they are on the losing end. Recovery from winded status requires that the unit remain static for at least one turn, preferably resting in Disordered formation. Once a unit recovers from being winded, it may start recovering vitality normally during the "periodic checks" phase of the turn. Status Icons Beneath the word Move are three icons, representing the unit's capability, supply status, and whether or not the unit can fire this turn. Condition Icon The condition icon displays the current effectiveness of a unit in terms of its vitality and morale. The condition icon indicates the unit's current condition by the color of the icon, ranging from dark green meaning excellent to orange meaning poor. Some units' condition will occasionally go as far as red, but by the time a unit's icon is red, it is usually routing and thus out of control. The unit's overall capability can be determined by moving the mouse pointer over the icon and looking at the status bar. If a unit is routing or otherwise not available for orders, the condition icon has a slash through it. Supply Icon If a unit is out of supply the supply icon has a slash through it. Fire Icon Units who are able to fire, but have not yet done so have a fire Icon displayed. If the unit cannot fire this turn the icon is not displayed. Reaction Orders Maneuvering of units and engaging in combat can happen both by conscious choice or by issuing reaction orders. Units can be under automatic reaction orders, which permits them to fire on, or charge and assault, enemy units which move or fire nearby during the enemy phase of the turn. The types of automatic orders that a unit can accept are based on the type of unit. Mounted cavalry units can be given "reaction move" orders, and others can be given "reaction fire" orders. By giving "Hold Move" or "Hold Fire" orders, units are directed not to automatically respond to the actions of enemy units nearby during the enemy phase. When Free, Near, or Wait orders are issued, the maximum range at which a unit can react is established. For example: when playing a small scale scenario, a Near Fire order directs the unit to fire on enemy units that move or fire within 3 hexes. Reaction Distances Table ------------------------ Order 100 yd 200 yd 400 yd Free Fire/Move 3 2 1 (adjacent) Near Fire/Move 2 1 1 Wait Fire/Move 1 1 1 Counter Fire Wpn Range Wpn Range Wpn Range Hold Fire/Move No reaction No reaction No reaction There is no cost for changing reaction orders, and the range for the selected order is shown in the Information bar, below the Map window, when a change is made. Regardless of the orders units are given, they may automatically react if enemy units enter an adjacent hex or fire upon them. Units that are poorly-trained or have high morale may "Fire Franticly" because their urge for self-preservation or their desire for combat overcomes their willingness to obey their orders. This is less likely to happen to well-trained or low-morale units for different reasons. Well-trained soldiers keep their wits, while those with low morale either panic or freeze. National Flag This indicates the national affiliation of the currently selected unit or the unit under the mouse pointer. Deploy Skirmishers Some units can detach a portion of their troop strength to form skirmishers. These troops deploy some distance in front of their parent unit to harass enemy units by fire and screen the main body of their unit from enemy small arms fire. Skirmishers can only be deployed by units in Attack Column, Supported Line, and Line formations. Skirmishers have a significant effect on the unit's performance in fire combat, but have no effect on melee and are automatically recalled immediately when adjacent to an enemy unit or prior to the first round of any melee combat. Having skirmishers deployed slows movement in any formation by one point per hex. Change Formation The formation of any non-naval, non-artillery unit can change at any time as long as the unit has sufficient movement allowance remaining. The cost to change formation depends on the type of unit, its level of training, and the nearness of enemy units. Most formations require a minimum level of training, and some or all units may be limited in their selection of available formations. If the formation can be changed, the Formation button appears raised in the Active Unit panel. Left-click on the button to change the unit's formation. Depending upon unit's level of training, the following formations may be allowed: Tactical Fire Melee Formation Efficacy Efficacy Mobility ---------- -------- -------- -------- Disordered Poor Poor Good March Column Poor Very Poor Excellent Attack Column Poor Good Fair Supported Line Fair Fair Fair Line Good Poor Poor Defensive Excellent Excellent Zero Square Poor Excellent Poor Engineering* Poor Poor Good Note on Engineering: Units can stop to create breastworks or remove abatis if this button is available. Abatis are improvised barricades with little defensive value, but slow movement across them. Left-clicking this button causes a unit ending its movement in a hex with an abatis and movement points left to destroy the abatis as soon as it passes a capability check. This process uses all remaining movement. Breastworks are hasty defensive works constructed from any available material. Left- clicking this button causes a unit ending its movement in an appropriate hex with movement points left to throw up a breastwork as soon as it passes a capability check. Change Facing (Rules Option) The facing of any unit in any formation other than Disordered, Square, or Defensive Order can be changed at any time, for no cost, as long as the unit has at least one movement point left. The unit changes facing when it moves and it faces in its direction of travel. If the facing can change, a facing button also appears in the active unit panel. Left-click on the button to change the unit's facing. As a default setting, a unit's facing can also be changed using a configurable mouse button by right- clicking in a hex that the unit should face. This option can be changed by selecting the Right Mouse Button option under General Play Options in the Play menu. Each unit "faces" or points in a particular direction on the map. In general, units can react more effectively to things that happen in front of them. Facing has no effect on naval units and those in Disorder, Defensive Order, or Square formations, but it does have a strong effect on movement and combat for other units. This is particularly true for units equipped with crew-served weapons such as cannon or machine guns. For each unit, the map is divided into four zones. Hexes within 60 degrees of a line extending from the front of the unit are within the unit's forward zone. Anything within 60 degrees of a line extending from the rear of the unit are in the unit's rear zone. The remaining hexes on each side are within the unit's flank zones. Mounting or Dismounting Units can change mount status (mount / dismount for horse mounted troops or limber / unlimber for artillery) if it has mounts and has sufficient remaining movement allowance for this turn. Artillery units must also have sufficient crew to be able to limber or unlimber. If a unit's mount status can change, the horse head icon in the active unit panel becomes a button. Left-click here to change the unit's mount status. Exit from Map Edge If the unit is on a map edge, an Exit or Flee button may appear. Left-click this button if the unit should leave the map. In some cases there may be victory points awarded for exiting units from the map. There is no penalty for exiting units, although they can never be brought back into play once removed. Command Panel This panel displays the name of the Active Unit's command, and that command's status. Others in Hex Panel This display is shown below the Command panel. It lists any other unit in the same hex as the active unit with a steel-colored button; left-clicking on that button makes that unit the active unit. Any leader attached to the active unit is listed using a bronze button with the command's icon appearing on the right. Any attached sub-leader's name appears as a steel button. If a name is shown as a raised button, it can be selected. Leaders Selecting a leader's name by right-clicking on it brings up a display of information on that leader including the command, the unit to which he is attached, his command radius, and reveals the leader's bravery, charisma and competence ratings. Buttons on this display show the leader's actual command radius on the Map screen, and allow his assignment to be changed. Units which have leaders attached to them are indicated on the game map by small national flags next to the Wallop Factor bar. Reassigning or Detaching Leaders From the leader information display leaders can be reassigned to another unit of the same command, if the conditions are right, or detached with a bodyguard. If so, buttons appear indicating these options. Leaders may only be reassigned to units of their command. The transfer distance may be no greater than the command radius of the leader, and there must be a path of hexes free of enemy influence and impassable terrain between the original and new unit. A leader may only be reassigned once per turn. Left-click on the button to see which units are eligible to receive the leader. Then left-click on an eligible unit to complete the reassignment. Detaching a leader with a bodyguard actually creates a new, small unit (with 12, 25, or 50 men depending on scenario scale). Click on the Detach with Bodyguard button, then click anywhere or press any key to complete the process. Organizing the bodyguard expends the new unit's movement, so the bodyguard cannot move the turn it is created. This bodyguard unit is part of that leader's command, but moves and fights independently. If the leader is reassigned to another unit, the bodyguard is absorbed into that unit. Microview Map The Microview is a smaller version of the Overview Map. It is a miniature view of the battlefield, with the each side's units visible as either brass or steel colored dots, depending on the color of their Wallop Factor bar. The current Map window is represented as a yellow frame which can be dragged using the mouse pointer to scroll the Map window. All units in the command of the active unit flash yellow to indicate their location. Visible enemy units appear as dots of the color of their Wallop Factor bar. The Microview map can be used to quickly move around the battlefield, by left-clicking directly on it. Buttons On the right edge of the screen is a row of buttons which display information about or alter control of units and commands on the Map window. GAME PLAY --------- COMBAT Depending upon the weapons assigned to them, most units have the ability to fire at enemy units at a distance. Whenever a crosshair cursor appears on the map the unit can be ordered to fire on an enemy unit under the crosshair. Unless the selected unit is in Square, Disordered, or Defensive formation it is less effective when firing into hexes in the flank or rear-facing arcs. The color of the crosshair indicates the relative effectiveness of the fire: Fire Cursor Color Weapons Effectiveness ----------------- --------------------- Red 81% - 100% Orange 61% - 80% Yellow 41% - 60% Yellow Green 21% - 40% Green 1% - 20% Reaction fire is actually divided into four, quarter-turn "volleys." Whenever a unit is ordered to fire by left-clicking on an enemy unit, the unit fires all remaining volleys at the enemy unit thus expending its remaining movement. Fire Strength The fire strength that a unit can direct at any particular target is dependent upon the unit's formation, facing, troop strength, weapons, troop capability, range to target, environmental conditions, and available frontage. Age of Rifles calculates this, but there are several things that can be done to maximize a unit's fire strength: * Assume a Line or Supported Line formation * Dismount or unlimber units * Recall skirmishers There are also several ways to minimize a unit's exposure to enemy fire: * Dismount or unlimber units * Deploy skirmishers if possible. While this has no effect on enemy artillery fire, it significantly improves a unit's resistance to small arms fire * Enter a defensive posture by assuming Disordered or Defensive Order formation in a town, redoubt, or trench hex Units are most effective when firing at enemy units which: * Are mounted * Are nearby * Are in March or Attack Column * Are in Square formation * Do not have skirmishers deployed (except for artillery, which is unaffected by skirmishers) Unit Capability The capability of a unit is checked frequently during the game. Capability is a general indicator of the performance of a unit, and is based on the unit's training, experience, morale, and vitality compared with the national average. The unit's capability rating is used when a unit is forced to make a capability check. Unit capability is displayed at the bottom center of the Unit Information panel as a "capability light." The color of the light can range from dark green to red, and indicates the general condition of the unit. Moving the mouse pointer over the capability light will cause a capability statement to appear in the Information bar. Training represents the unit's general level of military education and practice. In addition to its contribution to the unit's overall capability, this ability determines which formations the unit can assume. Experience is a relative measure of a unit's previous exposure to battle. Units that progress from one scenario to another in a campaign will gain experience factored against the percentage of casualties suffered in the previous scenario. Morale represents the level of motivation of the soldiers assigned to the unit. This figure can go up or down depending upon combat results and rest. Morale counts for twice as much as any other factor when considering a unit's capability. Each unit has a vitality rating. Fresh units have an excellent vitality, troops with a poor vitality are essentially asleep on their feet. Units with a vitality of fair or less have reduced movement rates. Whenever a unit moves or engages in combat, it suffers some loss of vitality which is usually recovered at the beginning of each turn. Vitality losses are greater at night. Forced march movement and melee combat cause a unit to become winded, an effect which inhibits rest for one full turn. Resting units using the Disordered formation recover vitality more quickly. Units' training and supply ratings are fixed from the beginning of the scenario, but the overall capability of your units can be maximized by avoiding unnecessary movement, particularly at night. Retreat, Rout, and Panic Any time a unit suffers losses due to combat, it must pass a capability check or retreat. A unit's capability can be modified by its formation and by the presence of a leader. Units failing a capability check must make a second check. If a unit fails the second check, the retreat becomes a rout. Routed units may drop some of their weapons when retreating, and if they remain routed, attempt to retire from the battlefield. Routed units which fail a third capability check may partially or completely disband, with all of their assigned troops becoming casualties, stragglers, or prisoners. If a unit is required to retreat, but cannot comply, it panics instead. Panicked units remain in place, but they become winded, suffer dramatic losses in morale and vitality, and are considered to have routed. Units in Defensive Order are less susceptible to retreats and routs. Communications Traces Communications traces are required whenever a unit checks for resupply or isolation from command leaders, and whenever a leader reassignment is ordered. The unit is in communication if it can trace a path of hexes free of water obstacles and escarpments, and not adjacent to enemy units (unless occupied by friendly units). If the trace fails, the unit is not in communication with the supply point or leader. Leader Capability A leader's capability is based on three characteristics: charisma, bravery, and competence. Left-click on the leader button in the ##Others in Hex## panel (if present) to view the characteristics of the leader or to reassign the leader to another unit. If a leader is attached to a unit, that unit's capability is averaged with the leader's capability for all game checks. Like most unit characteristics, leaders' charisma, bravery, and competence are fixed at the beginning of the scenario. Incapacitated Leaders Unfortunately, leaders are not supermen. They can be incapacitated by enemy action or friendly fire. Whenever a unit takes any losses there is a chance, based on the severity of the losses, that any attached leader may become a casualty. If this happens, a "brevet leader" is promoted from the ranks. Brevet leaders' characteristics are randomly determined, based on the standard national characteristics of the unit of assignment. If the affected leader is the overall formation leader, all existing leaders are promoted to the next highest position in the formation while remaining with their unit of assignment. It is not possible for a brevet leader to become the overall formation leader unless all original leaders in the formation have been replaced. SCENARIOS ON THIS DEMO ---------------------- (The following descriptions are taken from The Age of Rifles GAZETTEER section, found in the full game release.) The Round Tops -------------- At the start of the second day of the Battle of Gettysburg, the Union army occupied a strong defensive line. Their line stretched south of Gettysburg from Culps Hill to Cemetery Hill, and from Cemetery Ridge to the base of Little Round Top. The weak point of this line was at Little Round Top - which at the start of the day had no one on it. If the Confederates were to occupy Little Round Top, they would be able to deliver artillery fire onto the flank of the Union Army. The Union Chief of Staff, Governor Warren, discovered the lack of Union presence on Little Round Top and immediately dispatched two brigades to take position. The 20th Maine and 140th New York rushed to fill the gap - at the same time, Confederate brigades led by Robertson and Law rushed to exploit the position. The battle began as the 47th and 15th Alabama met the 20th Maine near the crest of the hill. Outnumbered three to one, the Union batallion soon found itself with almost half of their numbers gone, and the reest scrounging ammo from the dead. They had two options: flee or charge. They chose to charge the Confederates. The 20th Maine was led by Colonel Chamberlain, who gave the order to fix bayonets and charge the Confederates. The Alabama brigades were suprised by the attack to say the least,some fought while others ran "like a herd of wild cattle." At the end of the battle, the Union was able to take the hill; the Union flank was secure. 203 Meter Hill -------------- 203 Meter Hill overlooks Port Arthur, both the town and the harbor. It served as a key to the Russian defense of the area, as artillery sited on the hill could reach as far the Russian fleet stationed in the harbor. As the siege of Port Arthur dragged on throughout the last months of 1904, Japanese commander Nogi pressed the Russian defenses at Hill 203. The first Japanese assault was launched on September 20th, and was repulsed with a loss of 2,500 casualties. Another assault on Hill 203 was launched in early November, one which degenerated into medieval style siege warfare. Tunnels and counter-tunnels were dug on both sides, and the weapons of choice were clubs, knives, and fists. The fierce hand to hand fight left many dead and wounded, literally scattered all over the hill side. The Russians eventually withdrew, covered by two counter-attacks. The Russians lost a total of 3,000 casualties in defense of Hill 203, while the Japanese lost about 12,000. As a result of the Japanese victory, they were able to place artillery pieces on top of the hill. Through these pieces, the Japanese were able to virtually wipe out the entire Russian Pacific fleet, harbored in Port Arthur. Miscellaneous Definitions Battalion: A group of soldiers ranging from one hundred to over a thousand. Several battalions make up a regiment (or a brigade in some armies). Battery: An artillery unit made up of canon, rockets, howitzers, or mortars, usually six to twelve. Brigade: Two or more regiments with associated support units such as cavalry or artillery. Brigades were organized into divisions. Charge: Currently, units are assumed to be "charging" into combat if they enter melee combat while not disorganized. Company: A body of men from 50 to 250. Several companies make up a battalion. Division: A division generally consists of two to four brigades. Leader: Leaders represent Regimental through Corps level officers. Subleaders represent the chain of command supporting higher ranking officers and controlling other units in a command. Leaders are used to control and direct units forming larger bodies called commands. They add their capability to units' under their command, and can function to prevent or recover from rout. Units out of the control radius of their leader are isolated and suffer limited movement. Limber: Crew-served weapons of the nineteenth century could be in one of two states: limbered or unlimbered. Limbered weapons were ready for transport, with guns and ammunition caissons in train behind teams of horses. In this state the weapons were unable to fire, and several minutes were required to prepare the weapons for action. An unlimbered weapon is ready to fire, with its crew deployed, caissons open, and horse teams tethered nearby. In this state, the weapon can only be moved if it is light enough and has an appropriate carriage to be pushed by the crew. This is called "movement by prolong," and is only useful for traversing short distances. Mount: If a unit has horses, it is capable of mounting up. This is the individual trooper's equivalent to limbering. Mounted troops can move very rapidly and have significant advantages in melee combat, but they are also quite vulnerable to enemy fire. Regiment: Two to five battalions that form the foundation for a brigade. Section: A portion of an artillery battery consisting of two guns, limbers, and caissons. "We're going to get punched in the face for this game:" Prophetic comment made by Jason Ray. Game Screen Hot Keys -------------------- Save Scenario s Load Scenario l Undo u End Turn e Change Unit Icon i Change Wallop display w Swap Stack k Show Command Radius x Identify Formation y Show Command Details d Show Field of View v Reporting Menu r Open Change Formation t Open Change Facing Window f Change Facing by one counterclockwise "," Change Facing by one clockwise "." Change Orders o Change Command Scope c End Scenario and Return to Main Screen q Music On/ Off m Sound Effects On/ Off j Animation On/ Off b Graphics Rich/Simple g Show Movement Paths On/ Off p Show Movement Limits On/ Off a Select Next Unit with movement points Credits Developed by Norm Koger, Jr. and SSI Special Projects Group Producer John Eberhardt Associate Producer Brandon Chamberlain Art Director Steve Burke Lead Artist Gennady Krakovsky Artists Maurie Manning, Ben Rush, Mike Filippoff, Dave Jensen, John Xu, Donald Wang, Sean Tsai Additional Art Miki Morris, Strategy First, Inc. Programming Norm Koger, Jr. Lead Scenario Designer Mike Simpson Additional Scenarios James Young, Dick Wagenet, Dave Merrick, Novastar, Inc. Audio Director Ralph Thomas Audio Technician Ron Calonje Multimedia Production Maurice Jackson Music Composed & Performed by Rick Rhodes and Danny Pelfrey American Theme Music Tom Carns Manual Author Mark Whisler Manual Editor Jonathan Kromrey Data Manager Caron White Install Programmer Ben Cooley Test Manager Glen Cureton Test Supervisor Jason Ray Lead Tester John Cloud SSI Testers Bill White, Lance Page, Osiris Roman, Mike Hawkins, Kelly Calabro, Sean Wyman, Jason Loney, Jeff Powell Beta Testers Paul Winner, Bill Lott, Lee Jordan, Greg Doyle, Vince Alonso, Judith Weller, John Taylor, Jim Fink Executive Producer Bret Berry Special Thanks to Kevin Klemme, Jan Lindner, Joel Billings, Chuck Kroegel, Dan Cermak, Lee Crawford, Carl Norman, John Hudson, John Ross, Tom Wahl, Bob Burke, Al Revere, and Andy Preziosi