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___Hot Keys:*
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Many of these are the same as for the deploy, but we will repeat for ease of reading.*
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Note that the current unit is the one currently selected. Some actions cancel the currently selected units, so you will require to click on a unit to select a new current unit. *
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Several in-game functions are ONLY made available through hot keys as well, they do not have buttons.*
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__A - Select the 'All Formation' mode - not a very useful function, except when you want to set the range of an entire formation with one use of the 'Y' key. Remember to toggle this off after the Y operation, or the next time you try to move a unit, the entire formation will move simultaneously under AI control - and it does not tend to make a very good job of it! - plus you cannot undo a group move..**
__B - Go to the bombardment menu screen to plot artillery.**
__D - Fire unit's smoke dischargers, if fitted and ammo left.**
__E - Go to the Encyclopaedia.**
__F - Fire weapons at current target (if any).**
__G - Go to the next formation's HQ unit, ie: cycle through formations.**
__H - Go to the roster (clipboard) menu.**
__L - Load/Unload unit onto/from a transport. NB - select the unit to be transported, hit L, and THEN click on the unit to load onto is the best method to use. You CAN select the transport and hit L, then point at the unit to load as a passenger BUT this only works for ONE transported unit! (as if you hit L on a >loaded< transport, it will firstly >unload< all its passengers - L is also the UNLOAD key for transports, recall!). Therefore - select the unit to load, then L, then point at the intended transport, as this allows >multiple< passenger units on a single transport, assuming that the intended transport has the lift capacity. The unit to be transported requires to be in the SAME HEX as the transport (alongside loading is however allowed for barges and rafts).**
__M and '<' - Toggle the map text on or off.**
__N - Go to the next on map unit.**
__P - Go to the previous on map unit.**
__Q - End turn.**
__R - Rally the current unit, provided it is capable.**
__S - Save the game to disk.**
__T - Select targets from those available.**
__U - Clear dark hexes and smoke. (Toggles - hit twice to get smoke back after clearing dark hexes)**
__W - Select a single weapon to fire.**
__X - Fire a smoke round at the target hex.**
__Y - Set the maximum fire range for the unit. Useful mainly for defenders who do not wish their troops to fire at long ranges and hence give away their positions too soon.**
__Z - Fire direct area fire at a hex - no requirement for a target to be located there (AKA supressive fire). NB - only weapon No 1 will fire.**
__? - Call up help screen.**
__- - Unzoom the map.**
__+ - Zoom the map.**
__'>' - Enable or disable the display of victory hexes.**
__'@' - For a vehicle or other crewed item, bail the crew out - mainly useful to rescue core crews in a campaign game.**
__'['  and ']' - These keys slow down or speed up the scroll rate. Only useful for minor adjustments - see appendix A of the Game Guide, section 6 on mo'slo.com for better ways should these not suffice.**
__(spacebar) - show the unit's information screen. (Here is where you set aircraft altitude, and rename leaders (click on the leaders name) etc. Also - click on a weapon and it toggles to red, and will not fire until toggled back on once again.**
__(right click) - on an enemy unit to see basic information about it.**
(Asterisk (Star) Key) - the asterisk allows you to surrender the game - mainly for PBEM with a human opponent. Surrender will cost you a huge points loss, so it may not be a good idea in a campaign game, unless you really are in a bad way, e.g. to save your core troops.**
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____Some Frequently asked Questions - see the Game Guide for more**
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__How do I recrew my vehicle/Gun etc ?*
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Once the crew has stopped running away - walk them or transport them back to the same hex as the gun or vehicle they abandoned, and leave them there for a while. Provided their morale is good enough, and the item to be crewed is not too badly damaged, they will mount up. NB - the original crew for the abandoned unit is the only one which can recrew it.*
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__How do I get things into the same hex as one containing another unit?*
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Whether friendly, enemy or wrecks, select the unit to be moved, then hold the SHIFT key and click into the target hex containing other units. (Enemy units may object to this!).*
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__How do I get an enemy squad to surrender?*
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Enter the same hex as the retreating or routed squad, and blaze away, when approximately 2/3 of the crew is gone it will tend to surrender, depending on nationality and morale, though occasionally a squad will run away even from such a pinning attack. *
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Alternatively, provided you are shooting the unit up, and it cannot find a hex to retreat to, it may surrender - ie typically it is surrounded by your units which have shots left AND are in good morale - an enemy squad may run into a hex containing a retreating unit of yours, or just may panic and enter an enemy held hex regardless. Note that rivers for example, can block retreat paths, as can minefields.*
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__How do I turn a unit in place?*
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Select the unit, then RIGHT click into a hex which is clear of wrecks, friendly or enemy units in the desired direction then the unit turns, and the unit LOS in that direction is shown by dark and light hexes. Use the clear dark function to remove the dark hexes. Some units like pillboxes cannot turn (other than when being placed in deployment) and barges and other watercraft need to be moved to turn - they cannot turn in place.*
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__What is the LOS from this unit?*
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Refer to the question 'how do I turn a unit in place?' above.*
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__How do I destroy a bridge?*
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Use typically an engineer unit with satchel charges, anti tank mines (can represent hollow charge demolition munitions) or a Churchill or Centurion AVRE with demolition gun fitted (165mm), and area fire onto the bridge hex. (Z key). It may take several attempts, especially for stone bridges. Very large artillery can destroy bridges, as can aircraft using large bombs if they drop these onto the bridge hex (bridges are valid aircraft target hexes, give a plane a bridge target hex and it will tend to attack that in preference to any bystanders). Generally, crater-causing artillery (about 120mm up) is needed to drop wooden bridges, and 8 inch or greater artillery to have a chance on stone bridges.* 
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When a bridge collapses, all units on that section are destroyed by falling into the river, and this can be very satisfying when you catch a massive traffic jam of the opposition's units on a rickety wood bridge with some 122mm.* 
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__My planes seem unable to hit a barn door?*
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Aircraft prefer targets out in the open in clear plains type terrain. They do not do so well in closer, broken terrain, such as woods and built up areas. Targets in smoke or artillery dust are not good air targets, and also if visibility is very poor - under 20 hexes (1 kilometre) then they can have trouble locating targets in the run-in. The further away they can see the target during the approach the better - an air pass onto something right on the appearance map edge hex of the plane is a bad bet as well, it may just appear, and being unable to target, fly off.*
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If the plane has a good target lock - you will see the message ' Attacking <target name>' and you will see percentages to hit flash up. If all you see is 'attacking hex' your plane had no good lock, and is just spraying the general area.*
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