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. Also, when placing units, the current unit automatically advances to the next one to aid deployment.*
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Your units will be shown along one edge - place each one inside your deployment area as you see fit by selecting it and then clicking on the desired hex, and remember that the cursor advances to the next unit when placing troops like this - unless you hold the SHIFT key down when you click on the placement hex!.*
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In the scenario editor, sometimes your units will NOT be shown along the map edge - they are 'off map' - if this occurs ensure that ALL of the units are placed on the map manually BEFORE you save your scenario, or these units can be permanently 'off map' and unselectable. You can sometimes cure this situation by deleting the troops, but it is best to recognise the situation and place all the pieces on map yourself.*
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Remember - you can turn your units by right clicking the mouse on a clear hex (no friendly or enemy units in it), this is chiefly of interest to things like pillboxes - their arc is fixed, and as a defender you may want to position a bunker or pillbox so as to fire flanking fires before the game - you can turn these in the deployment phase, but not in-game.*
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Scenario Editor-specific hot keys appear at the end of this topic.*
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________Deployment screen hot keys*
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__A - Deploy all of the current formation close by the current unit.**
__B - Go to the bombardment menu screen to plot artillery - NB in the deploy screen is where you set out your 10 pre planned artillery target hexes (gold spots), and also any artillery plotted now will fall in turn 0, ie as a pre-game bombardment. Any such artillery fires, when complete can of course be fired with minimal delays even if adjusted, later on - select the firing unit on the bombard menu in game, then hit the appropriate ammo button and the battery will aim at the last spot fired on. Therefore - any pre game bombardment is a prime candidate for say a creeping barrage, adjusting each mission minimally and avoiding long delays for impromptu fire requests later.**
__C - Clear dark hexes and smoke (eg those created by a V action)**
__D - Load all loadable units into the NEAREST available transport (not necessarily units own transport) - or unload all currently loaded units from transports (prompt). NB - in this phase you can unload from barges if you are performing an amphibious assault, to rearrange passengers, but remember to load them up before exiting your deployment, or they will eventually drown!.**
__E - Entrench your units (Assault or Defence only - less types entrench for assaulter). NB - you cannot entrench in water type hexes - e.g marshes.**
__F - Find (go to) the current unit if on the map.**
__G - Go to the next formation's HQ unit, ie cycle through formations.**
__H - Go to the Unit Status list 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. Also - in the deploy menu, there is no distance checking from the loader to the transport, unlike in the game itself. Thus - in the deploy phase ONLY - you do not need to place the unit to be transported into the same hex as the transport (alongside for barges and rafts).**
__N - Select the next unit. In regular games, only on-map units - in the scenario editor, off map units are allowed to be selected, so you may edit their characteristics.**
__P - Select the previous unit, opposite to N key. NB - N and P keys do not move the map to centre on the unit - use F to centre the map if the unit is off the current map section.**
__Q - Quit deploying.**
__S - Save the game to disk. HINT - it is a good idea to save the game before deploying any troops in case you make a total mess of the deployment and wish to start over. Also - saving the game after deployment, but before starting the game proper is a good idea in case you get a crash - you can return to this point after rebooting the PC!.**
__V - Show the hexes visible to the current unit in the facing it is CURRENTLY in - turn the unit by right clicking on a CLEAR hex, then use this key again, to look all round, if desired.**
__W - Assign unit to a new formation. Note that support units can be assigned only to support formations, and campaign core units can only be assigned to other core formations. Support units cannot be assigned to core formations and vice versa. If you assign away all the troops of a formation, the HQ is still there but 'lost' - it will appear on the roster, and its leader will gain experience as a campaign continues, but you cannot add troops to him. Basically - it is NOT a good idea to transfer all the units out of a formation.**
__X - Defender deploy mines and dragons teeth, provided he spent build points on mines in the purchase menu.**
__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 thier positions too soon.**
__? - Call up help screen.**
__- - Unzoom the map.**
__+ - Zoom the map.**
__< or M - Toggle map Text on or off.**
__> - Toggle Victory Hex display on or off. **
__. - set game length in turns - (Player No 2 in a PBEM game, otherwise player No 1) - NB do NOT go over 80, as the code uses high 90's numbers to indicate end-of-game internally. 80+ any possible game extensions in length will work OK, but generally keep under about 70 turns.**
__(spacebar) - show the current unit's information screen. (Adjust aircraft height here, rename leaders etc).**

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____Scenario Editor Deployment Hot keys*
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When deploying troops in the scenario editor, extra facilities become available.*
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__D - Edit the current unit's data. Note that we have allowed access to the armour fields for all units, in case they need correcting. DO NOT add armour to unarmoured types, such as infantry or AT guns, as this will just cause odd things to happen in the game. An AT gun with a 1 front armour value does NOT have a gun shield, it will probably get shot up with AP, or other unpredictable results. **
__O - Toggle the objective hexes display on or off.**
__R - Change the current unit to a different type. Generally speaking - if you need trucks, buy a truck unit, but in certain circumstances you may need to change a unit to something else. Buying a rifle company and then changing all the units to tanks is silly :-) - buy the correct formation type when you can. Also - changing type can cause problems sometimes, so you may need to check the unit over with the D key, and ensure things like armour are correct. In other words - this facility should not be abused. **
___Note - planes are artillery, and only planes can be changed to other planes - should you want a mixed flight, say as most end users expect the things to be in multiples of 2 - a mixed flight of 2 different plane types can upset their count somewhat.. Be careful changing off map units to on map types, or vice versa - any on map unit of an off map formation will be a LONG way from its command unit, so will tend to be out of command control, and so not rally very well, amongst other things. Stick to changing off map gun types to other off map gun types and planes to other plane types, and you should be OK.**
__Z - Place and point objective hexes. (NB - objective hexes usually start with a value of 0, which the AI will naturally ignore. Many folk ask 'why does the AI not go for the objectives I placed in my scenario?' - well, check that you remembered to assign them a positive value! :-> ). Note - you can clear down the victory hexes, and set a global value - see the map editing hot keys section of the game Guide.**
__. - Repeated here, but for a scenario this is how you enter the game (scenario) length in turns - IMPORTANT! :+).**
__# - Set reinforcement turn for this unit, at the current hex. Set reinforcement chance - this is a percentage chance of arrival per turn, NOT a one shot chance. Therefore a reinforcement with a 10 per cent chance which does not arrive on the due turn will test again on each subsequent turn after its due turn as and until it makes the chance roll or the game ends, whichever comes first. Off map reinforcement units (air, artillery) will not arrive on map, but will be unavailable until they do arrive. This could be useful to ensure, say, that the AI keeps its planes in reserve for a later phase of the game as a surprise strike (the human player may have decided that since he has seen no air activity for some time, that the AI has none..). *
Note that there are no restrictions to moving reinforcements about after setting them - but the thing if marked as a reinforcement will be >removed< from the game map at scenario start, and will use the location and facing it was in when you set it as a reinforcement. Any non-reinforcement units loaded as a passenger on a transport will automatically be given reinforcement status as passengers of that transport - so load your transport up and just set the carrier up as a reinforcement, no need to do each carried unit separately.*
There are no restrictions as to arrival point - just do not use the grey hexes - so your reinforcements could be paratroopers, or partisans appearing in the rear of the enemy. Or a massive flank march!.*
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SPECIAL NOTE: After completing your deployment, DO NOT "save" from the Deploy Screen. Exit the Deploy Screen, which will take you back to the Editor Screen and
save your work from there. *