*****************************************************************************
MOBHACK - Steel Panthers II Editor Utility v2.10 by Andy Gailey
================================================================

Firstly, all thanks to Nick Bell, who produced the original SPHACK for
Steel Panthers 1 - without the information he provided in his SPHACK16.TXT
I would be lost !.

SP2 data files are basically an add-on to the SP1 format. Those interested
will have to look through the provided source [not released with all versions].

If you have SP1, you should get yourself a copy of SPHACK, and also look at my
modified SP1 OBxx files (the OBANDY series - shameless plug!).


DISCLAIMER - AGREEMENT
======================

Users of this program must accept this disclaimer of warranty:

 "This software is supplied on an AS IS basis. The author specifically
  disclaims ANY warranty, expressed or implied, as to the fitness for any
  particular purpose of the software. Under no circumstances will the author
  be liable for any direct, consequential, special, indirect, or other damages
  including, but not limited to, loss of data, profit, or the use of the
  software arising from the distribution, use, misuse, or inability to use
  the software. YOU USE THIS SOFTWARE AT YOUR OWN RISK. BY USING THE SOFTWARE,
  YOU AGREE TO THE TERMS OF USAGE SET FORTH IN THIS DISCLAIMER."

NOTICE
======

This program is not in any way connected with or endorsed or supported
by Strategic Simulations, Inc.

TRADEMARKS
==========

Steel Panthers II is a trademark of Strategic Simulations, Inc.

DISTRIBUTION NOTICE
===================

This program is being released by the author as freeware. It is NOT public
domain! You may copy and use the program freely. You may distribute it to
whomever you like but:

			1. Do NOT distribute modified versions.
			2. Do NOT bundlle with other programs.
			3. ALWAYS distribute with the documentation.
			4. Do NOT charge a fee for distribution.
			5. Where code was supplied, it was for info only. Do not use or
				reuse the code at all, other than for personal use at your
				own risk.

No other limitations are placed on the usage of the software. No monetary fee
is charged for the use of the software.  However....

									*** WARNING ***
									===============

This program makes permanent modifications to the SP2 mobxx files - however a
backup file is made of each file on entry to the editor (Mobxx.BAK). Thus you
may be able to recover from self-inflicted wounds!. The final source of clean
mobxx files, is of course your distribution CD. It is advisable to copy all
your mobxx files to a safe place on your hard disk before playing with them,
in any case!. If you have upgraded via the patch, you should also copy the
newly updated mob files somewheres safe, unless you want to reinstall the
entire SP2 then apply the patch if you blunder!.

Also, it is advisable for anyone of a nervous disposition to further copy all
the mob files to a 'working' hack directory, in which you then install MOBHACK
- and copying any edited files you are happy with up to your SP2 directory after
you have finished editing.

[It is well worth while checking an edit by looking up the SP2 encyclopedia
after hacking a nation's MOBxx, before diving into a test game!]

*****************************************************************************
Another warning
===============
SP2s code does not handle unterminated strings very well, and these cause
crashes.

There is one known built in SP2 bug with regard to names - the sgt 'Bloggs'
etc come from a pick list. However in the Indian names file, one of the names
is garbage. If it picks this name, going to the HQ tent menu crashes SP2 out
to DOS. (It seems to apply when the page with a leader of the garbage name
is tabbed to). This bug just may apply to other armies as well. So if you
crash on selecting or using the tent, this is the likely culprit.

The solution for this is to click on each and every unit until the garbage name
is found - its obvious when you see it - and change the name. Moral is when
playing Indian, save the game before using the HQ icon, and if it goes 'boom'
then you are covered!.

*****************************************************************************

BUG FIXES, UPGRADES ETC
=======================
Ver 2.10
	Finally fixed the paste names bug I hope!!.
	Weapons count now goes to correct 249, was 245 (caused crash)
	new csv file output - added formations, now split to 3 files

Ver 2.02*
	Code unchanged, just this file updated.

Ver 2.02
  Fixed a problem with names not being properly written - usually in unused slots
  Allow a zero unit in formations (to delete!).
  Date validation - zero allowed for making unavailable
  Unit display in the formation editor now displays all pages, not just the first

Ver 2.01
  Enough changes to justify a major revision no. upgrade!.
  Cut/paste buffers added. - see below for destructions
  weapon/unit class viewers added.
  FORMATION EDITING!!!!. - also see below
  .CSV file dump of MOB file - see below
  stopped writing btye count during read/write - much faster.

Ver 1.03
  Not issued to the public, (interim).
  HE and AP Kill values were transposed when displayed.
  listings changed (1..n in left col, 42..in right).
  Tidied editing - backspace deletes 1 char.
  saved a second or 2 by only writing byte count at 500 intervals at file
  load/backup/save etc.
  2 new unit fields :Rangefiner and moveclass. - see below

Ver 1.02
  Correct Cserve no for A Gailey
  Normal speed for unit now editable
  LBM ID nos now correct 5 digits
  Unit name changes now saved
  problem with loading a new MOB file, when original not 'dirty' fixed
  unit graphics now correctly handled

*****************************************************************************

INSTALLATION
============

Copy the MOBHACK.EXE file into the directory you intend to do edits in then
type "MOBHACK" <return> to start the editor. Note that MOBHACK only edits the
mobxx files in the current directory - if you wish to have several 'variant'
subdirectories, from which you copy over modified files to the real SP2 dir
you will have to copy MOBHACK to each such 'edit' subdir. It may then be
advisable if you write a special batch file to copy over files to the real
SP2 directory whenever you want to use a particular 'dataset'.

It is also advisable to copy ALL the mobxx files to such editing sub directories
- MOBHACK does not check to see if all are there, but it will fall over if you
ask to edit a non-existant mobxx.

Use the hint line at the bottom of each screen to guide you through the operation
of the editor. If a file is dirty - ie edited - a '*' is put up on the status
line at the top of the screen.

Try small changes first, rather than jumping in with a massive reorganisation
of some army. Remember to adjust points for any changes, if these seem to produce
either supertroops or less effective troops.

The editor only writes changes at the end of an editing session - it does not
directly write to the file until that point. You may therefore discard an edit
session you have made a hash of - you will still have a backup made, this is
automatic on loading a mobxx file.

Mobhack was deliberately done for DOS, as this is SP2s working environment, and
it was also faster to get out the door, therefore the first SP2 hacker about!.

With mobhack being a 'dosser', you can make a quick hack, slap it into your Sp2
directory and boot the game for a quick test of your fix without all the hassle
of booting or exiting an entire operating system.

Mobhack can also be run in a windoze 3.x dos box - I dont have win 95 by choice,
but it may work in this case as well. If you are a win95 user, check out
spobedit - you may want both hackers in any case for the reasons given above.


EDITOR LIMITATIONS
==================
Modified MOBxx files WILL affect scenario games - so be careful. If, like
me, you play the scenarios about once each, then concentrate on campaigns,
this will be less of a problem. If you write a scenario requiring modified
mob files, you will likly have to distribute these as well.

However, there are plenty of free slots in MOBxx files, unlike the often
rather crowded OBxx files of SP1. You may wish to put your edits in these.
(Computer opponents will select from all such, however!). [With limitations
in the Formations though - see the item on the 'Pick List']

It is probably best to make a copy subdir with all the original MOB files
in it before hacking - but you will be able to get them off the CD.

EMAIL - make shure BOTH of you are using the SAME variants!.

*****************************************************************************
CSV File Dump {2.0}
=============

I toyed with the idea of a printout routine, but this was the best thing.

The 'C' option at the main menu dumps the weapons and units data for the
curently loaded MOB file to MOBxx.csv. So you can load this up into a
spreadsheet and prettyprint from there - plus you can analyse the data to
your hearts content!.

The routine skips any weapon or unit line whose name is 'null', but some of
the data have a space or 2 in there, so you will get a couple of lines of
unused entries - just select delete row from the spreadsheet.

Formations not dumped as I could see no use in analysing these. May add it
later should enough of you shout at me!.

I have loaded this up on my puny little spreadsheet (MS Works for Windows),
and it works nicely. Note for any Works users out there - it reads .csv
quite happily, just does not give you the option as a specific load type.
just type in *.csv, select your file, and off you go. (The thing gives
you the option to SAVE as CSV, you would think then that the .csv option
would appear on the load options....).

Once you have the data in the SS, you can of course play round with it, eg
write a macro to rearrange the default dump, prior to a pretty print.

NB - some database programs also take csv format input, so you can import
these files and then use the report facility to pretty print, or do some
comparisons etc - endless fun possibilities.

{2.10 changes}
added formations dump to csv.

CSV file dump now does 3 separate files. 1 each for weapons, units and
formations. Names are MobxxW.csv, mobXXU.csv and mobxxF.csv for weapons,
units, and formations respectively. This was done as the previous 1 file
dump produced worksheets which were a little large for some low end
spreadsheets to handle.

The weapons and units put thier data out in a single horizontal line for
each item - this is because many folks want to do sums and things with the
data. Its also best for reading into database rows.

The formations format is however different, as there is no call to do sums
with that data, so it is formatted more for readability/printability straight
off.

*****************************************************************************

EDITING
=======

In SP2, each nation has its own MOBxx file, in which is contained that nations
weapons data. (unlike SP1, where several nations share an OBxx file, and the
weapons data is common to all).

Each nation's weapons data seems to include both its weapons, and an odd mix
of other nations weapons as well.

Naturally each nations units still have a 'nationality' byte, despite being
all in one MOB file. This may provide a simple way of making units 'unavailable'
ie by changing the nationality to some other value. The Encyclopedia in the
game also seems to look only for the expected nationality value when displaying
units - thus if you overwrite, say the USA mobxx files with, say USMC, then the
encyclopedia will be 'blank' when you try to select the USA entry.

NOTE : most values used are bytes (0-255), except for the side view picture
number (a 2 byte unsigned word), and a couple of others.

LBM
===

The pictures used are stored in a format which apparently came from the ATARI.

The best thing for viewing/playing with these is Paintshop Pro. A shareware
demo of this is available - mine came off a computer mag CD. With the huge
number of such files, the 'browser', which produces a set of thumnail icons
with a reduced pic of each .lbm is simply invaluable. Recommended!.

The files are stored as pmxxxx, where the xxxx is the number displayed in the
editor. Any new ones you produce with PSP should be saved in this format in
order to be recognised. They all appear to be the same size. Many are in fact
duplicated.  You can of course bring over SP1 pictures. When doing your own,
the palette can be a problem, one way is to load any old lbm, and use the save
pallette command - then apply the saved paleete to your masterpiece.

Many units have no lbm - in this case the last loaded piccy is used, or
the first one in the dir - usually an F8 crusader.


EDIT BUFFERS
============

New in 2.0.

There are 10 buffers for each of weapons, units and formations. When viewing
or editing a 'thingy' F1 copies that data into buffer 1 of 'thingy's' type,
up to F10 for copy buffer 10.

When you edit a 'thingy', pressing <CTRL> plus F1 through F10 pastes over that
'thingy's' data with the contents of the copy buffer thus selected. Empty
bufers do not paste.

The buffers mav be viewd from most places by using ALT-V. The name of the
original 'thingy' copied is displayed, otherwise 'empty' is noted for each
of the 30 copy buffers.

The buffers stay through MOB file loads - so you can copy things from a
source file into several target files.  Just remember to change the nationality
number to that of the new mob file or you will not see it in the choices!.


EDITING WEAPONS
===============

Since editing, say, the 105mm L7 gun, in one MOB file will now only affect that
nation's use of the gun, now you will now have to go through ALL users of that
weapon and modify the data. (same for units - but that was the case with SP1
anyway).

Ranges are always in hexes. For off-table artillery, and long range sams, some
strange values are used, so these are possibly an exception.
  Stand off sams use ranges over 100 as a rule. Possibly 80, as stingers seem
  to get some standoffs.

  Off table artillery seem to use the last 2 digits to determine if a counter
  battery has the reach to hit an enemy, IE a '210' can shoot up a '209' but not
  the other way.

AP values are in centimetres (and armour values are too, in units). Used for the
cluster munitions value for some artillery.

HEAT penetration is for the HEAT (High Explosive Anti Tank) round.
(NOTE some, but not all HEAT weapons have a special 'code' of 222)

HVAP is High (Hyper if you are American) Velocity Armour Piercing
  HVAP range is the maximum range of that round
	 ( NOTE: in SP2, for some weapons (Missiles,mortars) this byte is used
		to represent the MINIMUM range for these weapons)
  HVAP AP rating - the best armour penetration of this round.

[Note, in the released SP2, as opposed to the demo, HVAP has been renamed
 'Sabot'- for early non-brit tanks, this is usually HVAP]

Unlike SP1, HVAP is for some weapons, apparently now used for a 'better' APDS
or APFSDS or, perhaps APFSDU round, with AP representing, typically a standard
APDS round.An exaple is the L7 105mm, whose standard AP round is in actual fact
APDS (no AP round was ever used with this), and the HVAP round is the APFSDS.

Weapon size seems to have no effect?.

Projectile size effects the 'bang' size (eg crater size), and possibly effects
both AP and HE damage inflicted.

[Aside : all SP2 weapon effects are lmited to the 50 metre impact hex. At 51
metres range in the SP2 universe you are perfectly safe even from say, a 2000lb
aircraft bomb. This phenomenon therefore underplays deliverers of large lumps
of bang-bang - mostly artillery and especially aircraft bombs]

Weapon class is noted in the editor, alongside this item. Has noticeable effects
(eg flame weapons go 'WHUMF!'). I believe I've figured out most of the new types.

HE penetration - some He rounds can punch through armour. Air cannon use the AP
shell number as a cannon count, so air cannon have to use the HE pen line - this
explains some air mg or cannon having higher values in this than their ground
variants.

HE Kill - effects killing soft'n squishy targets (grunts).

AP kill - this seems to be unused? - experiment!.

Accuracy - basically the range at which a 50% hit chance is expected before
any other adjustments are applied (eg fire control, range finder, crew exp).

Air weapons : note that these are a special case - air weapons are always HE
weapons (the AP line in an aircraft unit data is actually used as the number
of such weapons, not as a number of AP rounds). So Aircraft cannon on first
sight may have a higher AP HE value than the same weapon ground-fired. But
this value replaces the AP line. AT missiles - seem to use the AP line. Basically
look at a similar unit to see how SSI implements it.

Note - the rocket pod needs upping if your aircraft has a large pod, basically
each rocket pod is 5-7 missiles, so a 14 rock pod is usually 2 in the HE line,
a 32 rocket pod would be 4 or 5 (to taste).

EDITING UNITS
~~~~~~~~~~~~~

Unit class - I believe I have figured out all the new ones. This is displayed
alongside the appropriate line in the editor.

Unit graphic - the sprite used to represent the unit.

size - affects spotting and hitting.

men - the crew. In SP1, a maximum of 13 men for a non-afv unit was the case,
		else odd things happened. (eg guns with no crew) This is likely still
		the case.

weapons - each unit has 4 slots. The first one seems to be the primary one, and
		as such gets more fire opportunities. Each is allocated a maximum number
		of both HE and AP rounds.

		[NOTE - also, the first wpn is the one that is used for the accuracy
		percentage on the 'target' screen (T key) - so it makes sense to swap
		the ATGW line on your attack helos for the MG usually put in slot 1,
		as no doubt you will be more interested in your TOW to-hit value than
		the miniguns - same for some vehicles with an AAMG in 1, missile in
		slot 2]

		Aircraft : for cannon, the HE line is used for the number of shots, and
		the value in the 'AP' line is used to represent the number of cannon.

		Artillery: The AP value is used for cluster munitions, NOT direct fire
		anti-tank rounds. SSI forgot this with the British 25 pounder, so this
		has cluster rounds in 1950... All on table artillery have to use a HEAT
		round now, even if they had a solid shot AP round (eg so 76mm field gun).

		Also, for aircraft, you can arrange for 'long stick' and 'short stick'
		bomb release. Long stick is all bombs in 1 slot - so you get 1 per target
		hex. Short stick is half bombs in 1 slot, half in another, so you get 2
		bombs	in each target hex. Naturally, this can be made shorter still, if
		you use 3 or all 4 slots.
		[Example - see the USA Crusader A8 - 12 500 lb bombs, in 2 slots, as
		issued. Now I've seen this in aircraft books with 24 250 lbers, so
		imagine how effective 24 250 lb bombs with 3x8 delivery would be, eg
		in a Vietnam type anti-soft target role! - or ignore the cannon and
		use 4x6...]

		Also, giving half the missiles in 1 slot and half in another slot means
		you get aircraft/helos (or ground vehicles for that matter) with a salvo
		launch capability. See the German Bo105 HOT helo, it fires salvos of 2
		(not really salvos as it does not fire no 2 if no 1 kills). See also
		the US air types with 4 LGB in 2 pairs - these will 'double bang' if round
		1 does not kill. Some later attack helos with 16 odd hellfire or whatever
		would be better organised with 2 by 8 packs, and adding all the unguided
		rockets into 1 slot. The second missile shot is often at a better hit%,
		making such aircraft more deadly.

HVAP Ammo - the max number of such rounds. In SP 1, allocating X to this value
	  meant that a unit would get a random number up to X of such rounds. This
	  may or may not still be the case.[Its not - value appears fixed]
	  [SP2 now states 'sabot' for this, but on some screens its still HVAP?]

HEAT rounds - as for HVAP, but for HEAT rounds.

NOTE - unlike SP1, units may have 2 HEAT capable weapons (EG a main gun, and
	  a missile) - eg the T72 etc. HEAT (and HVAP) seem to apply to the first
	  weapon 'slot' with such a capability. Look at how some ATGW weapons are
	  set out (NO AP rounds, some HEAT), and others (EG T72), where the missile
	  is listed as X 'AP' rounds. Bottom line - for mixed weapons with these
	  capabilities, you will have to experiment.

Radio - The % chance of the unit having a radio.
	 The number after the tens digit is used as a 'rarity' factor by the AI -
	 0 is common, to 3 or 4 for very uncommon. 91 therefore represents something
	 with 90% chance of a radio, but not too common in AI chosen forces.

Availability - This is the first and last years available 1950 - 1999. (This
	 game seems to have a built in 'Year 2000' problem!).

Cost - The points cost. Likely the field most people play with!!!.

Nationality - was useful in SP1, where several shared an OBxx file, but now
	 most likely useful to make a unit totally unavailable (by changing this)

Side View - see note on LBM above.

Fire Control- has a major effect on long range accuracy. Applies to ALL weapons,
	 so your wobbly pintle commander's MG gets the benefit of your 120mm main
	 gun's stabilisation and laser fire control and digital computer!. Some AA
	 units have 100 plus, so this could be a special AA FC coding.

Smoke - 0 for no smoke dischargers, 1 if has them other values may produce odd
	 results (experiment?).
	 [PS - the ammo truck does not replenish smoke ammo for some reason - park
	 one by your guns and you get unlimited HE, and AP if the bad boys get too
	 close, but no additional smoke rds, nor do they replen your dischargers,
	 so you only get 1 discharger shot per battle]
	 [ordinary main gun smoke is randomly determined in the program, maybe by
	 gun tube size - i think i saw a Sheridan, with SD, and 12 'bonus' smoke
	 shells - ie not editable here (ps - wonder where they fit 12 152mm smoke rds
	 in a sheridan - those things are BIG!)]
	 [Actually - unit class afects smoke - I originally made the FV432/Rarden a
	 'CS tank' - they then often got 12 smoke shells for the 30mm rarden!]

ROF - Rate of fire. Again affects all weapons, so a low ROF seems to afect your
	 commander's pivot mg again!. Seems to be a max of about 9.

Survivability - seems to affect crew survival when the unit is 'brewed up'.
	some aircraft have a survival value, but I have never yet seen a 'bailed out'
	air crew.

Lift - how many men you can pick up - however some units have peculiar numbers
	 over 100 - this may affect transport of guns, barges etc.

	 NB: Sometimes strange things happen with lift - 2+2 does NOT always equal
	 4! - eg FV432 should lift 10 men, but would not take an 8-squad and a 2
	 man inf-AT. However, a landrover (load 4) happily took 2 3 man scout
	 sections, but not 3 inf-ATs, or a 4 man HQ plus an inf-AT.

	 NOTE - yup, if lift is over 100, you can carry some things - eg the default
	 Chinook is forty-something, but cannot carry infantry mortars!! - add 100
	 to the move class, and it picks up mortars etc. Add 100 to your jeeps/landrovers
	 and you can 'tow' small at guns. 200 may allow vehicle pick ups -look at
	 landing barges/LCAC.

Stabiliser - seems to be a value from around 0 (none) to 5. The higher, the more
	 hexes a unit can move before movement penalties (loss of shots, loss of
	 accuracy) apply. (? give modern attack helos a value of 20 odds to allow
	 some flight without deductions?). Experiment.  - in the 1.1 patch, SSI
	 actually gave some helos a stabiliser value of 5, so it must do so.

Visibility - Basically, night fighting gear. Expressed as a value, not type (EG IR)
	 Highest seems to be 40, equating to modern Thermal Imaging. Again, applies
	 to your commander's pivot MG as well as the main gun.
	 [some AA wpns get a 'bonus' visibility through smoke - US 20mm vulcan towed
	 version appears to be one, so ZSU 23-4 another - this is in fact likely
	 from having an 'ew' rating - radar] [Later Note: it is, see below]
	 [PS, a couple of vulcan cannon in your pos, with a smoke screen out front
	 is a brilliant way of taking out AI BMPs etc... and I have taken a T72 through
	 a top hit at 19 hexes , from up a 1 level hill - at 50% to-hit too!]
	 [max vis is 60 - millimetric radars on Apache longbow. 40 plus sees through
	 smoke].

	 Note that if a unit has vis 0, but an ew rating, although it can see through
	 smoke, it is then limited to max vis, even versus air!. This may have been
	 fixed in the patch, and in any case was only really noticeable when vis was
	 extremely low - eg 5 or 6 hexes. AA units that do not have a standoff (>100)
	 range may still benefit from a visibility rating >0.

Swim : max speed on water.

EW : seems to be for aircraft use - wild weasels etc. Counter SAMs. For ground
	units it represents AA radar, and allows some visibility through smoke. It
	should only be for air targets, but lets you beat up ground targets too. Also
	it is meant to represent search/aquisition radar - simple range only radars
	should be represented by better FC ratings - the US Vulcan AAA cannon is the
	standard example - this should not have an EW rating at all.

Load cost : how 'heavy' something is when loaded on another vehicle. Many small
  2/3 man teams have a load cost of 1, which may explain some of the weirdness
  mentioned above, and why 3 mg teams camnnot be picked up by a BMP - 6 in the
  support pl, but 2 bmps. Does not compute, captain!. I solved this in my SO
  mob by reducing load cost to 0, and the 3 now fit.

Armour
  Steel - the basic armour equivalent, in centimetres. Used by all AP rounds except
  HEAT. Aircraft use the front value as 'toughness' - ie number of damage points.
  A side armour value seems to represent air armour. (look at say, A10). Armoured
  aircraft - esp helos - can take a point or 2 of damage and not run for home.
  Sometimes - seems morale/experience related too.

  Anti - HEAT - this value is applied to shaped charge (HEAT = High Explosive Anti
  Tank) ammo.

  Reactive - this is applied to HEAT as well, and basically seems to be a chance of
  disrupting the HEAT round, reducing or defeating its effect. This item seems
  to be applied before any steel or anti-HEAT armour, which is used second, ie
  reactive armour is an additional layer of protection. I have in rare
  circumstances seen 'reactive cell defeats heat warhead' when such a tank is
  close assaulted with infantry using a HEAT weapon.

NEW ONES! - release 1.03 on

  2 new fields have been found, these are not directly shown on the Encyclopedia
  but the first one appears somewhat important to know about!.

  rangefinder : A number representing the range finder capability of the tank
  etc, basically 0 to about 20 (laser RF). I do not know if the specific values
  represent specific types of RF, but this is unlikely - its probably the usual
  SP 'more is better'. You will have to experiment.
  Note: this is now shown in the game since the patch, also some R/F values have
  been brought down to 14 or so from 20ish.

  Some AA units have values over 100 - 100, 110, 120 etc. This may be an
  internal code for AA fire control.  It seems to be something to do with
  'standoff' fires, which is also related to weapon range too.

  Move Class : this modifies the default movement class for a unit, ie if the
  default movement type is tracked, you can force wheeled movement type.
	 most use 0, ie the default move class for thier type.
	 1: Does not appear to be used ? - may force foot movement.
	 2: Wheeled.
	 3: AT-wheel, this is the one most used, as SP-AT is normally tracked,
		 this is for ATGW Ferrets, VABs, Jeeps etc. ?'All-Terrain Wheel'??.
	 4: Track, I suppose you could have a hi-mobility truck by using this one!.

  NOTE - for some reason, in some OBs, a jeep TOW is (say) an SP-AT gun, with
  move class of 'AT-Wheel' - in others its type is AT-Wheel, with 'default'
  move class - no I do not know why either!.
  (Possibly to allow the unit to fit into a particular formation type)

EDITING FORMATIONS
==================

New for 2.0. The Biggie!!.

I believe I have all of the Formation sorted now.

The main difference between SP1, where a formation was only a platoon, with
upp to 10 units, is that in SP2, each of the 10 slots in a formation may
now itself be a formation.

They did this by increasing the data from a byte to a 2 byte unsigned word.
The magic code for a formation is 1000 plus the formation ID number. A number
from 1 to 249 is a unit (single vehicle or squad).


Name : 15 character string.

Nationality : almost useless in SP2, but you have to fill it in for new ones,
or the formation may not be available.

Type : 1 Only type 5 = HQ (you can only have 1 Batallion HQ - if you round it
 out with, say a couple tanks, these will be randomly chosen, and you cannot
 change them, except after battle 1 in a campaign).

 Type 4 is Amphib, probably means only appears in amphib games (beaches and stuff).

 Type 1 is platoon, which is formations made up of units ONLY (I think).

 Type 2 is the company, which is a formation including both units, and
 sub formations.

Category: this is often 0, but the others are :
  1:armour 2:Artillery 3:Infantry 4:Misc. (5..9 do not appear to be used), and
  10 is your BN HQ. This simply affects which of the unit selection pages the
  formation appears on. Eg, most SPA batteries are 'default', so the thing
  appears in the armour page - change this to 2, and the SPA is now on the
  artillery selection page.

  This can be useful, as after a certain amount, the choice buttons overflow
  the bottom of the selection page, and there is no scrolling. The USSR is
  a case in point with so many infantry formations.

Available : first year available 1950-99.

Unavailable : last year available 1950-99.

10 units:  a number from 0 (nothing) to 249 means a unit (tank etc), 1001 to
 1199 is used in COMPANIES to point to another formation (Platoon).
 If your mech inf platoon formation ID is 40, it becomes 1040 in the mech
 infantry company formation.
 NOTE: I do not think that multi-level formations will work, ie the formation
 cannot itself contain sub-formations etc. [It cannot, and in addition the sum
 of all units in the company cannot go over 40 - the AMX10P French mech inf
 co as issued does, and so gets cut short]

{ALSO NOTE - the first unit in a company MUST be a UNIT, NOT a platoon, or
 it falls over - yes I tried some Co.HQ pls to tidy things up - doesnt work!}

 Later note: to answer a query. The individual units at the top of the co all
 get rolled into the command platoon. In fact any sequence of units not
 interrupted by a '1000' number are deemed to be a platoon.

Aside:
  Most western Companies cross-attach platoons to form combat teams. I have
  noticed in SP2, if you purchase an entire company, say a tank company, then
  click on its last platoon (in the listing window on the right), this is
  deleted. If you then select say a mech inf platoon, it 'slots' into the
  space just vacated by the deleted tank platoon. I did this with a US tank
  co, deleting the last tank pl - the FO vehicle appears last, after this,
  and this moved up, but when I selected the Bradley pl, it popped in just
  ahead of the FIST, in the last tank pls position.

  So now I had a mixed tank-heavy team, with the inf pl under the tank co HQ
  for rallying etc.

  This appears to be a useful undocumented feature of SP2, and will save you
  having to generate various mixes of companies.

  Just to clarify an often asked point. Within a platoon, the unit there is
  simply a placeholder, and it will be replaced by a similar type of unit for
  the appropriate time slot. Eg you have a US tank platoon of 5 tanks, available
  from 1950 to 99. just put M1a2 in there, and in korea, you will get pattons
  or shermans etc.

  Also, mixed platoons of the same type do not really work well. for example,
  the british recce troop with 2 scimitar and 2 scorpion light tanks. When you
  select this unit type in the choices screen, you will sometimes see the correct
  types, sometimes reversed, but often just 4 of 1 or the other, and if you select
  1 it replaces all, since both are type 'light tank'. And of course, with
  companies consisting of mixed platoons, you get a complete mess sometimes.
  Try going in and out of the select unit screen till you see what you want...

  Another way round this is to use a type that is not used in your MOB file. EG,
  if your MOB does not use airborne IFVs, and you want a special pl with a couple
  of, say fire support APCs, but NOT ordinary variants, copy the fire support APC
  to a new 'slot', reclassify as 'airborne IFV', then make your pl with a couple
  of these. [example - the brit 432-RARDEN - only 18 of which were made, and since
  they were top heavy and rolled over on hillsides, were assigned to the Berlin
  garrison, as this was flat]. Similar oft unused types are close support tank etc,
  which may be useful for a pl of 2 MBT types. You may simply want to reclassify
  something as well - for example, the brit scout section is available before its
  vehicle (spartan) - in this case, in say 1950, the program gave you 1 (not 3)
  spartan in Korea!. Simply copying landrover to a unused slot and reclassify as
  'scout vehicle' and you cover 50-99, plus the non-mech scout units too.

  Also, some infantry types are often unused in a mob - scout or light infantry
  often enough. The infantry 'type' has no effect on the AI handling of inf,
  it is just a selection method. Thus if you want a special platoon HQ in pos
  1 of each inf pl, with special weapons load, or smaller than normal (to
  compensate say for the milan coming next) - see if an unused inf type exists
  and make up your special with that.

  Note also that there is a finite limit to the number of formations you can
  choose in a game - therefore, consider taking tiddly little support sections
  of say 2 or 3 mg or agl that appear in companies, and put these directly under
  the co hq as individual units inside the 'HQ pl'.

  Also, since there is a finite number of units, try to avoid infantry platoons
  made up of hordes of 'tiddlers' like mgs and inf-at. Try rolling them up into
  larger infantry squads for example. Consider removing mg sections as compulsory
  troops in inf cos, leaving them to be bought by the user as required separately.
  Machine guns are especially useless in SP2, and each one takes up one unit in
  the 130 odds max. The AI hardly ever uses them much beyond 5 odd hexes, so the
  return fire from the target squad usually deletes them. Basically a unit to
  avoid, IMHO, as are AGLs.

The pick list
-------------
	When the AI chooses its forces it chooses from a fixed list - which I call
	the pick list. The choices change with the mission type, and sometimes with
	the time period. It may also change when the points total is very low - eg
	when only 300 odd battle points are available. But if given a silly little
	amount like this I always select max points anyhow, and choose a more
	interesting battle group!.

	You can see the pick list patterns by setting up stand alone battles, with
	computer plays computer,c. selects forces and c. deploys. Use the space key
	to interrupt the game and then look at what it chose. Choose different battle
	types and years. Exit the game once you have the data unless you want to
	watch 2 AI forces blunder about. (Worth doing a couple of times as a learning
	experience in AI 'tactics'). NB - if you choose computer everything, but human
	deploy for both, then you can see the forces without the hassle of the game -
	useful for looking at an attack/defence game without sitting through the
	bombardment !. Oh choose the same nation for both sides - esp in the advance
	and assault games, this lets you see 2 variants of the same nation's pick
	list at one sitting.

	If you chose computer chooses forces for a human player, you will notice that
	usually the first 2 formations which appear when the computer plays are not
	there - these 2 are often a SP battery (off table in assault) and a tank
	platoon. This is why we choose computer for both sides above - it lets us see
	proper 'AI' forces, and to break in - if 1 side is set as human then you
	cannot break in and see the computers toybox.

	When the AI chooses a formation, it goes DIRECTLY to a fixed slot in the
	formations list. It does not say to itself 'I need a mech inf co, whats
	available' - it goes to slot 4 say, and uses that exclusively, ignoring
	availability dates.

	This explains why the AI playing as the USA in the 60s can buy itself APC
	infantry companies, when the human player is restricted to buying leg cos,
	and separate transport platoons of M59s - it goes directly to the mech inf
	formation slot, and uses equipment in season, if there is any that is, and
	ignores the fact the mech co is only available 1966? plus.

	When the required equipment is not available, sometimes it skips it and
	sometimes it does wierd things, buying things out of period for instance.
	An example is the as issued French pick list, where following each tank pl
	bought, it then buysa light tank pl, all the way to 99. Unfortunately, light
	tank pls become unavailable in 89, so after that it buys a single lonely out
	of date amx-13 per tank pl. In defence or delay prior to 59ish, soviet
	forces buy a single BTR40, the HQ of an SP-ATGW platoon, as RPG7 and BRDM
	snapper are not available (neither is this paltoon, but it wants one so it
	takes one!). The brits in the defence buy the odd heavy weapons pl, but
	this becomes unavailable after RCL AT guns are gone - the AI in this case
	buys the 2 MMGs only.

	Sometimes at end of list you will see a few inf squads on foot - this was an
	attempt to buy a mech co, but with insufficient points - the carriers seem
	to be deleted first off. If you go to the HQ 'tent', and select these infantry
	forces you will see reported 'mech inf co hq' etc. End of list buys can produce
	a few oddities. Sometimes, if one of the 2 first units at the head of the
	list is say an expensive tank co, it removes units from this to get some
	more troops.

	This means that the AI will never buy any new company types you invent. If
	you split say the Soviet BMP mech inf co into a pre MG support platoon, and
	the earlier type without that platoon, it still buys the default type.

	Once you have an idea of the patterns, you can then play about with the AI
	choice by moving formations around. For example you can make a particular
	army more tank heavy, or buy BTR platoons instead of the companies etc.

	For example I have fixed the British in my latest mob07 to NOT buy a tracked
	recce co each time, and fix the 2 light tank pls it buys for each tank platoon
	- this is why UK AI forces had swarms of kamikaze scorpion/scimitar.

		You will soon realise a few key dates - The French and West Germans before 62
	or so always buy leg inf cos, even if an APC type is available. Its hard
	coded in the pick list. The British, like the US, buy an 'unavailable to
	humans' APC mech inf co (M3). The USSR buys no on table artillery at all
	until the SP howitzers arrive, before 1966 or so it usually buys a heavy
	tank co of T10 in the advance or assault as unit 1 or 2. The so pick list is
	one of the few that buys entire tank cos - there is a pattern to this as
	well. The West Germans only ever use 1 marder inf co type. It is one of the
	few that buys SP ATGM sections when going forward - and it always buys a
	panzer recon co in this case, again in a fixed position in the list. The
	French in defence or delay buy entire HOT Mephisto batteries where others
	usually buy sections.

	When moving the formations about the list, do it one at a time. Then go out
	and try the AI force selection as described above, for several battles of
	each and every type for each and every time period to make shure the intended
	effect has in fact occurred. And with and without air suport too.

	It is easier to move companies - if you move a platoon, you then have to go
	through all the user companies and update them. It is worth deleting SP mortar
	sections from APC cos etc, and moving any SP mortar platoon the AI chooses
	in its pick list. This is because due to a program bug, the AI will never
	fire any SP mortars it buys. Swap, say the SP mortar section with a ground
	fired mortar section in this case, as it fires these OK.

	Now that you can select air flights in the preferences section, a little
	buglet in the code surfaces - the AI still assumes if it has air, it then
	has air superiority, and buys no AA units other than those organic to, say
	infantry companies. One workaround is to add a couple of AA units into the
	Batallion HQ, so the AI will have at least a 'figleaf' in this case!. Or
	simply remember to set the AI to 0 air flights if you have taken some. Unless
	you like turkey shoots that is!.

	The AI also is able to buy 200 units, where you are restricted to 130/133
	maximum, and it may be able to buy a few more formations than you. NB to
	answer a oft asked question - if you are at say 120 to 125 units on the
	purchase screen, but arent allowed to buy more, you have likely gone over
	the total number of formations - lots of tiddly little 2 inf at or 2 mg
	sections can do this, and a bad culprit are those cos with a singleton
	artillery op vehicle added - each uses an entire formation. AOP vehicles
	do NOT have to be a 'x0' unit to call fire - so one way round is to hack
	them out of a single-unit platoon and put directly under the co HQ. Better
	yet, remove from all cos, and add 1 as part of bn HQ. (BN HQ itself does
	not have to be a weedy bn hq - use an MBT available from 50-99 instead).

*****************************************************************************

Ammo Types
----------

Some newcomers seem to be a bit confused, so a brief explanation. Hopefully
this will be of some guide to those wishing to play with AP values...

SP2 comes from WW2 SP, and only has AP and HVAP shot types. Thus HVAP has to
double for the more advanced forms of AP shot - APDS, APFSDS, APFSDSDU. In
some cases, as noted above, 'AP' will in fact represent APDS or even APFSDS,
with HVAP being used to represent an advanced sabot type.

Note that in SP2, they now use the term 'sabot' instead of HVAP, as they did
in the demo and SP1 (some of thier data screens still say HVAP sometimes).

1) Kinetic Energy (KE) rounds.

Basically, KE rounds simply rely on MV Squared to smash through steel.

AP - the basic full bore Armour Piercing round. Covers everything from plain
	AP shot through APC (Armour Piercing, Capped), APCBC (Armour Piercing,
	Ballistic Capped - APC, with a thin metal shroud making the 'blunted' APC
	round more aerodynamic).

	APHE - an AP round which has an explosive bursting charge, set off by a base
	fuse once penetration has occured, inside the target vehicle. Also called
	SAP (Semi Armour Piercing). Best used against APCs, buildings etc.


HVAP - originally, High (Hyper) velocity AP. A tungsten sub calibre shot encased
	in a thin metal shroud, this very light round comes out of the muzzle at very
	high velocity. This leads to increased Ap values of up to 50% near the gun
	muzzle, from both the high velocity and the tungsten penetrator.

	The disadvantage is that the shroud produces as much drag as a full calibre
	round, on a lighter projectile. So, like a ping pong ball or shuttlecock,
	HVAP rounds rapidly lose speed, and the crossover range, where thier Ap value
	equals the regular AP round, is therefore short, and they then rapidly drop
	below the plain AP round in AP terms.

   This crossover range is quite short - about 500 metres for guns of up to 76mm,
	up to possibly 1000 m for 100-120mm guns. However the short range increased
   punch is well worthwhile.

   The US army stayed with HVAP right up to the 105mm L7 gun, for some reason they
   did not see APDS as necessary.

   Unfortunately, in SP1, and SP2, HVAP firing guns are given far too long a
   range - often 40 or 50 hexes. In SP2, I have noticed that the US 90mm on
   pattons has a longer HVAP range than the British 17 and 20 Pdrs - whose
   'HVAP' is of course, the far superior APDS round. The 17pdr, 77mm and 20
   Pdr HVAP ranges should be max gun range. (If you do this, add a few points).

   [Basic rule of editing - remember to adjust the points if something is made
   more potent, or less potent].

   You should go through reducing any HVAP users to more realistic ranges -
   US 76mm (except very late Walker Bulldogs), 90mm, Soviet 76mm, 85mm, 122mm,
   and the 100mm up to D10T. D10T used HVAP up to the mid 70s, when a true APDS
   became available. Some Middle Eastern customers have bought APFSDS rounds
	made in Europe (eg Belgium) for thier upgraded T5x tanks.

   Any tanks/at guns with reduced HVAP max range should of course have a couple
   of points shaved off.

   HVAP is also called APCR (Armour Piercing Composite Rigid).

APDS - This is basically a HVAP round that does the obvious thing, and drops the
  shroud on exiting the muzzle, thus the drag effects are only on the sub calibre
  projectile. The sub calibre shot is wrapped in several 'petals', and behind
  this is the pusher element, the shoe or 'sabot'.

  Early APDS rounds had a problem with the separation of the petals, leading to
  occasional wild or erratic shots - the early WW2 British 6Pdr and 17Pdr, but
  these problems had been overcome by 1950, when SP2 starts. This slight early
  set of problems may have been what prejudiced the USA against APDS.

  There is a problem with APDS and its successors - the petals and sabot get
  thrown all over the place, so overhead fire over your supporting infantry is
  not going to make you popular!.

  All British guns from the 17Pdr use APDS, (even the 30mm RARDEN has APDS, and
  now APFSDS as well).


APFSDS - Armour Piercing Fin Stabilised Discarding Sabot. The sub calibre
  projectile in this round is a fin-stabilised dart. Longer rounds for a given
  calibre penetrate more armour as a rule,, but the physics of full calibre
  rounds limits the maximum shell length - and this applies to APDS as well.
  However, if the back of the sabot has a hole in it, a dart or 'long rod
  penetrator' can be shot. An easy concept to think of, the actual engineering
  of a sabot/petal mix that did not simply jam up in the bore took some time to
  fix. The Soviets had the first widely available APFSDS round, in the 115mm
  smoothebore gun in T62. (A fin stabilised dart needs no rifling, so APFSDS
  is ideally suited to smoothbores - but smoothbores cause problems with HE
  and HEAT rounds needing complex pop-out stabilising fins eg HEAT-FS).

APFSDU - APFSDS, but with a depleted uranium long rod penetrator. This is far
  denser than tungsten carbide, so can penetrate more, and also has pyrotechnic
  side effects.

(Non-Americans Note : The US insist on tacking HV to the front of APDS - for
 'Hyper velocity' - HVAPDS = APDS, HVAPFSDS = APFSDS etc.).

2)Chemical Energy (CE) munitions

These rounds pierce armour as a result of the Chemical Energy of the explosives
contained within them. the effect comes from the 'bang', so unlike KE rounds,
thier AP value does not reduce with distance. In fact, high velocity main gun
HEAT may actually have a slightly reduced AP value at shorter ranges.

Both HEAT and HESH main gun rounds are lower velocity rounds than APDS etc, so
fly a more curved trajectory, so hitting is harder. However, the trajectory
arc is useful at longer ranges, as the round tends to be descending, so hits top
arnour, or hits angled plate at nearer 0 degrees, reducing the effeciveness of
the slope. This effect is also useful for 'lobbing' rounds onto dug in targets.

In fact at very long ranges, vertical armour is better because of the steep descent
angles of the shells. But these armoured vehicles were called battleships! - in
fact in some later designs the bottom of the belt was further into the hull -
ie the opposite of AFV armour - as this would deflect the falling shell down.

HEAT - High Explosive Anti Tank. Also 'shaped charge' weapons, since the explosives
  are arranged in a cone around a liner, producing a lens effect when this is
  detonated, causing a jet of gas and liquid metal from the liner to punch through
  the armour. Sometimes called HEAP in the 50's (HE Armour Piercing). Also called
  'Munroe effect' after the US engineer who first noted the effects of lens shaping
  HE to cut steel etc in the 20s.

  HEAT can be used as a secondary HE round in real life, sometimes HEAT rounds are
  provided with a fragmentation liner (FRAG-HEAT). They are secondary HE since they
  have less explosive content than an equivalent HE round, and the explosive effects
  are focussed forwards, rather than outwards.

  HEAT rounds are effected by standoff distance - if this is not perfect, the
  effect is reduced. Fuse sensitivity therefore effects them, and related to this
  higher velocities can reduce HEAT effects due to fusing. Spin also degrades the
  effect somewhat - HEAT does best at low velocities, from unspun rounds (eg
  ATGW), than from high velocity tank guns (at least until some speed is lost
  downrange). Standoff plates may reduce the effect, by causing detonation
  further away from the main armour. Fuse sensitivity (or lack of it) also means
  HEAT rounds may often glance off armour at angles of impact that would not
  trouble A KE round, but too-sensitive fusing may result in premature detonation
  eg in foliage in front of the target.

  SP2 does not allow you to fire HEAT rounds at soft targets, except trucks etc.

  The British army does not use HEAT, except for ATGW warheads and LAWS/MAWs.

  The French went HEAT-mad postwar, and produced an MBT (AMX-30) which only had
  HE and HEAT rounds. They eventually produced a KE round.

  Unfortunately, modern developments in anti-HEAT armour (Chobham), have reduced
  the effectiveness of HEAT, especially small calibre infantry LAWs and MAWs.

  (Chobham is the town in Surrey where RARDE - the UK ammo etc experimental
  bunch - are based ). (yes, the RARDEN 30mm cannon came from there too).


HESH - High Explosive Squash Head, sometimes called HEP (High Explosive Plastic)
  This round is a British speciality. The round is basically a thin walled HE
  round, filled with plastic explosive, with a base detonating fuse. When it
  hits a target, the explosive spreads across the armour plate, then is
  detonated by the base fuse. This round works by the 'Newtons Cradle' effect,
  as seen in those exectutive toys with 5 steel balls. Bang 1 ball against the
  rest, and 1 pops off the other end, 2 makes 2 pop off etc. HESH does not have
  to actually penetrate the steel, since large scabs of metal will be thrown
  off the inside of the vehicle. HESH rounds of large calibre are perfectly
  capable of piercing thick armour plate, especially since when the explosive
  spreads over the armour plate, the blast is directed directly at it, ie any
  extra protection due to slope is largely lost - HESH attacks the base armour
  thickness. HESH was originally developed for bunker busting, and its effects
  on concrete and brickwork are similar to its effect on AFV.

  Unlike HEAT, the round is mainly filled with explosive, so a HESH round is
  about 70 to 80% as effective in the HE role as a regular HE shell - the base
  fuse is the problem, as the round will bury into the dirt a bit more than a
  point-detonating HE round.

  British AFV do not carry HEAT or HE - they usually have APD/FS and HESH. I
  will recomend a way of remedying this below.

  Despite the glowing stuff above, HESH has its own problems. It is far more
  sensitive to spaced armours, even a toolbox on the turret side will do, since
  this negates the newtons cradle effect of transmitting shockwaves through the
  metal. It may however be better against Chobham types of armour than the
  equivalent HEAT round, though, and reactive armour will reduce its effects
  somewhat. However, a large enough (120mm+) HESH round exloding on the side
  or front of a main battle tank turret will likely tear it off no matter the
  armour due to the transmitted shock effects (unlike an HE shell, which is not
  a directed blast). A non penetrating hit will likely stun or incapacitate the
  crew, throwing them around the vehicle unless strapped in.

  A major problem with HESH is that it flies as an HE shell - ie relatively
  slowly, so long range accuracy, especially against moving targets may be a
  problem. However, apparently 50% of UK kills in the Gulf war were HESH.

  HESH would appear to be especially deadly against some Soviet designs - The
  Israelis noticed that non-penetrating AP hits on the front hull of T5x would
  sometimes ignite the diesel tank, and some non-penetrating side turret hits
  would set off the ready rounds stored set against the turret side. HESH would
  increase this effect in spades, most likely!.

****************************************************************************
Some Editing Ideas
****************************************************************************

Solving the HESH problem
------------------------

Basically, we transfer the HEAT penetration to the HE round. We remove the HEAT
entry (but the L7 105mm in non-UK service often uses HEAT, remember!). We then
adjust each unit that has the non existent 'HEAT', incrementing the HE rounds
carried by the HEAT rounds removed.

76mm - in Scorpion, Saladin. Only a HESH round carried, so up the HE Pen figure
to the HEAT value, then reduce HEAT value to 0. Adjust the vehicles to have only
a HE complement of ammo. Reduce HE soft kill 1 point.

20Pdr, 105mm - transfer HEAT pen to HE Pen, then move the HEAT rounds to the HE
locker in the vehicles. Reduce HE value by 1, for British HESH-only tanks.

120mm MOBAT and WOMBAT - as for 76mm, only a HESH round. Adjust the carrier
vehicles and the ground - mount versions.

120mm MBT guns - these have an HE value of 0, which is totally silly!. Adjust
the HEAT pen, and number of HEAT rounds as above, but also give them an anti
personell rating, say 10?.

165mm demolition gun - in both UK (and likely US service), should be HESH only,
as HESH is the best concrete buster around.

The 105mm light gun, and the Abbot, should be left alone, otherwise thier
indirect HE fires will suddenly become rather potent!. They only carry a
few HESH for AT self-defence anyhow.

Later note: This does not work properly except for guns with pure HE loadout
- eg if all the 76mm in a scorpion was made 'HESH'. This is because the game
will only fire what it considers an AP round at armour targets, as and until it
has no AP left. And that is for user fired. In reaction fires it very rarely
fires HE at an armoured target, even if the HE round has a good AP value.

So we will have to leave the HEAT in, but in cases where the HEAT is a dual
purpose round and no HE shell is given (UK and German 120mm guns) - maybe
allow a few 'extra' HE shells over the normal loadout to allow for the duality.

New Nations
-----------

The 2 files 'Red' and 'Green' are an odd mixture of mainly sov+a few western,
and mainly western , with some soviet kit respectively. These oddities seem
to be a prime candidate for a total overhaul, should you wish to do a MOB
file for some nation not included - eg Sweden. Morale may be a problem, so
you may have then to insist that 'Notional Characteristics' are turned off.

For a PBEM game, with USSR playing Ukraine, I simply copied the USSR mob11 over
the red mob43, then went in and changed nation to 'red', and all RU USSR etc
in the inf squads to 'UKR' - this allowed us to play basically a Russia 'civil
war', but we could tell the objectives apart, unlike a So/So normal battle!.
(for some reason SP2 happily gives each side in a civil war units of a different
colour - light tan plays dark brown for the so/so case - but does not change or
modify the flags. Since the code already detects it needs alternate colours, it
should be easy to say, use a special 'rebel' flag for one side in such a case).

So as an alternative for civil wars they have uses. Also for a PBEM game where
you wish to play a form of 'military chess' - as the SO/UKR game above was, with
both sides having identical mobs.

Air delivered mines
-------------------

Some nations use cluster type munitions dispensers with area denial mines. In
fact if you arm an aircraft with FASCAM, it does this - though the attack looks
a bit wierd. I forget which slot to use - HE or armour. Experiment.

Off table when you want it
--------------------------

The game only allows off table units in certain circumstances, eg arty in the
assault. This is silly with the ranges of modern arty, where off table is the
norm.

To get round this, make a formation with unit 1 an on table type - say a FO
vehicle, and then add the requisite number of arty sections. You now have off
table artillery in all games. It is the first unit that fools the selection
mechanism. I have tested 2 sides with off table arty in a game, and the normal
counterbattery routines operate.

You can make an air strike unit, again just put a sniper or OP in slot 1 and
aircraft after, or helicopters. You probably could have a dug in defence unit
with say some infantry first then some bunkers, to have in non assault games.

These types of 'cheat' units can be bought as campaign core - but the upgrade
for non-helicopters is not available, so you are stuck with the one gun or
fixed wing aircraft type throughout - so choose a general purpose type as
say, FASCAM batteries or wild weasel planes are not always useful.

They also feature in my modified mob files - see the www adress below.

CONCLUSION
==========

If you have problems, bug reports, suggestions, contact Andy Gailey at:

101554.3530@compuserve.com.

Also, try the Mobhack Home page:

http://ourworld.compuserve.com/homepages/agailey

Where updates to mobhack, and other stuff will be placed.

Cheers!
Andy Gailey

Edinburgh
Scotland

31 March 97

