664 lines
23 KiB
Plaintext
664 lines
23 KiB
Plaintext
THE BLUE AND THE GRAY
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CREDITS
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Design & Code - Edward Grabowski
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Graphics - Erik Casey
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Mapping - Margaret Grabowski
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Music - Traditional
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INTRODUCTION
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You control either the Federal(Blue) or Confederate(Gray) army
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starting in July 1861. You have four years to defeat the other side
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by capturing the opposition's cities and defeating him in battle. Play
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takes place at a high level where you move counters/armies around in
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a turn base game. When the two forces meet a micro minatures battle
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takes place with the result feeding back up to the high level.
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LOADING AND SYSTEM REQUIREMENTS
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To play the game type CIVIL.EXE.
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Requirements are VGA, hard drive only, mouse required, DOS 3.0 and
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above, 640k RAM, 386 16MHz or faster.
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Sound support will be whatever MILES drivers Impressions is using.
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SCREENSHOTS
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To capture screenshots use CAMERA available with DPAINT.
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CONTROL
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Use the mouse, select items by using the left button. Keyboard
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support is also available - just press the first letter of the
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command word, if it differs the letter you need to press is
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underlined. The game MUST HAVE a mouse to play.
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SETTING UP THE GAME
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After the title screen, click the mouse to skip, select which type of
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game you wish to play. Either STANDARD - the full civil war, LOAD in
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a saved game or load in a historical battle (the First Bull Run is
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included with the initial game).
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You then decide whether to play the Federal (Union) or the
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Confederate side.
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AIM OF THE GAME
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For victory the Confederate player must move the victory bar to the
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'F' end before the game ends (April 1865 - the economic strength of
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the Union is assumed to have won). This takes 80 points, points are
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earned as follows:
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Each battle won +1
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Each battle lost -1
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Each city captured or retaken +3
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Each city lost -3
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Washington or Richmond taken +10
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Washington or Richmond lost -10
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The Federal either holds out or moves the bar to the C.
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In addition a rating out of 100 is given so when replaying you have a
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target to aim for.
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The Confederate side has the harder task to achieve victory, but it
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is not impossible in this game.
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GAME PLAY
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The game is turn based and each turn represents a week. You start in
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July 1861 with the Confederate army having a slightly larger starting
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force (the Union has been reduced as in reality not all of their men
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were available - they did have the west to look after!). After each
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Confederate turn the week ends.
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Whether you play the Federal or Confederate army you always get the
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advantage of moving first.
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THE MAIN DISPLAY - THE STRATEGIC SCREEN
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You get a menu bar with the date and the following options:
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ABOUT
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Shows game version number.
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FILE
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Allows you to save the game or load in another or RESTART the game or
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EXIT TO DOS.
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GAME OPTIONS
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MAP SCROLL - the speed at which the map will scroll (10 is best)
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GAME SPEED - when the Micro-Minatures battle is running the speed at
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which it will run.
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DISPLAY DETAIL - either High or Low. When Low the scenery is not as
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detailed but it speeds the game and scrolling up. Used only in the
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Micro Minatures Battle.
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FOG OF WAR - if set to ON the player has a far greater challenge as
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enemy unit data will not appear on the small map, on View data
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commands. Enemy pieces will only appear if they are in sight.
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SOUND FX - toggles FX
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Tunes - toggles music
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STATS
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Gives you the overall size of the two armies.
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MAP
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Allows you toggle what information is displayed on the map of the
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USA, info is: city names, state names and who currently controls the
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city.
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WEATHER
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The weather also appears on the info. bar. This gives you a fairly
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good indication as to the weather should you fight a battle. Four
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classifications, Dry Wet Fog and Snow. The season you are in is taken
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into account when calculating the weather. The weather effects the
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Micro-Minatures battle.
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Beneath the bar is a scrollable map of the play area.
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SCROLLING THE MAP
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Besides clicking on the scroll bar and buttons, you can use the
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keyboard arrow keys, page up, page down, home(page left) end (page
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right). To use the scroll bar click on it, the mouse is then attached
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onto the bar - move the mouse and scroll the map. Click again to
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release the mouse.
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You can also move the display by clicking on the little map on the
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right.
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PIECE INFORMATION
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You move the pieces (blue for Federal, grey for Confederate) by first
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selecting the piece. When selected info about the piece appears on
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the right and the full name of the piece along with it's armies
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commanding officer, is on the info bar - the piece is highlighted on
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the map by a white square.
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There are five types of piece and each side can have up to 300. The
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pieces are:
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Infantry Divisions (up to 96,000 men per piece)
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Cavalry 'Division'
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Artillery 'Division'
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Train
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Ship
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Info' on the right covers:
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type of piece - S next to indicates the piece is STACKED - this means
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there are other pieces on the same square.
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terrain square piece is on plus description (City, Hill Impassable)
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Movement Points remaining this turn
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Quality of the men
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Approx. number in the Division (this is approximate as through the
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passage of time you will lose men through disease, dissertion etc.
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but is a close indication of how many men you will have in a fight)
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Status - Ready, Moved, Fought
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Special Orders - covered later
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SELECTING OTHER PIECES
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Either click on the plus/minus near the men to step thru your army or
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if you see the piece you want just click on it. If there are several
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pieces stacked (no stacking limit) just repeatedly click on the stack
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until the piece you want surfaces.
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If you want to find out your total army size on a 'stacked' square
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click on the men button or F7.
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DETAILED DIVISIONAL INFORMATION
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If you want a full list of the division click on List Division. You
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will get a complete list including weapons in the Division. You can
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also perform some useful tasks such as:
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If the Division is big - several thousands of men - you can split the
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Division click on the percentage you wish to split it by.
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If the Division is too small you can TRANSFER it into another
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Division - note for this to happen the Divisions must be in the same
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square. To perform this click on TRANSFER, then use the next and
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previous buttons to move thru them until you come to the one you
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want, click on YES to complete the merge. You can CANCEL the TRANSFER
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by clicking on the CANCEL button.
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You can also move the Division to a new Army click on CHANGE ARMY and
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select the new Army from the list.
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MOVING A PIECE
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Having selected a piece to move, just click on the adjacent square
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and the piece will move there - assuming it has the move points to
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enter a square. Costs are:
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Rail (on a train) - 1 else 2
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Sea/River (on a ship) - 2 else impossible
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Land - 2
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City - 2
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Hills - 4
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Forest - 4
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You can repeat the process until your piece has run out of points.
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To help you decide whether you can move there press p or click on the
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move pts button. The move points required to move your piece into the
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next square will be displayed around it. An X means you cannot move
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there!
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If you try to move onto a square which has one of your own pieces
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already on it you will get a message box asking whether you should
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MOVE ON to that square (answer YES) or transfer control to the other
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piece (answer NO). (This means if you just want to transfer control
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to an adjacent piece you can double-click).
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STARTING A BATTLE
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To start a battle you should first move the pieces you want to be
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involved in the battle next to the enemy piece. Then move one of them
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onto the enemy piece. You will be asked to confirm the attack. If you
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say yes you have the opportunity to name the battle (it defaults to
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the name of a close city). Then you are asked for each adjacent piece
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whether they are taking part in this battle. The micro-minatures
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battle system will then take over.
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If you win all enemy pieces will retreat from the square, which you
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will now occupy. They retreat in the same direction that you entered
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the square. If they are unable to retreat because they are
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surrounded or are being forced into the sea the units will disband
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and take no further part in the game -consider them to have
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surrendered to you. Also if their remaining strength is low they will
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also disband.
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If you lose you will fall back to the square you attacked from.
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The computer opponent will attack you in the same manner.
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Once you have fought a battle your move points are all used up for
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that turn.
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BATTLE HISTORY
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If you click on History you'll get a scrollable list of the last 100
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battles fought in your war - you can get victor or losses. You get
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total cumulative losses and losses thru disease.
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SHIPS AND TRAINS
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There function is mainly for transportation although they can be used
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for capturing cities. If a military piece is on a square and an
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unloaded train or ship is also there - the special commands will be
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available if you have all your move points left. To board click on
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the load Special order - you will be able to move next go. To
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off-load click on the same special order - you will be able to move
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away next turn.
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Ships and trains can only carry one division at a time. The Union
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start with more resources than the South (e.g. 3 ships to none).
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Note - you can also block rail lines for two weeks by using the
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Destroy railways order - an X will appear over the damaged lines.
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Lines are automatically repaired after two weeks.
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FORTIFICATION
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If you use this order and get attacked you will find barracades
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available to you in the Micro-Minatures battle.
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END TURN
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When finished click on end turn, the computer opponent will move and
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then it will be back to you.
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At the end of the year, the quality of the troops will rise to
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reflect their experience. Also the weapon types and percentages will
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change to reflect the advance in technology, also the Union player
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will gain a further advantage as you will find that they are slightly
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better armed.
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RECRUITMENT
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Every month more recruits become available for your use. Click on
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Recruitment to use them.
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The screen gives a helpful map of the play area with the cities color
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coded to show who owns them - blue and grey!
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You also get an organizational breakdown of your army - on the right.
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Above this are the number of available recruits.
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REPLENISHING EXISTING DIVISIONS
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Adjust the percentage figure and click on Replenish Divs to give them
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some fresh men.
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CREATING NEW DIVISIONS
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Click on Build Divs. Click on the arrows to create new divisions.
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MENU BAR
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ABOUT - version of program
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EVENTS - on or off or view them all at once - at the end of every week
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you will sometimes get information as to what was happening in the
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actual Civil War at this time in history.
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MAP - turn cities on or off.
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ORGANIZATION - list of all the armies and their composition - you can
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also change the armies name and leader on this screen.
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TRAINING - if set to low you get recruits straight away but their
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quality is low. If set to high you have to wait three months for them
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but there quality is improved. (Note Confederate Cavalry
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automatically arrive with a good quality).
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VICTORY BAR
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This tells you how you are doing. The arrow shows the trend.
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GIVE ORDERS
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Takes you back to the strategic display.
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END GAME
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At the end you will get a rating out of 100, a map of the final
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position and an opportunity to see the battle history.
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FIGHTING A MICRO-MINATURES BATTLE
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MICRO-MINATURES BATTLE SYSTEM
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This part tells you how to fight an MM battle. The battle runs in a
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pseudo 'real-time'. The battle starts frozen, you issue commands and
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then press 'go' - the battle runs. When you wish to issue fresh
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commands you can 'freeze' the battle.
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PIECES AND SCALE
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Each side has up to 125 pieces. Each piece represents more than 1
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actual man, the actual number varies depending the scale of the
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battle being fought.
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The battlefield is a rectangle of 80 by 80 squares. Each square can
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hold 1 piece (no stacking). A square normally represents approx.
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100x100 yards, however this can change if the scale of the battle is
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particularly large.
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PIECE TYPES
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Three types - infantry, cavalry and artillery.
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ARMY CONTROL
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To help speed movement of the pieces, you can give move commands at
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three levels. The highest is ALL, which means the move will apply to
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every piece in your army. The middle is GROUP. Any number/type of
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pieces can be placed in the same group. In this mode any move command
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applied to a group member will also be carried out by it's fellow
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group members. The last is SINGLE, here you control each piece
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individually.
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TERRAIN
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Type Move Effect Combat Effect
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grass None None
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river Slows Reduces success
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trees None increases defence
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hill crests Slows increases defence/attack
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barracades Slows increases defence
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The battlefield is computer generated. The preset battle that is
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given away with the product will not - it will be 'hand-crafted' for
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accuracy.
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MAIN SCREEN LAYOUT
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The top bar is for menu selection plus the date. The second line
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gives information such as the name of the battle and what the weather
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is like. You can click on the name of the battle and edit it.
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The left hand side displays a portion of the battlefield. The scroll
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bars move you around the field. The right hand side gives you
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information on the piece you have control over and has the command
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buttons.
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The piece currently selected appears with a white rectangle around it
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on the battle window. A white cross will appear to show where the
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piece is moving to.
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Piece information is:
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Type of piece and number (every piece has a unique number)
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Weapon
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Quality (how good the unit is - increased by training and experience)
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Morale
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Men - how many soldiers the piece represents
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Group - which control group it's assigned to
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Attack - how good at hand to hand combat when attacking
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Defence - how good at hand to hand combat when defending
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Firepower - how powerful the weapon is
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Current Orders
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PLAYING THE GAME
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Two steps:
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1. With the game paused issue commands
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2. Start the game by pressing PLAY
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3. When you wish to stop the 'real-time' action click on the E for
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EXIT
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Repeat the steps until the battle ends.
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LOADING/SAVING AND EXITING
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Click on File on the Menu bar.
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Select Save to save a game (extension is .SAV).
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Select Load to load in a saved game.
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Restart - restarts a game.
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Exit to DOS - need we say more...
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AUTOSAVE FUNCTION
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As the games run the game will be saved silently in background as
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AUTOSAVE.SAV. This can be switched off from the load/save panels.
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CONTROL MODES
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To select which control mode click either on Single Group or All in
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the Mode box. (key m cycles thru them).
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PIECE INFORMATION
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If you wish to see info. on all of the troops on display in the
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battle window click on View and then select which data you want to
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see displayed. It appears above the pieces head.
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Hot icon short cuts are available use the A,D,F,G,M, and Men buttons.
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Note for Morale, 0 is very low, 4 is very high.
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OVERVIEW
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This options displays a map which covers the entire battlefield. You
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can either see a display of the armies on a black background or a
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terrain map showing the river and hill ranges (trees also appear as
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light green dots). You can move the battle window around by clicking
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on the small map.
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SELECTING TROOPS
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You can select troops by either clicking on the + and - icons to step
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thru them or double-click on the unit in the window. Note you should
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click on the head of the infantry man. For the other pieces click on
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the top left. If you need help press g or click on the white box
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which meets the two scroll bars. A GRID will appear over the screen
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to aid selection.
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MOVING TROOPS
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To move just click on the window where you want the piece currently
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selected to go. If you are in group mode his fellow group members
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will also move the same relative amount. If in all mode - everyone
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will move.
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Cavalry move at double speed. All pieces are slowed by rivers (not
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bridges) hill crests and baracades.
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MOVING THE DISPLAY WINDOW
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Several ways, I recommend the keyboard
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arrow keys - 1 square in the direction of the arrow
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page up - moves up half a screen
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page down - moves down half a screen
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home - moves left half a screen
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end - moves right half a screen
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I next recommend clicking on the little green map - the white
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rectangle shows the area that is currently displayed in the battle
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window - to move the display.
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Other ways:
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- click on the arrows on the scroll bar
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- click in-between the bar on the scroll bar
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- click on the bar (the mouse will attach itself to the bar as you
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move the mouse the screen display will scroll - click the mouse again
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to detach the mouse).
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STOPPING TROOP MOVEMENT
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Troops will stop when they reach their target or if they get involved
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in hand to hand combat (after the fight they will continue on).
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Troops will not leave the battlefield.
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TROOP FORMATIONS
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When in group mode you can get the current group to move into a
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set military formation. Just use the arrows on the first formation
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icon to set whether it's row or column or diagonal, then set the
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second icon for whether they end in a single tight line or double
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tight line or single skirmish (spread out) or double skirmish or
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square.
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TROOP FACING
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When the group is in it's final location you may wish to tidy up the
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way the group is facing - just use the formation icon on the right.
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CHANGING GROUPS
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The purpose of groups is to enable the player to reduce the number of
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commands they have to give to get their men to move. So by grouping
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troops together that have the same mission/destination you will
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reduce the number of orders you give.
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The first way to change a pieces group is to set the mode to single
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man mode then you can then use the arrows by the side of the group to
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reallocate the piece. (There are 50 groups available).
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LISTING GROUPS
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If you wish to merge a whole group into another do it using list
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groups - this also gives nice group info. Select LIST GROUPS use NEXT
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and PREVIOUS to move thru the groups until the one you want to
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disband appears. Press Transfer. Use NEXT and PREVIOUS to move to the
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one you wish to move the group to, when ready hit YES to transfer the
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group. Hit CANCEL at any time to exit the TRANSFER procedure.
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HAND TO HAND COMBAT
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When two opposing pieces meet a fight ensues. The outcome depends on:
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the advancing units attack-strength
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the defending units defence-strength
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the number of men in each piece
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the terrain the two pieces are on
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the quality of the two troops
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the morale of the two troops
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the number of other enemy/friendly troops immediately around
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whether the piece has orders to fire (this hampers hand to hand
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combat)
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The result will generally result in the loss of troops on both of the
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fighters with the losing troop retreating or being removed from the
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battlefield.
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ORDERS ENGAGE
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Normally attacks by your troops will only happen if you order them by
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movement however you can set the Engage Order from ON COMMAND (which
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means you have to move the troops) to AT WILL whereby your troops
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will automatically engage any enemy troops near (7 squares) them.
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ORDERS FIRING
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There are three settings:
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Hold - no firing (helps in hand to hand combat)
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At Targets - will only fire in the direction that the piece is
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currently facing (enables controlled fire)
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At Will - will fire at anything within range
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EFFECTIVE RANGE
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This depends on the weapon the unit has:
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WEAPON RANGE IN SQUARES
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Flintlock 1,
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Musket 2,
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Harpers Ferry 4,
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Springfield 5,
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Remington 6,
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Enfield 5,
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Lorenz 5,
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Sharps 7,
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Henry 6,
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Spencer 6,
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Colt 5,
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Enfield Car. 4,
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Sharps Car. 5,
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Spencer Car. 4,
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Sabre 0,
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12p Howitzer 11,
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24p Howitzer 13,
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6p Smoothbore 15,
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12p Smoothbore 17,
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Rodman 27,
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10p Parrott 29,
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12p James 17,
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12p Blakely 17,
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12p Whitworth 88,
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20p Parrott 44
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SPECIAL CAVALRY RULES
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When the piece selected is a Cavalry piece, additional commands are
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|
available. Use the arrows that appear by the type data on the right
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|
to dismount and then remount, or to change their weapon from sabre to
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firearm and vice versa.
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GAME OPTIONS
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MAP SCROLL - the speed at which the map will scroll (10 is best)
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|
GAME SPEED - when the battle is running the speed at which it will
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|
run. Note on a DX2 66MHz - no local bus it runs slightly too fast -
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|
alright if you want to play ARCADE COMMANDO but too fast if you want
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|
to think about what's happening and have a chance to react. (10 is
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|
best)
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|
DISPLAY DETAIL - either High or Low. When Low the scenery is not as
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|
detailed but it speeds the game and scrolling up.
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|
FOG OF WAR - if set to ON the player has a far greater challenge as
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enemy unit data will not appear on the small map, on View data
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|
commands. Enemy pieces will only appear if they are in sight. The
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distance you will be able to see will vary with the weather.
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|
SOUND FX - toggles FX
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|
Tunes - toggles music
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|
UNIFORM - the human player can have up to three uniforms on the
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|
battlefield, this option allows you to set uniforms 2 and 3. (Uniform
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|
1 is always the same standard traditional uniform). The uniforms only
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|
effect infantry - but are used to show who has what weapon.
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STATS
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|
Shows how the battle is progressing gives you by piece type the
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|
number of men and pieces active (available for action) and lost.
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BATTLEMODE
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Pressing play enters battlemode. During this period to exit click on
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|
the E (for exit key e also works). You can scroll the screen either
|
|
by using the keyboard as mentioned before or by moving the mouse over
|
|
one of the directional arrows - there is no need to click on them (as
|
|
you'll be doing a lot of scrolling this will save your finger).
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ENDING THE BATTLE
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|
The battle ends when either side has lost more than 50 percent of
|
|
their original starting force. Alternatively a side may retreat
|
|
before this happens.
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|
RETREAT
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|
This allows you to withdraw from the battlefield.
|
|
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AUTOPLAY
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|
This will quickly resolve the battle for you and give you the result.
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|
KEYBOARD COMMANDS
|
|
|
|
Besides the ones indicated on the main screen by underscores etc.
|
|
there are:
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|
|
c- center screen
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|
g- display grid
|
|
F1- display attack data
|
|
F2- display defence data
|
|
F3- display firepower
|
|
F4- display group number
|
|
F5- display morale
|
|
F6- display overview map
|
|
F7- display number of men
|
|
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END OF DOCUMENT
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