266 lines
12 KiB
Plaintext
266 lines
12 KiB
Plaintext
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OGRE: There are two types of Ogres, the Mark III and the Mark V. The
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Ogre is a cybertank, approximately 30 meters in length, equipped with
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guns, missiles, antipersonnel weapons, and 3 meters of biphase carbide
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armor.
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An undamaged Ogre can travel at about 45 kph, i.e., 3 map hexes per
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turn. The Ogre's goal is to destroy the Command Post and, if possible,
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the entire defensive armor battalion. The Mark V is a larger, more
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formidable version of the Mark III.
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---------------------------------------------------------------------------
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Ogre Mark III Attributes
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---------------------------------------------------------------------------
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PART QUANTITY Def.S Att.S Att.R
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---------------------------------------------------------------------------
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Missiles 2 3 6 5
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Main Battery 1 4 4 3
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Secondary Battery 4 3 3 2
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Antipersonnel 8 1 1 1
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Treads 45 1 0 0
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---------------------------------------------------------------------------
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---------------------------------------------------------------------------
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Ogre Mark V Attributes
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---------------------------------------------------------------------------
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PART QUANTITY Def.S Att.S Att.R
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---------------------------------------------------------------------------
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Missiles 6 3 6 5
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Main Battery 2 4 4 3
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Secondary Battery 6 3 3 2
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Antipersonnel 12 1 1 1
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Treads 60 1 0 0
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---------------------------------------------------------------------------
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COMMAND POST: Att.S.- 0 Att.R.- 0 Def.S - 0 Movement - 0
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This is the defender's strategic communications center. The Command
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Post, once positioned, cannot be moved. The Command Post is incapable of
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attacking the Ogre, or of defending itself. An attack from any of the
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Ogre's weapons automatically destroys Command Post. At times the Ogre
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will, with seeming cruelty, elect to destroy a Command Post, not quickly
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and mercifully with one of its nuclear weapons, but instead by crushing
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it and its inhabitants beneath the cybertank's massive treads.
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Armor Units - There are four types of defensive armor units: the Heavy
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Tank, the Missile Tank, The Howitzer, and the Ground Effect Vehicle
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(GEV).
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HEAVY TANK: Att.S. - 4 Att.R. - 2 Def.S. - 3 Movement - 3
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This is the defender's main battle tank. A heavy tank is big, powerful,
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and heavily armored. its speed is such that it can keep pace with the
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Ogre, except when maneuvering around rubble. Unfortunatly, a heavy tank
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must get within 3 km. (2 hexes) of the Ogre in order to fire upon it.
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This leave the heavy tank vulnerable to almost all of the Ogre's
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weapons, including the possiblity of being crushed beneath the Ogre's
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treads.
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MISSILE TANK: Att.S. - 3 Att.R. - 4 Def.S. - 2 Movement - 2
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A missile tank is smaller and less heavily armored than a heavy tank.
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The broad, sturdy surface from which the missile tank commander fires
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long-range missiles sits atop a set of wide crawler treads that move the
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missile tank slowly across the battlefield. The missile tank cannot keep
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pace with the Ogre, thus requiring the missile tank commander to
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continually anticipate the Ogre's movement in order to keep it within
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range of his missiles. The missile tank's saving grace is that it can
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fire upon the Ogre from 6 km. (4 hexes) away, allowing it to pound the
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Ogre while staying out of range of most of the Ogre's weapons.
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HOWITZER: Att.S. - 6 Att.R. - 8 Def.S. - 1 Movement - 0
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The howitzer is the defender's hardest hitting and longest range weapon.
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A howitzer can reach an Ogre up to 12 km (8 hexes) away. This allows a
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howitzer to get 2 to 3 shots at an Ogre before the Ogre can get within
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striking distance. Howitzers are permanently installed and cost twice as
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much as any other armor unit. The fact that a howitzer annot move is its
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greatest weakness. In addition, it is all but defenseless. The defenders
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must try to buy a howitzer time with the mobile armor units so that the
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howitzer may wreak considerable damage upon the Ogre.
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GROUND EFFECT VEHICLE (GEV): Att.S. - 2 Att.R. - 2 Def.S. - 2 Move - 4,3
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Propelled by air-cushion suspension, the GEV is the defender's fastest
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moving vehicle. It can move more than twice as fast as any other unit
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including the Ogre. GEVs move once in the defender's regular movement
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phase - and again after firing in the GEV movement phase. The seasoned
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GEV commander will swoop in close enough to fire at the Ogre and then
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dart away just beyond the reach of the Ogre's weapons.
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INFANTRY: Att.S. - 1,2, or 3 Att.R. - 1 Def.S.- 1,2, or 3 Movement - 2
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Infantry travel in groups of one, two, or three squads (6 - 8 men to a
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squad). Infantry are armed with conventional and anti-tank weapons and
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used powered "battlesuits" to greatly increase their mobility (allowing
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them to cross rubble that stops other armor units) and provide some
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protection from radiation and shrapnel. Infantry cannot move as fast as
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a fully funcional Ogre, and a squad leader will, if not careful, find
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his squad falling behind the Ogre, unable to reach it before the Command
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Post is destroyed. Infantry must get within 1500 meters (1 hex) of the
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Ogre in order to fire at it. This makes them extremely vulnerable to the
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Ogre's antipersonnel weapons, as well as to being overrun by the Ogre.
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Many infantrymen swear the supposedly emotionless Ogre derives great
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pleasure from the feel of battlesuits being crushed beneath its treads.
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DEPLOYMENT:
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The defending player must deploy forces in anticipation of attack.
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Battlefield alterations and force deployment are controlled in the field
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editor. A detailed discussion of the Field Editor can be found in the
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"Field Editor" section. To quickly get started playing Ogre (oh
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boy!!!), use one of the predesigned fields or battles.
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Loading/Saving Fields: There are five predesigned fields from which the
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player may choose. In addition to the five predesigned fields the player
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may save five fields of original design. To load a field, select "Load a
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Field" from the Menu. A dialogue box will appear from which one of the
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original or preset fields can be selected for loading. Click on the
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field of choice and then click "ok". The selected field will be loaded
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in and displayed.
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Loading/Saving Games: A previously saved game can be loaded at any time.
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If a battle is in progress when another game is loaded, the current game
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will be lost unless it is saved first. To load a game, select "Load a
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Game" from the Menu. A dialogue box will appear from which one of five
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saved games can be selected. Select the desired game and then click
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"ok". The selected game will be loaded in and the battle will proceed
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from where it was saved. The current status of a battle can be save for
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continued play later. to save the battle status, select "Save a Game"
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from the Menu. A dialogue box will appear, from which one of five games
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can be selected for saving. Select the desired game and then click
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"ok". The game will be saved and play can continue. Alternate tactics
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for a given encounter can be explored by saving the battle status prior
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to performing the tactic in question. After the outcome has been
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determined, the prior battle status can be loaded in, allowing an
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alternate tactic to be employed.
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PLAYING OGRE:
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Starting the Game: Once the player chooses the field configuration and
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weapon deployment, then selecting "Play a Game" from the Menu will start
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the actual battle. A dialogue box will appear asking which battle option
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the player desires. There are two battle scenarios: Mark III or Mark V.
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Either scenario can be played with two players or the computer can
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control the Ogre. Select the desired opion and click "ok". If this is a
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continuation of a previous game, a dialogue box will ask whether to
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start a new Ogre or continue the game with the original Ogre. Select the
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desired option and click "ok". When starting a new game under the two
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player option, the player controlling the Ogre must select one of the
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hexes at the bottom of the map as and entry point for the Ogre. Click
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"ok" on the dialogue box asking for an entry hex and then select an
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entry hex by clicking on it. Once it has entered, the Ogre can move two
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more hexes. Most player options are locked out at this point until and
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entry hex has been selected for the Ogre. The map can be moved in order
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to scan the battlefield.
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Changing Between One and Two Player Games: It is possible to change from
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a one player game to a two player game and vice versa. To do so, enter
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the Field Editor by selecting "Edit the Field" from the Menu, during
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actual game play. Select "Play a Game" from the Menu. When the battle
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option dialogue box appears, select the desired scenario and click "ok".
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When the next dialogue box asks to start a new Ogre or continue with the
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old one, select the "Keep old Ogre" option. This process allows the
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battle to continue but with someone (or something) else controlling the
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Ogre. This operates somewhat differently when changing between Mark III
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and Mark V scenarios. If "Keep old Ogre" is selected, when changing
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between Mark III and Mark V scenarios then the number of players will
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change but the original Ogre type will be maintained. If "Start new
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Ogre" is selected then the new ogre type will enter at the bottom of the
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map with full weapons and no damage.
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Game Phases: The Phase window near the top of the sidebar displays the
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current phase of game play. The first phase is the Ogre Entry phase
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which occurs only at the beginning of a game. During that player's turn,
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that player may move any or all of his units, and fire with any or all
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of them. The phase sequence is:
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1) Ogre Enters
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2) Ogre Moves
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3) Ogre Fires (After the Ogre fires, all armor units disabled the
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previous turn become active again)
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4) Defense Moves
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5) Defense Fires
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6) GEVs complete their movement
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The Sidebar: The sidebar is different while playing the game than when
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in the Field Editor. The area directly beneath the OGRE caption is the
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phase window, which shows the current phase of the game. Directly below
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the Phase Window is the Tactical Display. The Tactical Display is used
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to show the various attributes and conditions of the pieces. Clicking on
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a piece will display that piece's attributes. In addition, the tactical
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window is used to display messages in response to any erroneous action
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performed by the player(s). Beneath the Tactical Display are te command
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buttons. Just as in the Menu, if a button's text is dimmed, then the
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button is inactive. The "Range" and "Done" buttons are always present
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(although not always active). During a movement phase, the top buttons
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are labeled "Undo" and "Group". During an attack phase, the same top
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buttons are labeled "Clear" and "Fire" The buttons work as follows:
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Range Button: The "Range" command is used to view a piece's movement and
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attack range. To view a piece's range, select the piece by clicking on
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it; then click the "Range" button. All of the hexes within a piece's
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movement value (disregarding having to move around rubble) are turned
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blue. Any piece that falls within this "umbrella" is highlighted.
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Clicking anywhere on the screen will remove the umbrella.
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Done Button: The "Done" button is used to end a phase. If a player has
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not moved or fired all of his pieces when the "Done" button is pressed,
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a dialogue box will require verification from the next player before
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proceeding to the next game phase.
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