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PC World Plus! (NZ) 2001 September
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Waterloo.exe
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BtnHelp.txt
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@BTN0
@title= Wheel Left/Right & About Face
@width=440
@button=OK
Hotkeys: Wheel Left (Home); Wheel Right (PgUp); About Face (Shift-6)
This command button is divided into three separate functions. The unit so ordered will
remain in its current position but change the direction that it faces (i.e., wheel). Click
the left arrow to wheel the selected unit(s) to the left (counter-clockwise); click the
right arrow to wheel the selected unit(s) to the right (clockwise); click the arrow facing
down to turn the selected unit(s) toward the opposite direction.
@BTN1
@title= Double-Quick
@width=440
@button=OK
Hotkey: Q
Choose Double-Quick to order the selected unit(s) to move faster. The unit(s) moves into
the selected formation at a quicker pace. Moving at Double-Quick reduces a unitÆs Cohesion
and increases its Battle Stress. Once this command is given, the Double-Quick button flashes
repeatedly until the unit(s) reaches its destination. The Double-Quick command can be
cancelled by selecting the button again once it is flashing.
@BTN2
@title= Halt
@width=440
@button=OK
Hotkey: <spacebar>
Choose Halt to order the selected unit(s) or commander to stop in place. If you have a
brigade commander selected, the first time you issue this command, the leader stops;
issuing this command a second time orders all of his units to also halt. Issuing this order
to an Army, Corps, or Division commander halts the commander only. Once within 75 yards of
the target, cavalry ordered to Charge cannot be ordered to Halt (see p. 32 in manual).
@BTN3
@title= (Re)attach to Brigade
@width=440
@button=OK
Hotkey: Shift-X
Choose this command to order the selected unit(s) to attach or detach from its brigade. The
purpose of detaching a unit from its brigade is to give individual orders to that unit,
thus allowing it to move and attack independently from its parent formation. A unit
auto-detaches itself from its brigade if you give the unit its own "separate" formation
command (i.e., Square, Skirmish, etc.). Also, an infantry unit will auto-detach itself from
its brigade if it moves into a building, and cavalry units will often detach themselves from
their brigade after a charge.
@BTN4
@title= Detach
@width=440
@button=OK
[THIS COPY NOT BEING USED, SO DISREGARD!!]
Choose this command to order the selected unit(s) to attach or detach from the brigade.
If you give a separate command to a unit, it automatically detaches itself from its brigade.
If you move an infantry unit into a building, it automatically detaches itself from its
brigade. The purpose of detaching a unit from its brigade is to give singular orders to
that unit, thus allowing it to move and attack independently from its parent formation.
@BTN5
@title= Advance
@width=440
@button=OK
Hotkey: A
Choose Advance to order the selected unit(s) to move forward at a steady, organized and
measured pace. If the unit(s) is already in motion when this command is given, the
destination will be slightly altered to conform to the advance. You may also use this
command to order halted units forward in their current formation.
@BTN6
@title= Charge
@width=440
@button=OK
Hotkey: C
Choose Charge to order the selected unit(s) to assault and Melee an enemy unit. Only infantry
and cavalry units may charge. The Charge button appears only if the selected unit(s) are
within charge range (roughly 100 yards for infantry and 300 yards for cavalry), and only
when battlefield conditions are right. Infantry can charge into, out of and through any
terrain type on the field, but cavalry cannot charge into or out of broken terrain, woods,
orchards, buildings, and towns, and cannot charge across sunken roads (see p. 24 in manual).
Routed units cannot charge and units with either orange or red Cohesion cannot charge (see
p. 39 in manual). Finally, a cavalry charge can be cancelled and/or redirected up to 75
yards from its target (roughly 1.5 grid squares). Once a charging cavalry unit reaches 75
yards from the target, its charge cannot be cancelled.
@BTN7
@title= Fallback
@width=440
@button=OK
Hotkey: F
Choose Fallback to order the selected infantry unit to slowly move backwards while facing
the enemy. The Fallback command is only available when the selected unit is engaged (i.e.,
firing its weapons). This is a good tactic to use when a unit does not have enough strength
to turn back an enemy advance (i.e., one battalion facing an entire enemy brigade) but you
want to try to further "delay" the enemyÆs advance before finally retreating or breaking.
Once this command is given, the Fallback button flashes repeatedly to remind you that the
selected unit is falling back. The Fallback command can be cancelled by selecting the button
again once itÆs flashing.
@BTN8
@title= Retreat
@width=440
@button=OK
Hotkey: R
Choose Retreat to order the selected unit(s) to disengage and rapidly move away from nearby
enemies. Units will automatically retreat when conditions are right for them to do so.
Units also retreat if they are Routed (see p. 45 in manual).
@BTN9
@title= Rally Routed Troops
@width=440
@button=OK
Hotkey: Shift-R
Choose Rally Routed Troops to have a selected leader gather to his location Routed units
that are subject to his command. All leaders are capable of rallying Routed troops
(see p. 27 in manual). When the command is given, Routed troops flock to the leader and
remain in his care until they rally or until the leader is given another command. If this
command is given, the button flashes repeatedly to show that the selected leader is rallying
his men (in Rally mode). The Rally Routed Troops command can be cancelled by selecting the
button again once itÆs flashing. A leader "rallying" men does not add a morale block to any
good-order units nearby.
@BTN10
@title= Command (multiplayer only)
@width=440
@button=OK
Hotkey: none
Choose Command during multiplayer games (see p. 79 in manual) when you are playing on a side
with two or more players and you want to take command of a specific group of units. The Command
button activates when you select a brigade, division, or corps leader. After selecting the leader,
select the Command button. This places his units under your direct command, and your allies
will recognize this by seeing that the units under your control have red-tinted flags.
IMPORTANT: Taking "command" of units does not prevent any ally of yours from selecting them
and moving them during play. The function is merely a way of marking units so that you can
divvy up your forces equitably.
@BTN11
@title= Hold Position (no retreat)
@width=440
@button=OK
Hotkey: H
Choose Hold Position to order the selected unit(s) to stand firm and give no further ground.
The unit(s) remains in place and will not voluntarily retreat regardless of its current
condition. If this command is given, the button flashes repeatedly to show that this unit
is in Hold Position mode. The Hold Position command can be cancelled by selecting the button
again once itÆs flashing.
@BTN12
@title= Volley
@width=440
@button=OK
Hotkey: V
Choose Volley to order the selected unit(s) to have all of its soldiers fire at the same time
in the FIRST ROUND of gunfire. Once a unit is engaged in combat, soldiers in the unit "fire
at will". If this command is given, the button flashes repeatedly to show that this unit is
in Volley fire mode, and will stop flashing when the unit conducts its volley fire. The
Volley command can be cancelled by selecting the button again once itÆs flashing.
@BTN13
@title= Activate Units
@width=440
@button=OK
Hotkey: Shift-A
Leaders have the ability to activate units. If a leader is capable of activating units, the
Activate button appears on his Administrative command bar, and his flagpole is marked in
green. The purpose of activating units is to bring "deactivated" units back into the battle.
Deactivated units cannot be moved or given orders, and can only defend themselves if
attacked. For every "active" unit on the map, your army loses 3 Army Morale points per 15
minutes of scenario time. Thus, having many active units will speed up Army Morale loss.
For more details about Activating units and Army Morale, see p. 46 in the manual.
Time Delay Between Activation/Deactivation: There is roughly a 5-minute game time delay between
deactivating a unit and then reactivating it. This reflects the fact that once units are
deactivated, it takes some time for them to reassemble and reorganize.
@BTN14
@title= Deactivate Units
@width=440
@button=OK
Hotkey: Shift-D
Leaders have the ability to deactivate units. If the leader is capable of deactivating units,
the Deactivate "D" button appears on his Administrative command bar, and his flagpole is
marked in green. The purpose of deactivating units is to take "active" units out of the
battle, thus preserving Army Morale. Deactivated units cannot be moved or given orders, and
can only defend themselves if attacked. For every "active" unit on the map, your army loses
3 Army Morale points per 15 minutes of scenario time. Thus, deactivated units cause no Army
Morale loss. For more details about Deactivating units and Army Morale, see p. 46 in the
manual.
Time Delay Between Activation/Deactivation: There is roughly a 5-minute game time
delay between deactivating a unit and then reactivating it. This reflects the fact
that once units are deactivated, it takes some time for them to reassemble and
reorganize.
@BTN15
@title= Gather Artillery
@width=440
@button=OK
Hotkey: Shift-G
Choose Gather Artillery to order artillery units to move to the selected leaderÆs approximate
location. Only batteries under the selected leaderÆs command will gather, and ONLY those
batteries not currently engaged. This is a useful command if you want to group artillery for
grand batteries. Army and Corps commanders are especially good for this purpose, as they
command the bulk of the forces on the field and can draw more batteries to a specific
location. For game purposes, a "grand battery" is defined as a gathering of artillery by
either Corps or Army commanders. A grand battery has no special functions in the game; the
term is used for historical purposes only.
@BTN16
@title= Auto-Target
@width=440
@button=OK
Hotkey: Alt-A
Choose Auto-Target to order the selected artillery unit to allow the Artificial Intelligence
(AI) of the game to pick a target for that battery to fire at. The AI will automatically
target and fire at an enemy unit that comes within the batteryÆs LOS and firing range.
@BTN17
@title= Target Artillery
@width=440
@button=OK
Hotkey: Alt-G
Choose Target Artillery to order the selected artillery unit to fire only at enemy artillery
units (counter-battery) within its LOS and firing range. When this order is given, the
button flashes repeatedly until you select another order.
@BTN18
@title= Target Troops
@width=440
@button=OK
Hotkey: Alt-T
Choose Target Troops to order the selected artillery unit to fire only at enemy infantry or
cavalry within its LOS and firing range. When this order is given, the button flashes
repeatedly until you select another order.
@BTN19
@title= Hold Long-Range Fire
@width=440
@button=OK
Hotkey: Alt-H
Choose Hold Long-Range Fire to order the selected artillery unit to stop firing its long-range
shot and use canister fire when enemy units move into canister range. If this command is
given, the button flashes repeatedly to show that the artillery unit is holding its long-range
munition and firing canister only. The Hold Fire command can be cancelled by selecting the
button again once it's flashing.
@BTN20
@title= LOS
@width=440
@button=OK
Every unit on the battlefield has a limited range of vision. This range is the unitÆs
Line-of-sight (or LOS). To know how far a unit can see at any given time, select the unit,
and then select the "LOS" button near the Jump Map. A white LOS grid is displayed on the
ground around the selected unit. As the unit moves, its LOS grid moves with it and changes
shape to conform to the terrain the unit is moving through. Once you have the LOS feature
turned on, you can jump to any unit and see its LOS. Units on high ground, such as ridgelines
and hilltops (hilltops are marked with a light orange-brown tinge), can naturally see further
than those units between hillsides. So, itÆs important to review your unitsÆ LOS often as you
play. And itÆs especially important to try to move artillery units onto ridgelines and
hilltops. Once they are perched onto these high areas, they have command of a very large
portion of the field.
@BTN23
@title= Manual Target (artillery only)
@width=440
@button=OK
Hotkey: T
Choose Manual Target to personally select an enemy unit to fire at. This is an artillery-only
function. To select an enemy unit to fire at, follow these steps:
(1) Select the artillery unit you wish to fire with.
(2) Select the "Manual Target" button. (This changes the mouse cursor to the manual target
animated cursor. You are now in targeting mode.)
(3) Drag the cursor to the enemy unit you wish to target. (As soon as the cursor crosses
the enemy unit, a red targeting cube appears. You may also see a yellow targeting cube; this
indicates a previously selected target.)
(4) Immediately release the cursor when the red targeting cube appears. The battery will
automatically redirect its fire against the new target.
IMPORTANT: If the targeted unit is out of the batteryÆs LOS, the targeting line is black.
If you select this target, the battery will ignore your order and not redirect its fire.
Only units in the batteryÆs LOS (red targeting line and cube) and within its firing range
are legal targets.
@BTN24
@title= Pick Charge Target
@width=440
@button=OK
Hotkey: T
Choose Pick Charge Target to select the enemy unit you wish to charge. When an eligible
selected unit is within charge range of an enemy unit, this button activates. To assign a
charge, follow these steps:
(1) Select the infantry or cavalry unit you wish to charge with. (Artillery units cannot
charge.)
(2) Select the "Pick Charge Target" button. (This changes the mouse cursor to a "Pick Charge"
animated cursor. You are now in charge mode.)
(3) Drag the cursor to the enemy unit you wish to charge. (When the cursor crosses the enemy
unit, a red "targeting cube" appears. You may also see a yellow "targeting cube"; this
indicates a previously selected target. You may ignore this yellow cube and proceed with
your targeting selection, or accept this target and press the regular Charge button.)
(4) Immediately release the cursor when the red targeting cube appears. (The enemy unit is
now marked for a charge.)
(5) To launch the charge, make sure that the charging unit is still selected, and then press
the regular Charge button. Your unit should charge the marked enemy target.
IMPORTANT: If the targeted unit is out of the chargerÆs LOS, then the targeting line (connecting
the charger with the red targeting cube) is black. If you select this target, the charge will
not occur. Only units in the chargerÆs LOS (red targeting line and cube), are legal
targets.
THINGS TO CONSIDER: (1) Picking a target is the best method for assigning charges.
(2) Notice that when you select an enemy target for a charge, the type of unit it is
(infantry, cavalry, lancers, etc.) is marked alongside the red targeting box. This
information is provided so that you can make better targeting choices. For example, unless
you are in a very desperate situation, you wouldnÆt want light cavalry charging heavy cavalry.
(3) Use hotkey C to begin a charge, instead of selecting the regular Charge button. This
speeds up the charge order.
CONTINUATION CHARGE: Cavalry units, depending upon the success of the initial charge,
may continue charging the Routed enemy unit or redirect the charge to another enemy unit
nearby. There are pluses and minuses to this "continuation charge". Ordering a single
charge could result in one cavalry unit destroying multiple enemy units. However, a cavalry
unit could (particularly Scottish and British cavalry) charge itself out of existence.
ThereÆs little you can do about this. You can try to order the cavalry unit to Halt
(see p. 31 in manual), but if itÆs within 75 yards of a target it wonÆt stop.
@BTN25
@title= Square
@width=440
@button=OK
Hotkey: 1
Square is a good formation to choose if you expect a charge from enemy cavalry (as itÆs
almost invulnerable to it), but the unitÆs firepower is reduced considerably and the unit
is highly vulnerable to gunfire. If ordered to move, a unit in Square will assume Line
formation and then change back to Square upon arriving at its destination. It takes a unit
some time to form a square, so be cautious. If youÆre playing on the Allied side, a good
tactic is to form 4-Rank Line (see below) and then move into Square formation as needed.
It takes less time to move from 4-Rank Line into Square than from other formations. All
cavalry units (by and large) perform poorly against Square Formation. Heavy cavalry and
lancers are better than other cavalry, as they dole out more damage in the charge, but
they too will likely be shattered upon hitting a square.
@BTN26
@title= Skirmish
@width=440
@button=OK
Hotkey: 2
Skirmish formation spreads out the battalion, giving the unit a larger frontage and field
of fire, but reduces its firepower and Cohesion (see p. 39 in manual). The ultimate benefit,
however, for battalions in Skirmish formation is that they gain Battle Stress slower from
enemy fire. Thus skirmishers can potentially hold off an advancing enemy longer than other
formations. However, if the unit in Skirmish formation is charged, it will almost certainly
Rout. Good places to deploy skirmishers are in woods, sunken roads, towns, and orchards.
@BTN27
@title= 4-Rank Line
@width=440
@button=OK
Hotkey: 3
Only Anglo-Allied infantry units may use 4-Rank Line. Choose 4-Rank Line to place the
selected Anglo-Allied unit(s) into 4-Rank formation. A unit in 4 ranks can quickly maneuver
into Square, and also has benefits in Melee. However, due to the compact nature of the
formation, a unit in 4-Rank line has a greatly reduced firepower and is more vulnerable
to gunfire.
@BTN28
@title= Double-Line
@width=440
@button=OK
Hotkey: 4
Double-Line formation reduces an infantry brigadeÆs firepower, because the battalions in
the rear cannot fire through the front ranks. However, a front-rank unit receives a support
benefit of one additional morale block from the rear rank (see p. 42 in manual), thereby
giving the brigade a little more staying power in close-quarter battles and in Melee.
@BTN29
@title= Mixed-Order
@width=440
@button=OK
Hotkey: 5
Only French infantry units may use Mixed-Order. Mixed-Order places your brigade in the
position of having both excellent firepower (Line) and great Melee strength (Attack Column).
Mixed-Order is a good formation to use against a building, where the unit(s) in Line can
wear down the buildingÆs defenders, allowing the units in Attack Column to make the final
assault to capture the building.
@BTN30
@title= Line
@width=440
@button=OK
Hotkey: 6
Line formation is the best formation for a unit if you want to bring its full firepower to
bear. The disadvantage of Line is its vulnerability to flanking fire and assaults.
@BTN31
@title= Maneuver Column
@width=440
@button=OK
Hotkey: 7
A unit in Maneuver Column is in a long vertical line, making it more vulnerable to gunfire
and assaults, but increasing its speed. Maneuver Column is a good formation when you need to
bring units to the front quickly.
@BTN32
@title= Attack Column
@width=440
@button=OK
Hotkey: 8
All units except Anglo-Allied infantry may use Attack Column. Attack Column is a good
formation to choose if you want your infantry units positioned to assault buildings, or if
you want your cavalry units to pack tightly into a small area to prepare for a charge. It
provides good Melee strength and increases a unitÆs maneuverability, but the unit is more
vulnerable to gunfire.
@BTN33
@title= Road Column
@width=440
@button=OK
Hotkey: 9
A brigade or division in Road Column has its units assembled in a long column, one unit
behind the other, making the entire formation very vulnerable to gunfire and assaults, but
increasing its speed. This is the best formation to use to bring full brigades and divisions,
which are far behind the lines, into battle quickly. ItÆs best to use Road Column when the
units are near pikes and roads.
@BTN34
@title= Mass Column
@width=440
@button=OK
Hotkey: 0
Only French units may use Mass Column. Mass Column takes the entire brigade or division and
places the units in Line, one behind the other, in a large "box" formation. Mass Column is
an excellent formation to employ when you want to crush an enemy position with overwhelming
numbers, but is very vulnerable to gunfire and it takes a long time for the brigade or
division to move into Mass Column. ItÆs best to use Mass Column in those circumstances where
you know the enemy is weak and you can make dramatic pushes to finally crush his defenses.
@BTN35
@title= Toggle Buttons
@width=440
@button=OK
Hotkeys: variable (see manual)
These buttons allow you to toggle on and off various information panels and map displays.
A button is "on" when it's depressed (pushed in), and "off" when not depressed.
(1) Select "pause" to pause the game.
(2) Select "status" to review the Scenario Status screen. This screen shows the current
victory status of the scenario you are playing. For details, see p. 60 in the manual.
(3) Select "find" to toggle on and off a panel listing all of your leaders and all VP Sites on
the battlefield. Select the VP Site or leader in the list and the game takes you immediately
to that site/leader. The VP Site listing also shows which army currently controls the
location.
(4) Select "jump map" to toggle on and off the jump map.
(5) Select "buttons" to toggle on and off the Formation and Administrative Commands. If you
have the command buttons toggled off, you can still give orders to selected leaders/units
by using hotkeys. See p. 81 in the manual for a list of hotkeys.
(6) Select "menus" to toggle on and off the ESC-Key list of options (see manual for details).
(7) Select "Grid" to toggle on and off a thin, light-green map grid that overlays the
battlefield (see p. 55 in manual). Each grid square equals roughly 50 yards (or 46 meters).
(8) Select "LOS" to toggle on and off the Line-of-Sight grid for the selected leader/unit
(see p. 56 in manual).
@BTN36
@title= Speed Buttons
@width=440
@button=OK
Hotkeys: plus key (+) to speed up game; minus key (-) to slow down game
These buttons allow you to change the game speed.
@CENTER_PANEL
@title= Unit Info Display
@width=440
@button=OK
Unit Name and Parent Organization: Shows the name of the selected unit as well as its parent
organization. Names within quotes indicate an alternate name (nickname) for the unit.
Hat Art and Leader Picture: Most units during the Napoleonic wars wore distinctive hats and
uniforms that helped their commanders on the field identify particular units at a distance
or through the smoke of battle. To reflect this colorful time, unit and leader hats appear
in this portion of the bar, in addition to many leader portraits. The hats and portraits
change as you cycle through units and leaders. NOTE: Not every leader has a portrait. Leader
portraits are for aesthetic purposes only, and do not affect game play in any way.
Dead/Wounded Leaders: If a leader is killed or wounded during battle, his portrait is
replaced with a tombstone for a dead leader, and a wounded symbol for a wounded leader. A
subordinate replaces a dead leader and a "riderless" horse (on the battlefield) reflects
this. A wounded leader remains in command, but his abilities are weakened. A replacement
leader can still give Formation and Administrative Commands, but he does not provide a morale
block to his units and his rallying range (see p. 43 in manual) is reduced. A wounded leader
retains all of his abilities, but his rallying range (see p. 43 in manual) is reduced.
Muskets or Sabers: The Unit Info Display also shows musket or saber icons. Muskets appear
for selected infantry units; sabers appear for selected cavalry units. When one musket
appears, the selected infantry unit is in firing range of an enemy unit; when crossed
muskets appear, the selected infantry unit is engaged in Melee. When one saber appears,
the selected cavalry unit is in charge range of an enemy unit; when crossed sabers appear,
the selected cavalry unit is engaged in Melee.
Round Shot and Canister: For artillery units, the display shows the number of rounds the
battery has remaining. There are two types of ammunition for cannon: round shot (a single
large cannonball for long-range fire), and canister (a can of pellets or shot for short-range
fire). Whichever icon is lit indicates the type of ammunition the battery is firing. A
battery may no longer fire after it exhausts its supply of ammunition.
Unit Cohesion Bar: The Unit Cohesion display is a thin bar that appears below the unitÆs
name. Cohesion affects only infantry and cavalry. See Chapter IV in the manual for details.
@TROOP_PANEL
@title= Troop Info Display
@width=440
@button=OK
Current Formation: This area of the bar shows the formation of the currently
selected unit or brigade.
Unit Nationality and Quality: This area of the bar shows the selected unitÆs
nationality and Quality. See p. 27 in the manual for more information about Quality.
Unit Strength (# of Men): This area of the bar shows the current strength
(or number of men) of the selected unit or higher organization (brigade,
division, etc.).
Cannon Type and Cannon Effectiveness: Artillery units have a number of individual
guns per unit. These guns are handled by a crew (20 men per gun), which is displayed
in the unit strength box. In addition to showing you the number of crewmen in the
artillery unit, the unitÆs current effectiveness is displayed as a percentage. As
an artillery unit takes casualties, its effectiveness begins to drop from 100 percent
(full crew and guns) to reflect the loss of crewmen capable of manning the guns.
@MORALE_PANEL
@title= Morale Info Display
@width=440
@button=OK
Morale Blocks: The morale bar for the selected unit is comprised of a variable number of
"morale blocks", some of which appear/disappear as conditions change during play. The first
set of morale blocks (from two to six) indicates the unitÆs Quality. These remain constant
during play. High quality troops usually have four to six of these initial blocks, while low
quality troops will only have two or three. The remaining morale blocks will typically vary
during play, depending on the selected unitÆs proximity to friendly leaders and the terrain
it currently occupies. For further details about Unit Morale, see p. 41 in the manual.
Target Unit Indicator: If the selected unit is firing at or engaged with an enemy unit, the
targeted unitÆs name appears in yellow text to the right of the selected (firing) unitÆs
morale blocks.
@JUMPMAP
@title= Jump Map
@width=440
@button=OK
Use the Jump Map to move quickly from place to place on the battlefield. Left-clicking on
the Jump Map moves the camera view to the selected position. Other items are marked on the
Jump Map as well. French units are blue; Anglo-Allied units are red; Prussian units are
gray. Also, Victory Point sites are marked with yellow blocks if currently uncontrolled.
When a VP site is captured, it changes color to reflect the current owner.
@CLOCK
@title= Clock Info
@width=440
@button=OK
The game clock serves two purposes: it indicates how much time remains before the end of the
scenario, and the clock dial allows you to change the battlefield cameraÆs point of view.
For further details, see p. 49 in the manual.
@ZOOM
@title= Zoom-in/Zoom-out Bar
@width=440
@button=OK
Hotkeys: Z (to zoom in); X (to zoom out)
Use the Zoom-in/Zoom-out bar to zoom in and out the battlefield.
@ARMY_MORALE
@title= Army Morale Info
@width=440
@button=OK
Army Morale is the general condition of your army and its willingness to continue fighting.
An armyÆs morale is a fixed number assigned to the scenario you are playing, and this
number is based on the size of the scenario. To see what your armyÆs starting
Army Morale is for the scenario, hover the cursor over the Army Morale flag on the bar
at the bottom of the screen. The tool-tip appearing shows your armyÆs current and starting
morale numbers. As your armyÆs morale begins to decline, the number decreases and the Army
Morale flag begins to wilt. See p. 46 in the manual for details.