Wargame Constructor  - Quick Start

Table of Contents


 


From the main menu screen of 4 large buttons, select ‘Play Scenaro’ then choose one of the listed pre-made scenarios you wish to load.  The system will then load and initialize that scenario for you to play.

The object of most scenarios is most simply to capture and hold as many Victory Locations as possible.  The default scenarios symbolize Victory locations with the flag vl01.png icon.  The color of the flag symbolizes which force currently holds and possesses that  location.   You want to therefore move your units towards the Victory Locations in order to ‘capture’ them.

Selecting a unit:   Making a unit the ‘selected unit’  enables you to give the unit orders.  To select one of your units,  put your finger on.  The selected unit will get a yellow outline around it and it’s status will show up in the Status Panel.  There are command level and fighting level units.  Generally, command level units are shown as the flag of the force,  while the fighting units have the more traditional unit type symbols.  When command level units are chosen, the fighting units under their command show a slightly lighter yellow outline around them.  Orders give to command level units get transferred down to all the fighting units under their command.

Once a unit is selected,  you can issue orders to the unit.  Orders can be any of the following:

 move_to_selected.pngMove to Point.   After selecting this from the Action Tool Panel,  press on a spot on the map  and the unit will generate a route and be given orders to move to that spot.   The system will try to figure the quickest path to that location given the terrain.. and the route will be shown until a new unit is selected.

attack.png Attack.  After selecting this order, use your finger to select the enemy unit to attack.  The enemy unit will not get the yellow outline,  but a successful selection will show that unit as being the attack target in the Status Panel.

defend.png Defend.  Orders the unit to defend it’s current location.  The defending unit will also attempt to build fortifications to help when attacked.

 Blow Bridge.  Orders the unit ( Engineer Units Only) to set charges on any bridges it passes over

split.png  Split.  Fighting units can be split into 4 sub-units at the next lower operational level ( ie. A Division can be split into 4 Brigades).  Although proportionally lower in fighting power, they do give you more units to cover more territory.  Units which are ‘split’, become command units controlling the new fighting units.    Fighting units created from a split, may not be split themselves.

recall.png Recall.   Give this order  to a command unit which has split,  and it will recall it’s fighting units and recombine once they all come together.

After issuing orders to all your units, select the play.png  tool to ‘End your turn’   Ending your turn will allow the enemy AI ( artificial intelligence) to issue orders to the enemy  units.  Once the AI is finished issuing orders, the turn will commence and you’ll see the orders for all units executed in the map display.

At the end of each turn, the system evaluates when or not the scenarios ‘victory conditions’ have been met by either side… and if so,  Victory or Defeat messages are sent.

Tools