Notes on the Vassal Module for GDW's Citadel This module supports all of the Citadel scenarios. Here are some notes on features that might not be obvious. The current strength of each unit is displayed directly on the counter without the need for an accompanying number marker. Press Ctrl-DownArrow and Ctrl-UpArrow to adjust the value as needed. The Critical Loss Level is reflected automatically, and the counter includes a yellow bar at the bottom as a reminder of CLL status. Pinned status is represented, not by a separate marker as in the original game, but by an asterisk overlaid on the unit. Similarly, routed status is shown by an "R" on the unit. While the pre-defined scenario setups put the French units in the approximate locations specified in the rules, precise deployment is usually up to the player. Laying out the scenarios was mind-numbingly tedious, and it is entirely possible that there are some mistakes. Moreover, there were some instances where GDW's original instructions seemed to have typographical errors; I have made a few slight modifications that seemed to make sense. The Vassal line-of-sight feature is accessible from the toolbar. Click on the "Check LoS" button. Then, left-click on the firing unit and drag to the target. The line of sight will appear as a red line, and the range will display above the target hex. Click anywhere on the map to turn off LoS. But, as always with older games, keep in mind that there are some irregularities in the spacing of the hex grid (although they aren't bad in this game). The module includes simple, symbolic trench markers that match those in the original game (although there is a weapons pit symbol on the back rather than just a blank). Alternatively, however, you can use a more elaborate representation of trenches that blends in with the map and links to trenches in adjacent hexes (see the example in the second image on the Vassal module page). Here is how to use it: 1. Drag a trench from the Pieces palette to the map (or clone one from an existing trench). Like all pieces, it will snap to the center of a hex. By default the symbol shows a trench line going from the the southern side of the hex to its center. 2. Press Ctrl-LeftArrow and Ctrl-RightArrow to move the starting point of the trench to the correct hexside. 3. Press Ctrl-UpArrow and Ctrl-DownArrow to cycle through the six possible trench configurations, each of which moves the ending point to a particular hexside. Trenches are just counters with transparent backgrounds. You can stack them to create junctions. They exist on a layer below all units, so they will not get mixed in with unit stacks. They are unaffected by the Show/Hide Units button on the toolbar. The module also adds similar markers for tunnels and weapons pits. They can be rotated. You can keep track of Vietminh losses via the counter accessible from the toolbar. The Pieces palette includes a tab for additional units and markers called for in Kevin M. Boylan's unofficial errata (August 2011 edition). However, none of the pre-defined setups make use of them. COMMAND MENU FOR GROUND UNITS * Subtract Step (Ctrl-DownArrow) - Subtract 1 from the strength of the unit. * Add Step (Ctrl-UpArrow) - Add 1 to the strength of the unit. * Fired (Ctrl-F) - Mark a unit that has used opportunity fire. * Moved (Ctrl-M) - Mark a weapons unit that has moved and will not be able to fire. * Pinned (Ctrl-P) - Mark a unit that has been pinned. * Routed (Ctrl-R) - Mark a unit that has been routed. * Delete (Ctrl-X) - Delete the piece. * Movement Trail (Ctrl-T) - Toggle the trail on or off.