All Counters have a context-sensitive menu accessed by right-clicking on the counter. Some commands
are grouped into sub-menus. Keyboard shortcuts are displayed for each command and can be used instead
of using the menus.
General Commands
Activate - Activate the counter - Yellow highlight.
Mark Action Done - Change highlight from Yellow to Green to indicate Action done.
Deactivate - Deactivate counter - Remove any Yellow or Green highlight.
Change Label - Edit a freeform text label that is displayed above the unit and saved
when saving a game. Use for notes about a specific unit.
Peek at Trn - Briefly display the mounted or unmounted side that is not currently showing (Organic Transport units only).
Mount/Unmount - Show/Hide a units Organic Transport side (Organic Transport units only).
Movement Submenu
Column - Show/hide Column mode indicator (Mobile units only).
Mark Moved - Show/hide the movement indicator.
Movement Trail - Show/hide a trail showing units movement since last cleared.
Graveyard - Move counter to the Graveyard window.
Combat Submenu
Cohesion Hit - Add a Cohesion Hit marker to the top of the stack.
Suppressed - Add a Suppression marker to the top of the stack.
Step Loss - Flip the counter to/from the single step side. If the counter has organic transport in the back, then add a Step Loss marker.
Engineering Submenu
IP - Add an Improved Position Counter to the top of the stack (Leg units only).
Entrench - Add an Entrenchment Counter to the top of the stack (Engineer units only).
Men at Work - Add Men at Work Counter to the top of the stack (Engineer units only).
Artillery Specific Commands
Counterbattery Fired - Place a 'Counterbattery Fired' marker on this unit.
Barrage - Place a Barrage marker on this unit.
Wrong Ammo - Place a 'Wrong Ammo' marker on this unit.
Commands specific to counters with Organic Transport
Mount/Unmount - Change between the mounted and non-mounted state.
Peel at Trn - Peek at the other side of a mounted or unmounted counter.
Holding the mouse steady over a stack of units activates a popup window showing a zoomed in view of the counters in the hex:-
The units are displayed with from the bottom unit at the left, in order to the top-most unit at the right. Above the unit display is
a line of text showing:-
Hex reference
Terrain in the Hex
The total Mass in Steps of the units in the hex, taking into account Step Losses recorded by either flipping the counter, or by
adding a Step Loss counter
Holding the mouse steady over an empty hex will display the Hex reference and the terrain.
Whenever a counter is selected by clicking on it, or by dragging a box around it, the outline of the counter is highlighted in a thicker
black border to show that it is current selected. The counter on the right has been selected:
If the counter is Out of Command when selected, then the counter is instead highlighted in a thick red border with a thin
red diagonal:
The "-1" label to the right of the Troop Quality is a reminder that Troop Quality is reduced by -1 whenever a unit is out of
command.
The Troop Quality Modifier status takes into account the following modifiers:-
Out of Command (-1)
French Unit in Bir Hacheim (+1)
French Units under Diminished Supply (-1)
French Units under Emergency Supply (-2)
Italian Artillery Units while Italian Artillery Leader Killed event in play (-2)
The 3 labels down the left hand side in this example show how modifiers to the Fire, Assault and Defence values are displayed.
These modifiers take into account:-
French Unit in Bir Hacheim (+1 Fire, +1 Assault, -2 Defence)
Click on the Notes button to open the Notes display. There are four different kinds of notes.
The Scenario notes section is pre-loaded with the complete instructions for the scenario from the Exclusive Rule Book
The Public notes section is empty at the start of the scenario. Players can type notes into this section and
they are shared between all players, and saved when the game is saved..
The Private notes section is similar to the Public Notes, except that each player has their own personal copy. The notes are saved with the game, but
no other player gets to see your Private Notes.
The Delayed notes section is drop-box for secret information that must be recorded at the start of the game, and then revealed to your
opponent at a later time. This feature is not generally used in NQOS, but may be useful for custom games. Click on the New button
to create a new Delayed note and give it a name. Click Ok, then Save. The note will be saved along with game and your opponent will be able to see the
name of the note, and the time it was created, but cannot see the text of the note until you click on the Reveal button. Once created, a
Delayed Note cannot be edited, changed or deleted by either player.
The Activation window is the core of NQOS. Activation Chits for the various Armies, Divisions and Formations in the scenario are made available for use
in the scenario setup, or as reinforcements as the associated troops enter the game. Selected chits are randomized in the Coffee Mug and drawn out
one by one to dictate the order of play. The Activation board contains a number of different parts:
The Coffee Mug in the top left corner holds a stack of shuffled chits ready to be drawn. Players draw a chit by dragging a chit
off the top of the stack and dropping it into the Current Chit box. This will automatically Activate all counters belonging to that
formation (see below)
The Current box holds the current chit in play. Dropping a chit into the Current box causes all counters belonging to the associated formation
to activate.
The Purchased boxes hold chits that players have purchased for next turn at a discounted rate using Dispatch Points. It is up to
players to manually move the chits into the Coffee Mug at the appropriate time. Purchased Formation chits are face down and can only
be viewed by the owning player.
The Available boxes are no longer used, but are included 'greyed out' for compatibility with older scenario setups that may still be
in use. Available formation chits are now stored in a private window for each player. An example of the Allied Formation Chit window can be
seen to the right of the main Activation window.
The Used AMs box is an area to lay out all of the chits that have been played this turn. Before drawing a new chit, one of the players
should move the Current chit over to the next available space on the Used AMs board.
At the end of a turn, one of the players can click the Refill Mug button to distribute the Used Activation Markers ready for the next turn:
The Direct Command and Division Activation chits are placed in the Coffee Mug.
Formation Activation chits are placed into the appropriate Allied or German Formation Chit Window.
Players must manually move any purchased formation Activation Chits into the Coffee Mug.
As well as manipulating the chits manually, you can use the right-click menu available on each chit
Graveyard - Send the chit to the Graveyard.
Change Label - Allows users to annotate the chits with text.
Purchase for this turn - 2DP - Places the chit directly into the Coffee Mug.
Purchase for next turn - 1DP - Flips the chit and places it into the appropriate Purchased box.
Return to Formation Area - Place the chit in the appropriate Formation Chit window.
Activate all units in Formation - Highlight all units on the map belonging to this formation. Manually placing a chit into
the Current box will automatically invoke this command.
When activated, units belonging to the same formation or division as the chit are clearly marked with a Yellow Highlight:
This allows you to easily see where the currently active units are on the board. The Green highlight indicates an activated unit that has used
its Action. Moving a unit, or issuing it commands that represent actions (Such as building an Impoved Position or entering Column Mode) cause the
highlight to automatically change from Yellow to Green. If you need to manually may a unit as having done its action, use the 'Mark Action Done' command
on the individual counter.
At the end of the Activation, use the Deactivate All button to remove all activation highlights.
Move the supply marker to record the current French Supply Level.
The location of the marker is used by the Troop Quality Modifier display to display the correct Troop Quality modification
based on the current supply level.
Use the Command and Dispatch markers to track the current level of Command and Dispatch Points for each Division. The Location of each marker on
the track represents the number of points currently available. The rate at which the Division gains extra points is indicated on the lower
right-hand corner of each marker.
Events in Scenario are tracked in the Events Window. Each of the 10 possible events has a separate section. Clicking on the 'Available' button
next to an event changes ot from blue 'Available' to green 'Active' to show that that event is currently in effect.
Some events have an additional
counter that comes into play when the event comes in to effect. These are stored to the right-hand side of the board.
Clicking on the Active button will casue the status to either go back to Available for events that can occur multiple times, or to
a red 'Used' status for events that can only occur once.
When the Wrong Ammo event becomes active, all French artillery automatically receive a Wrong Ammo marker. When it becomes Used, the
Wrong Ammo markers are automatically removed.
Whem the Italian Artillery Leader Killed event is active, all Italian Artillery units will show a -2 modifier to their TQR.
The Scenario Card toolbar button opens a window containing the scenario cards. There is one card for each of the 4 Divisions
represented in the game. The scenario cards are specific to the particular scenario.
For Divisions that are not deployed in the current scenario, the scenario card is blank.
For Divisions that are deployed, the card contains all the counters needed to complete the scenario. Cards have seperate
sections for :-
Variable setup units - Units that are set up at the start of the scenario, but require one of players to
place them based on the instruction on the card.
Reinforcements - All reinforcement counters laid out in order if arrival. Reinfocement stacks for Formations entering
the game for the first time also include the Activation Chit for the formation, which should be place in the Available
box on the Activations Chart.
Units in NQOS cannot be Deleted directly from the main map board. Use the Movement -> Graveyard (Ctrl-G) command to move destroyed units to the Graveyard map.
Once in the Graveyard, units can be deleted if necessary.
Display a unit summary inventory. Units are broken down by map, then side, Division, then Formation. Clicking on a unit will
scroll the map to show the unit if the map is open. You can right-click on a unit on the inventory screen and issue commands
to the unit.
The Map Overview button displays a small-scale image of the entire map and draws a rectangle indicating size of the current view
screen. Click on the small screen image to move the view screen around. Click on the Map Overview a second time to hide the
overview map.
Use the Hide Counters button to temporarily hide all of the counters on map to enable you to examine the map terrain.
Click again to make the counters reappear. This has no effect on what your opponent sees.
Clicking on the Line of Sight button causes all counters on the map to become transparent, revealing the terrain beneath. Click and drag from
one hex to another to draw a Line of Sight thread from the center of the start hex to the center of hexes that you move the cursor over. The range
is displayed near the target hex. The Line of Sight thread will stay visible until you click on the map. Refer to the Line of Sight rules to
determine if Line of Sight is blocked between the two hexes.
When a unit is moved, it is marked with a small yellow marker in the middle right of the counter. To clear
all moved markers on all units, click the button on the toolbar.
Use the Movement -> Movement Trail (Ctrl-T) command to display a trail showing where the unit has moved since the last time the
was clicked.