OCS Smolensk - Extended Functionality

This version of the module adds the Extended Funtionality template to the standard OCS module.

1. Combat Units

Mode

There are two changes related to the mode menu:

Multi-Step Units

Step Losses

Step losses for multi-step units are controlled from the unit, using the 'Lose Step' (Ctrl-Z) and 'Gain Step' (Ctrl-X) menu options. These are greyed out when not applicable. (e.g. a full strength unit cannot gain a step) The unit step losses are shown in the currently selected display style when the unit gains or loses a step.

Display Options

Step losses can be displayed either as a Step Loss marker (default style) or as text at the left side of the unit. This allows for enhanced Fog of War as the text does not change the stack size. Use the menu option 'Display Loss as Step Loss Marker/Text' to toggle between the two display styles. When the display style is changed the appropriate deathhead marker or text is shown.

When the step loss marker display style is selected, a marker is automatically placed, increased, reduced, or removed as the unit loses or gains steps. Any newly placed step loss marker retains the Masked status of the unit.

If a step loss marker gets separated from the owning unit, then use the menu option 'Send to Owner' (Alt-B) to return it to the owning unit.

When the text display style is selected, the step losses are displayed at the left side of the counter in red text in a white box.

The text can be shown or hidden with the 'Show/Hide Step Loss Text' menu option. The text will display when the unit has lost 0 steps, and will only be removed when the 'Show/Hide' option is changed to Hide or the style is changed to step loss marker. The default setting is 'Show'. (Note that there is no visual indication that a unit has lost steps but the text is currently hidden.)

For those seeking increased Fog Of War there is also the ability to place a 0-step loss marker. This is only available when the display style is set to step loss marker and the unit has not yet lost a step. Note that if a 0-step loss marker is placed and the unit loses and regains a step, then the 0-step loss marker is not replaced.

Combat

The menu options for placing Combat Markers and sending the unit to the dead pile or holding box are now in a separate 'Combat' sub-menu. Using the key-combo Ctrl-P will send the unit to the correct location.

Combat Markers

Combat units have the following menu options in the Combat Markers sub-menu:

Miscellaneous

This menu now contains all other options related to the unit.

2. Non-Combat Units

Non-combat Units now have a sub-menu at the top of the right-click menu with specific options for that type.

Hedgehog

The Hedgehog menu has options to change the hedgehog level, size of the marker (Alt-X) and the style (Alt-Shift-X).

Supply Point

The Supply sub-menu has additional menu options. For Spend/Add it reduces/increases the current marker or places additional markers as required. (e.g. if a 10SP marker spends 1T, it will be replaced by a 5SP, a 4SP, and a 3T marker.) If the verbose option for supply is currently On, then the add/spend will be reported to the log.

Add supply

Spend supply

Combine supply markers - Ctrl-B

This combines all the supply markers in the current location into the fewest markers.

Transport

A Tranport unit has additional options and sub-menus on the Transport sub-menu. If the verbose option for transport is currently On, then the Load/Use/Unload will be reported to the log.

Empty

Empty (Alt-F) removes any fill level from the transport.

Load supply

This option loads the transport from any exisitng Supply in the hex, reducing the supply markers. If there is no or inadequate supply in the hex, then a message will be output to the log window. Note that a multi-SP transport can either load 1-3T or Full capacity and it can't 'top up' to Full capacity when already loaded with 1-3T, it would have to Unload first.

Use supply

This option reduces the supply on the transport.

Unload supply

This option unloads the supply from the transport and creates a supply point counter in the hex. It does not validate that the unloading requirements of 13.2f are met.

3. Air Units

A reduced air unit has a white/black box shown around the unit's barrage strength.

4. Markers

Markers now have a sub-menu at the top of the right-click menu with specific options for the marker.

DG

The menu has options to change the size of the marker (Alt-X).

Exploit

The menu has options to change the Exploit AR level and size of the marker (Alt-X).

Reserve

Reserve markers should be placed in the color of the owning unit, but may be changed.

Strategic Movement

The menu has options to change the size of the marker (Alt-X).

Combat

Combat markers may be used to indicate the units involved in a combat. The Combat Markers palette is opened by clicking on the yellow '3:1' button on the log window toolbar. The types of marker are: Combat markers and unit flags are removed by using the yellow button with the red 'X' on the log window toolbar. Alternatively, use the Ctrl-Shift-D key combination to removed selected combat markers.

5. Combat Calculation

Once the Combat ID and Combat Arrow(s) are placed on the defending and attacking stack(s), then the 'Perform Combat' (Ctrl-C) or 'Perform Overrun' (Ctrl-O) menu options on the Combat ID marker can be used to evaluate the combat. This reports the attacking and defending strengths, the combat ratio, and the CRT Line. (Note that the Combat Arrow(s) must point towards the appropriate Combat ID to be included in the combat.)

If AR units are marked for both attacker and defender, then the full combat result will be calculated and appropriate combat markers placed.

The calculation takes account of modes, step losses, hex and hex-side terrain, hedgehogs, AT level, and supply status, based on the current stack position of the unit(s) and (marker(s). If the verbose option for combat is currently On, then the combat detail will be reported to the log.

For an Overrun, the combat calculation determines which units are permitted to overrun given the terrain in the target hex, attacking hex, and hexsides, and any Interdiction/Train Busting markers. If the verbose options for combat is currently On, then it will report any units that are not permitted to overrun. (e.g. Track units are not permitted to overrun into/from a Swamp hex.)

This may take several seconds to calculate, depending on the module size, number of units involved in the combat, and the performance level of the host system.

Note that Combat Calculation cannot include Masked units from the opposing side. (This is normal Vassal Masking behavior which cannot be overridden.) All participating units must be Unmasked prior to executing the combat. (If the defender is executing the Combat Calculation, then attacking units may be left Masked rather than being marked as 'Not Attacking', the effect will be the same.)

6. Barrage Calculation

To calculate an artillery, air, or naval barrage, place a Combat ID on the target hex then select the 'Perform Barrage' (Ctrl-B) menu option on the Combat ID marker. This will present 3 prompts: At any time use the 'Cancel' button to abort the barrage calculation process.

Once all prompts are answered the barrage calculation will be completed, and the result reported showing the initial column, modifiers applied, final column, dice roll, and result.

If the verbose option for combat is currently On, then the barrage detail will be reported to the log.

Note that if the Barrage Calculation is executed by the barraging player, then any Masked units in the target hex will not be included in the density calculation.

7. Verbose Output

A more detailed output is available for the following items: The latter two may be useful to newer players or those less concerned about fog of war. Experienced players will probably want Verbose output turned off.

These may be toggled on/off using the appropriate selection on the "Verbose" toolbar dropdown, which also shows the current status.

8. Sequence of Play

A Sequence of Play reminder is available in the toolbar. This can either be displayed as a separate window, using the 'SoP' button, or docked in the toolbar. (This is changed in the module Preferences, 'Turn Counter' tab, using the 'Dock into toolbar' checkbox.) 1st player actions are in red, 2nd player actions are in blue, and common actions are in black.

9. Dice Buttons

The '2d6' and '2d6+1d6' dice buttons now report the total 2d6 roll.

10. Guderian & Hoth

Per Smolensk 3.4b, Axis supply can be assigned to Guderian or Hoth by using the 'Switch Ownership' (Ctrl-G) option on the 'Supply' menu of the supply marker. This shows a 'G' or 'H'.