for Vassal
Vers 0.97
Updated with Vassal 2.9.9
(w/512mb Heap Size)


1. Game Layout...





2. Counter Description...




Example above shows a bomb-laden B-17G #6 at 30,500 ft, in a left bank/nose down attitude, who has finished it's move for this turn and thus has 0 movement points left and 3 power points (aka: Speed Points) remaining to carry over to the next turn. He is being pursued by Bf 109G #2 who is is also at the end of his movement turn, at 31,100 ft in an right bank/nose down attitude, with 0 movement points remaining and 5 power points to carry over into the next turn. The Bf 109 is turn being pursued by P-47D #1, who is at 30,400 feet in an inverted right bank/nose up attitude. The P-47 has one move point left and is claiming advantage over the Bf109.



3. Setup:

A) Select maps. Due to the inability to add more maps once the game is in-progress, it is recommended that you add more columns and rows than you believe you'll need.

B) Place TURN TRACK marker on map (if not provided in a Quick Start scenario).

C) Add any desired map modifiers (Land, Clouds, etc).

D) Edit map modifiers' information, as necessary (i.e. Cloud top & bottom altitudes, etc)
(note: terrain & environment markers require use of the SHIFT key to select/move them on the map)

E) Select planes and ground units.

F) Edit planes and ground units:

i) Change the ID as appropriate (CTRL-I).

ii) Change the Altitude as appropriate (CTRL-C / CTRL-D).

iii) Change the Bank Attitude as appropriate (CTRL-B / CTRL-N).

iv) Change the Pitch Attitude as appropriate (CTRL-A / ALT-CTRL-A).

v) Change the Power Setting as appropriate (CTRL-P / CTRL-K).

vi) Change the Movement Point Setting to match the Power Setting (CTRL-MINUS / CTRL-EQUALS).

vii) Change the Loaded Setting as appropriate (ALT-CTRL-B).

viii) Fill out appropriate Logsheet (Allies or Axis)

ix) If more than 16 logsheets per side are needed, you can use the (Vassal) notes area for plotting movement and enter the hit boxes and any notes on the Log Sheet Header (CTRL-Z)...





4. Play:

A) To move a piece, just add a CTRL to the original Air Force/Dauntless movement plot command. (i.e. in Air Force a plot of the letter "V" would denote a half-loop. In this VASSAL-ized version, a key command of "CTRL-V" will execute a half-loop on the map)

B) Each movement and/or maneuver will decrease the movement points and power setting as appropriate. If this version gets it wrong for any reason, the Power Setting may be adjusted/fixed by using CTRL-P and CTRL-K, and the movement points can be adjusted/fixed by using CTRL-MINUS and CTRL-EQUALS.

C) If all movement points are expended, a "MOVED" marker will appear on the counter.
(If this marker gets out of sync or gets it wrong from any reason, it may be toggled with CTRL-M)




5. End of Turn:

A) At the end of the turn, after all plotted movements have been executed, you must (in order):

i) Apply Altitude changes (CTRL-C / CTRL D).

ii) Manually change the pitch attitude for the next turn's combat phase if required (CTRL-A / ALT-CTRL-A)
(attitude must be manually changed to level if no climbs or dives were performed).

iii) Apply Power/Speed or Brake points (CTRL-P / CTRL K).

iv) Adjust Power Points on the upper left of each plane's counter to match the Power Setting from the upper right of the counter (CTRL-Q)
(use of CTRL-Q requires that all movement points have been expended and any power or brake points have been applied. If this sequence gets out of sync, power points may be adjusted using (CTRL-MINUS / CTRL-EQUALS) )

v) Toggle the black "Remove MOVED Marker" Icon at the top right of the screen (adjacent to the Map Overview Tool/Globe Icon).

vi) Progress the TURN NOW marker on the TURN TRACK (adjacent to the Map Overview Tool/Globe Icon).




6. Logsheets

A. Allow up to 16 planes per side using the tabs.

B. Can be masked from opponents using toolbar button.

C. Can be cleared using toolbar button (only clears the first 19 lines, leaving the 20th line)

D. The turns listed on the logsheet sides can be cycled up to 100 turns (hmmm, matches the turn track piece!)

E. To use the logs... in the header; click on the area you wish to edit/update then use either up/down/right/left arrows to toggle/cycle hits or ammo or hit capabilities. Use the ENTER key to edit text. In the plotting area, click the area you wish to edit and hit ENTER. If you wish to erase a plotting entry, select the area nd hiut CTRL-E.





7. Key Commands:

Most all of the original Air Force / Dauntless plot commands are executed by adding the CTRL key to them. Notable exceptions being the bombs, rockets, drop-tanks, nose attitude and spins. (i.e. in Air Force, a plot of the letter "R" would denote a right turn. In this VASSAL-ized version, a key command of "CTRL-R" will execute a right turn on the map)


(CTRL-1) Move 1 hex forward
(warning: regardless of remaining move points).

(CTRL-2) Move 2 hexes forward
(if sufficient move points remain).

(CTRL-3) Move 3 hexes forward
(if sufficient move points remain).

(CTRL-4) Move 4 hexes forward
(if sufficient move points remain).

(CTRL-5) Move 5 hexes forward
(if sufficient move points remain).

(CTRL-6) Move 6 hexes forward
(if sufficient move points remain).

(CTRL-7) Move 7 hexes forward
(if sufficient move points remain).

(CTRL-8) Move 8 hexes forward
(if sufficient move points remain).

(CTRL-9) Move 9 hexes forward
(if sufficient move points remain).

(CTRL-F) Toggle Gun Range Tool.

(CTRL-MINUS / CTRL-EQUALS) Subtract/Add movement points to each counter.

(CTRL-A / ALT-CTRL-A) Adjust pitch attitude
(nose-up/nose-down).

(CTRL-B) Bank/Roll Right.

(ALT-CTRL-B) Load/Drop Bombs
(and/or Rockets and/or External Tanks).

(CTRL-C) Climb 100 ft.

(CTRL-D) Dive 100 ft.

(CTRL-E) Left Half Roll.

(CTRL-F) Toggle Gun Range Tool.

(CTRL-H) Right Half Roll.

(CTRL-I) Change ID or Information
(contextual per counter).

(CTRL-K) Brake.

(CTRL-L) Turn Left.

(CTRL-M) Toggle an out-of sync MOVED marker.

(CTRL-N) Bank/Roll Left.

(CTRL-P) Add Power.

(CTRL-Q) Quick transfer Power points to move points
(Move points must be zero... this command is for use at end of turn AFTER applying power points).

(ALT-CTRL-Q) Quick entry of Move Points, Power Points & Altitude
(this command is for use at while setting up a scenario).

(CTRL-R) Turn Right.

(CTRL-S) Slip Right.

(ALT-CTRL-S) Perform a Spin.

(CTRL-T) Slip Left.

(CTRL-V) Half Loop.

(CTRL-X) Cycle/Toggle Advantage/Disadvantage Status.

(ALT-CTRL-X) Delete piece from map.

Note: There is no key command for the UNDO MOVE command... you must use the icon/button.

Note: Spins and Half Rolls require Two (2) UNDO MOVE commands
(due to those maneauvers creating two-line reports).

Note: You can select multiple pieces at once by clicking and dragging your mouse across those pieces. You can then add power, altitude, etc and even move them all at once. Which makes handling large bomber formations much easier.



8. PBEM / Logging:

Due to the way Vassal operates and the way this module was programmed, you may see some odd moves when playing back a log file and certain maneuvers will seem out of sequence. Try to interpret 2 or 3 lines/moves as a whole, and it should make better sense.



9. Maps:

Unless otherwise specified, all scenarios for the original Avalon Hill Air Force / Dauntless game assume a map layout like the picture to the right, with direction "1" being toward the top of the screen. Six additional maps (VII - XII) have been provided for more playing area, as Vassal does not inherently allow adding maps once a game is in progress. It is recommended to at add least one more column of three maps, if not two more columns
(except when contradictory to a scenario's restrictions and/or victory conditions). Judicious use of the "Center All Pieces" icon/button is also recommended as appropriate. If appropriate.

A few additional terrain markers have been provided, as well as blank white & black text markers... for any use you can dream of, for them....



Note 1: Almost all the terrain markers can be labeled/edited to show altitudes, notes, names, etc.

Note 2: The Land markers can be overlayed to make the terrain more varied or to simulate hills and valleys.

Note 3: Several terrain and especially the Land markers are "blank" and will appear to be missing from the Counter tray(s). Go ahead and drag them to the map and they'll show up.

Note 4: When finished making a map using Land markers, clicking on each of the other type markers will "bring them to the top" and stop the "Land Effect" from darkening them.

Note 5: The drawback to the Land, Cloud and other terrain feature markers is that the Land & Clouds & Etc will be moved as well as the planes, if the "Center ALL Pieces" icon is toggled.


10. Whatever:

Players may find the following of interest:

- A mouseover (or ALT-SPACE if you've turned off the irritating auto-mouseover) will not only show counters in a stack, but the mapboard/hex they reside on, as well as how many hexes they've gone straight since their last maneuver if you can't read it in the middle-top of the counter (handy for when you've forgotten how long since that bomber formation banked or turned)

- Following the end of turn sequence in section 5 above will avoid unnecessary aggravation and editing.

- When in doubt on any map items
(and the logsheets!)...
right click for a menu!



11. Additional Credits:

Battleline; Air Force, Dauntless, and Expansion Kit Data to Avalon Hill Datacard convertor courtesy of Steve Lloyd.