Stonewall Jacksons' Way II VASSAL module

For detailed instructions, watch this video:

http://www.youtube.com/watch?v=L6X8CYq7uJk

Most commonly used game functions can be accessed by right clicking on a game piece and selecting options from the menu that appears.

To recover all units on the map at the end of a turn, simply click the Recover button in the toolbar that corresponds to the current weather. This function may take up to ten seconds for larger scenarios. Unlike the physical game, each unit that is eligible to entrench will do so and will receive its own unique entrenchment marker. This is because VASSAL cannot tell if a marker belongs to an entire stack or just a single unit, so it has to track the entrenchment status of each unit on the map. In order for the Recover button to function correctly, all markers must remain with the units that generated them! When you place a marker through the right click menu, VASSAL assigns that marker a number, then assigns that same number to the parent unit. These numbers are how VASSAL "knows" which marker belongs to which unit. Moving markers around to other units may seem easy enough, but VASSAL will still think that the markers belong to the units that generated them and will apply recovery based on the status of those parent units, not on the units with which they are now stacked. That is why you cannot drag fatigue, manpower, and demoralization markers out of the Game Pieces window or clone them.

Some scenarios include units that are not allowed to move at the start of the game. The are assigned bright yellow "Turn x" markers to show which turn they are released. As long as the yellow marker is stacked with the unit, it will not recover or entrench at the end of a turn. It is important to keep the marker stacked with its unit until the appropriate turn. To activate the unit, advance the game turn marker found in the force display (Union for AGA and Confederate for SJW). Once the game turn marker occupies the turn of release, the module will automatically delete the "Turn x" markers and allow the units to recover normally. Alternatively, you may simply delete the yellow marker.

SJW Scenario 7

The Confederate units in this scenario begin on the CSA force display. They are invisible to the USA player but appear ghosted to the CSA player. Right click on them and select "Invisibility on/off" to reveal them. The force markers begin on the map for your convenience.

SJW Scenarios 8/9

Some of the Union units in the campaign game are not able to activate or entrench at the start of the game. These units have markers on them as a reminder. Advancing the turn marker to the appropriate space on the turn track will delete these reminder markers and enable the recovery function for the units in question. You may also manually delete the reminder markers to enable recovery.

 

 

 

 

 

 

 

 

 

 

 

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