Red Badge of Courage
VASSAL Module version: 1.26 (j5)
The module offers many features to make gameplay more convenient and record keeping simpler. Some of these features are available directly through actions that are counter-specific - either using the keyboard shortcuts when a counter is selected or by activating the unit-specific pop-up menu by right-clicking on an individual counter and choosing an action to apply. Other features are available in the game menus.
There are a number of menus used for playing this module:
Markers
First Bull Run
Second Bull Run
Notes
First Bull Run Activation Markers
Second Bull Run Activation Markers
Overview
Show/Hide Counters
LOS
Retire
The two Activation Marker menus are used during the scenarios. They organize all the AMs used for the activation draw pile.
The Notes Window gives scenario-specific details and includes a place for each player to make public, private, and timed-release notes.
The Overview window displays the entire map board.
The Show/Hide Counters makes all counters invisible in order to see the map underneath.
The LOS thread enables distance calculation and tracking of LOS/LOF.
The Retire button enables you to switch sides during a battle.
There are three marker menus: for deployment markers for constructing scenarios, for markers useful for Play-By-Email, and for the informational and record keeping markers. All markers can be dragged from their menu tray onto the map and once on the map they can be duplicated or cloned (Ctrl+c) or deleted (Ctrl+x). Some markers that have a reverse side can be flipped (Ctrl+f).
Abandoned Guns - 1 on front, 2 on reverse
Breastworks - under construction of reverse
Blown - (also available directly on mounted cavalry via pop-up menu)
Charge - Infantry on front, cavalry on reverse (cavalry charge available from pop-up menu)
Collapsed - available on pop-up menu
Command Finished
Extended Column
Extended Line (Confederate) - Right of front, Left on back
Extended Line (Union) - Right of front, Left on back
Fatigue - has a pop-up menu that can cycle through the fatigue levels (available from brigadier leader pop-up menu)
Advance - May Advance on front, Must Advance on back
Orders - Attack on front, Advance on back (available on brigadier pop-up menu)
Prepared Fire
Refused Flank - Left on front, Right on back (available on combat unit pop-up menu)
Reserve
Must Retreat
Shock - Check Cohesion of front, Continued Shock on reverse (Continued Shock available on combat unit pop-up menu)
Time
Day
Scenario Ends
Strength Point - can cycle through values from 1 - 14 with pop-up menu (available on combat unit pop-up menu)
These are the main menus used when playing the scenarios. Each menu contains the following elements:
Union/Confederate Order of Battle windows - an information window private for each player that includes areas for reinforcements, used AMs, routed and eliminated units, and scenario-specific details
Time/Efficiency window - Shows the time track and holds the secret efficiency markers drawn for each player
Draw Pools window - holds the AM draw pool and the Efficiency Marker draw pool.
Union/Confederate unit window - organizational trays for all the leaders and units in the battles
Much of the module's functionality is available directly through actions on the individual counters. Each type of counter has a specific pop-up menu with a defined set of actions as well as a set of keyboard shortcuts that activate those functions as well.
All non-Marker counters have a movement trail function that can be enabled/disabled, as well as a flag that displays which units have moved.
Information markers have only basic functions:
Duplicate (clone): [Ctrl+c] saves having to pull a new marker from the tray each time a new one is needed
Delete: [Ctrl+x]
Rotate Clockwise/Counter-Clockwise: [CW: Ctrl+period][CCW: Ctrl+comma]
Flip: [Ctrl+f] for those units with reverse sides
All leader counters have the following functions:
Toggle movement trail: [Ctrl+t]
Toggle moved flag: [Ctrl+m]
Delete: [Ctrl+x]
Replace: [Ctrl+r], if the leader is killed or promoted during battle, his replacement side
Rotate Clockwise/Counter-Clockwise: [CW: Ctrl+period][CCW: Ctrl+comma]
In addition to the common functions, brigade leader counters have these additional features:
Out of Command flag: [Ctrl+o]
Fatigue sub-menu:
Increase Fatigue: [Ctrl+f]
Decrease Fatigue: [Ctrl+Shift+f]
Shock sub-menu:
Increase Shock fatigue counter: [Ctrl+s], first S0, then S1, then S2, etc. - for tracking brigade-level shock activity for fatigue purposes. The first shock attack/defense in any turn (S0) incurs no fatigue but every activity after the first (S1, S2, …) incurs fatigue.
Reset Shock fatigue counter: [Ctrl+z], resets the Shock counter
Brigade Ineffective flag: [Ctrl+i]
Brigade Orders: [Alt+o], first Attack, then March, then back to nothing (Advance)
In addition to the common functions, division leader counters have these additional features:
Out of Command flag: [Ctrl+o]
Division Ineffective flag: [Ctrl+i]
Overmove flag: [Alt+Shift+equals] sets command range to 0
Division Orders: [Alt+o], first Attack, then March, then back to nothing (Advance)
In addition to the common functions, corps commander counters have these additional features:
Overmove flag: [Alt+Shift+equals] sets command range to 0
In addition to the common functions, overall commander counters have these additional features:
Overmove flag: [Alt+Shift+equals] sets command range to 0
Note: all of the features marked as ‘flags’ toggle on/off when activated multiple times
All combat units have an advanced set of features available:
Movement trail (de)activation: [Ctrl+t]
Rotate Clockwise/Counter-Clockwise: [CW: Ctrl+period][CCW: Ctrl+comma]
Delete: [Ctrl+x]
Disorder: [Ctrl+d], displays the disordered state or after rally the re-ordered state.
Mark as moved: [Ctrl+m], toggles the moved flag
Firing sub-menu:
Phasing Fire flag: [Ctrl+Alt+f]
Return Fire flag: [Ctrl+Alt+r]
Reset fire flags: [Alt+c], removes any fire flags
Increase Ammo depletion level: [Alt+x], first to -2DRM, then to Out of Ammo, then to fully supplied.
Resupply Ammo: [Alt+Shift+x], increase ammo supply by one step (Out of Ammo to -2DRM, or -2DRM to fully supplied).
Refusal sub-menu:
Refuse Right flag: [Ctrl+r]
Refuse Left flag: [Ctrl+l]
Casualties sub-menu:
Inflict Casualties: [Ctrl+equals], inflicts a one strength point loss to the unit
Remove Casualties: [Ctrl+minus], adds one strength point back to the unit
Reset Casualties: [Ctrl+Alt+c], removes the SP loss flag, returning the unit to full strength
Hits/Collapse: [Ctrl+s], the old casualty mechanism, still included for backwards compatibility
Collapse flag: [Ctrl+q]
Out of Command flag: [Ctrl+o]
Artillery counters have the features of combat units plus these extra features:
Artillery sub-menu:
Approach Move flag: [Alt+m]
Abandon Guns: [Ctrl+a], first Abandoned 1, then Abandoned 2, then normal
Fire sub-menu additions:
Approach Fire flag: [Ctrl+Alt+a]
Infantry counters have the features of combat units plus these extra features:
Shock sub-menu:
Charge flag: [Ctrl+c]
Continued shock flag: [Ctrl+Shift+s]
Fire sub-menu:
Withdrawal Fire flag: [Ctrl+Alt+w]
Pre-Shock Fire flag: [Ctrl+Alt+p]
Confusion colors: [Ctrl+/] to set state to undetected, [Ctrl+/] again to set it to detected, and again to clear
Cavalry counters have the features of combat units plus these extra features:
Shock sub-menu:
Charge flag: [Ctrl+c]
Blown flag: [Ctrl+b]
Continued shock flag: [Ctrl+Shift+s]
Fire sub-menu:
Withdrawal Fire flag: [Ctrl+Alt+w]
Pre-Shock Fire flag: [Ctrl+Alt+p]
Original module designed by Allen Dickerson - all credit due to him.
This module version is maintained by: Jason Stewart, all suggestions and complaints should be directed to him: jason.e.stewart@gmail.com