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).
Bocage Place an In Bocage counter (German 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.
Piggyback - Show/hide Piggyback mode indicator (Leg units with no organic transport only)
Delay Submenu (Allied paratroops only in movement submenu)
1 x Parachute Delay - Place a single Parachute Delay marker.
2 x Parachute Delay - Place a double Parachute Delay marker.
1 x Glider Delay - Place a single Glider Delay marker.
2 x Glider Delay - Place a double Glider Delay marker.
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.
Barrage - Add a Barrage marker to the top of the stack.
Rubble - Add a Rubble marker to the top of the stack (Artillery units only).
Info - Display a panel showing the effective ratings for the current counter based on game conditions.
Attack - Display an attack thread showing range. The thread changes to red if you exceed the effective range of the counter.
Rallying - Place a Rallying counter on the unit.
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 (Leg units only).
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
The weather
The time if it is the Night turn
Holding the mouse steady over an empty hex will display the Hex reference, the weather, the terrain (and the time if night).
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. A negative modifier is displayed in red, a positive modifier in blue and a green zero is displayed if multiple modifiers cancel each other out.
The Troop Quality Modifier status takes into account the following modifiers:-
Out of Command (-1)
Division TQR modifications (-1 to +2)
Double Cohesion Hit (-1)
IP (+1)
Entrenched( (+2)
Suppressed (-1)
In Bocage (
Suppressed (-1)
Barraged (-1/-2)
Step Loss Counter (-1)
Modifiers to the Fire, Assault and Defence ratings are displayed down the left side of the counter, roughly in line with
the ratings printed on the counter. These modifiers take into account all modifiers specified in the Series, Exclusive and
Scenario Special rules.
Leader counters have a 'Command Range' command that displays a shading on the map out to their command range.
Combat units with a range greater than 1 have a 'Show Range' command that displays a shading on the map out to the limit of their
maximum range. PLEASE NOTE that this is a guide only and does not take Line of Sight or Fire Zone suppression into account. You may not be able to shoot
at all of the shaded hexes.
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. usage will depend on the requirements of the scenario. A typical usage would be recording the secret selection
of Victory Conditions from a lvariable ist. 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.
Move the Date, Time and Weather markers around the turn track as required. The position of the Weather and Time counters affect
the rating modifiers displayed on the counter highlighters and the Counter Info panel.
The Activation window is the core of the Grand Tactical Series rule syste,. 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 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.
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.
Each The Greatest Day Scenario has specific Victory Tasks allocated to the Divisions involved in the scenario. Each division may have 3, 2, 1 or possibly no Victory Tasks. The 3 tasks are ranked into
Primary, Secondary and Teritiary tasks and earn 15, 10 or 6 Victory Points (VP's) respectively. The current state of each Victory task, the points allocated and the points difference between the
two sides is recorded on the VP display.
When a new scenario is started, the VP display will be preset with the appropriate divisional tasks.
Right-Click on a task marker and select Achieved or Pending to change the state of the marker, The VP totals will automatically
update to reflect the change.
Some Victory Tasks cannot be undone by the other side once they have been completed. These are displayed with a thick Green Border.
Use the Lock/Unlock Task to Lock or Unlock a Victory Task. Note, this is just to remind players that the Victory
Task status can no longer be changed - The Task must be Unlocked before it can be changed again.
To see the text of a Victory Task, hold the cursor over a task marker and the text of the task will appear in a pop-up box.
Clicking on the green button in the bottom right corner will create the correct number of Fighter Bombers for the Allies for the
day depending on the weather. These can then be moved to 'On Interdiction' box in the top left corner, or allocated to Divisions and
moved to the holdig boxes on the Divisional Displays.
Use the Show/Hide Overlay menu options to show or hide individual Beach Overlays. Overlays will normally start visible in a scenario
and must be manually hidden once the Beach has been Cleared.
Use the Cut/Open Phone Lines menu options to record the state of the 716 Division phone lines on each individual Beach Overlay
and on 716 units outside of the Beach Overlay areas. The Telephone marker is a small red box with a P symbo in the center left of the counter:
When cut, the phone symbol is marked with a cross and the telephones will not be used by the 'In Command' checker to establish
whether or not the unit is In Command:
The Men at Work and Rallying counters are special markers that record how long a unit has been trying unsuccessfully to complete
a task. Use the Increase and Decrease commands to change the value of the counter.
The Scenario Card toolbar button opens a window containing the scenario cards. There is one card for each of the 9 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 and is hidden after the first time you click on any
scenario card.
For Divisions that are deployed, the card contains all the counters needed to complete the scenario. Cards have seperate
sections for :-
Artillery Parks - Boxes to hold the Divisional Artillery Park counters and, when deployed to the map, the Artillery Units
that reside within the artillery parks.
A Holding box for the Air Power units that have been allocated to this division
A Holding box to contain available, but currently unused Road Blcoks, rearguards and Divisional trucks and jeeps
Boxes to contain the Independent Formation attachment and (for teh Allied side) the Battalion attachment counters. Moving these
counters between boxes will change the Formation of the matching counters on the map and change the way the automatic Activation
and In Command checking works for these units.
Divisional TQR adjustment track. Right-click on the TQR marker and select Increase or Decrease to change
the TQR adjustment applied to all counters of this division.
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 instructions on the card.
Reinforcements - All reinforcement counters laid out in order if arrival in the lower section of the card, after the variable
setup units. 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.
To create an Artillery Park, move the Artillery Park counter from the Divisional holding box and place it on the map in the same
hex as an Artillery Counter of the same division, Right-click on the Artillery counter and select Enter Artillery Park. The Artillery
unit will be moved to the correct holding box on the Divisional card.
To leave an Artillery Park, right-click on an Artillery unit in an Artillery Park holding box and select the Leave Artillery park
command. The unit will be moved to the current location of the matching Artillery park marker.
To disband an Artillery Park, right-click on an Artillery Park marker on the map and select the Disband Artillery Park
command. The Artillery Park marker will be returned to the matching Artillery Park Holding Box on the Divisional Card
and any Artillery units in the holding box will be returned to the map where the marker was located.
Straggler Points are maintained using the markers on the 6th AB Divisional card. Right-click on a marker and select the options
to track the current straggler count for each battalion.
When a leader unit is activated, a box will appear in the lower right corner containing the unit's activation limit. Use the
Activate Independents command to list any non-activated Independent units from the same division within the leaders
command range
The Attack Wizard is a comprehensive Fire Attack calculator that can be used to resolve any combat situation within The Greatest Day.
See the separate Help item on the Attack Wizard for more information.
Units in TDC 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.
The Clear Barrage button can be used at the end of a players turn to remove all Barrage markers currently on the board and to flip all Fired Artillery Park counters
back to their unfired side.
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.
Any blocking terrain crossed by the Line of Sight is highlighted:
Ridges are highlighted in Orange
Crests are highlighted in Yellow
Hexes containing blocking terrain are outlined in Red
Hexes containing possibly blocking terrain are outlined in Pink
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.