                 WARGAME CONSTRUCTION SET III:

                        AGE OF RIFLES
                         1846 - 1905


v. 1.0 RELEASE NOTES
------------------

Welcome to the Age of Rifles.  This title has been long in the
making - we are sure that what you are about to play will
long be remembered for its many features and its outstanding
AI.

This readme file details issues that have changed from the
game manual as included with this package, as well as further
clarifications on other game issues.

Make sure to check out our Website for full support of AOR.
SSI and user generated scenarios, fixes, and other updates can
be found at WWW.SSIONLINE.COM, as well as our traditional 
forums on America On-Line and CompuServe.

Enjoy the Age of Rifles!


John Eberhardt
8/14/96

-------------------------------------------------------------
-------------------------------------------------------------


DOS ENVIRONMENT
---------------
Remember that Age of Rifles is a DOS product.  Using the task
switch feature available through Microsoft Windows 95 to 
transfer in and out of a DOS box while the game is in play
may cause bugs to be introduced to the program.  Any such 
problem can be remedied by quitting Rifles and relaunching in
an un-interrupted DOS session.  

This also applies to any screen savers that may be active.  It 
is recommended that when playing Rifles under any Windows 
environment that all screen savers are disabled.


CAMPAIGN CONSTRUCTION
---------------------
When saving any scenario, you are presented with two options.
The first asks whether the scenario is part of a campaign; if
you answer yes, a second option allows you to save the file as
the first scenario in a campaign.  The former file is saved as
an ".SCI" (invisible) file, while the latter is saved as an 
".SCC" (campaign) file.

".SCI" files are not seen from the Scenario Menu, and cannot
be played in any way outside of their campaign.  This allows
a scenario to be saved multiple times for use in multiple
campaigns, allowing the default, or stand-alone scenario to
remain intact.  

".SCC" files denote the beginning file of a campaign.  These
files and their names appear on the Campaign Menu, and cannot
be played outside of their campaign.

Both ".SCI" and ".SCC" files can be viewed from the File 
Manager screen.

When a standard scenario is saved, it is saved as an ".SCE"
file, available from the Scenario Menu.

It is important that when creating your campaigns you link to 
the correct file, both in name and in its extension.  


TACTICAL NOTES
--------------

The name is no mistake!  This is a period where defense 
steadily gained the edge over offense.  Few units can stand 
up long to steady fire.  If you are on the attack,  be aware 
of your time limit.  Within the bounds of the turns allowed 
be patient.  It is a rare scenario where pre-assault 
bombardment with your artillery does not pay off.  When 
approaching enemy,  remember to use line formation and 
deploy skirmishers.  Skirmishers dramatically reduce the 
number of casualties you take from small arms fire,  while 
line formation provides some protection from artillery fire.  
Outflank your opponents and use cover as much as possible.

When attacking artillery,  try to assault it from the flank 
or rear.  Cavalry are very vulnerable to fire,  so don't 
waste them on frontal assaults.  If you are overmatched by 
heavier or more numerous guns,  don't shoot it out with them - 
withdraw to cover or a position where you can assist other 
units' attacks.  If you must play counter battery games with 
enemy artillery,  try to get off the first shot.  This will 
give you an edge in the wearing of morale and firepower that 
can be decisive.

When defending,  don't forget to set up overlapping lanes of 
fire.  Vary the responses of your units to enemy approach and 
fire - the Free Fire and Counter Fire options can be mixed 
with good effect with Wait fire,  so that enemy assaults meet 
a rising crescendo of fire as they close,  with one big bang 
at the end.  Remember that artillery gets half as many 
defensive shots as infantry,  so make them count.  Do not 
let 'out of sight' be 'out of mind'.  Enemy units can rally 
and recover quickly,  offering a new threat where you thought 
victory was sealed.

Assault by fire is often a good tactic,  as the follow-up 
moves of close assault can expose your units to new fire.  To 
deliver the most firepower,  use line or supported line formation,  
but turn the skirmishers off - they protect you but limit your 
firepower.  Note that although artillery cannot be moved adjacent 
to enemy units by prolong (pushed by hand) they can get adjacent 
when limbered.  This is an attack that has a built in delay of a 
turn,  but is usually worth it!  When using artillery close to 
enemy keep an infantry unit stacked with the artillery - gunners 
respond poorly to assaults and will often leave suddenly...

Check all the objectives,  they have different values.  


RULEBOOK HIGHLIGHTS
-------------------

Age of Rifles is a tactical simulation of nineteenth-century 
warfare. It has numerous rules options which simulate a variety 
of battlefield factors.  If played using the basic rules options, 
the game is very quick and easy to play, and is not burdened by 
complex simulation elements.  If played with advanced rules options, 
Age of Rifles simulates many of the same problems and limitations 
that were faced by real battlefield commanders in the nineteenth 
century.

There are three possible game scales:
Scale  Hex Size  Turn Length  Typical Unit  Typical Command 
-----  --------  -----------  ------------  ---------------
Small  100 yds.  10 minutes   Company       Regiment/Battery	
Med.   200 yds.  20 minutes   Battalion	    Brigade
Large  400 yds.  40 minutes   Regiment      Division or Corps


GAME OPTIONS
Once a scenario has been selected, the Game Options screen appears. 
Both sides of the battle are shown with the side going first 
appearing on the left and the side going second appearing on the 
right.  Several choices can be made regarding the game using the 
option controls appearing on this screen. 

Human or Computer Player
	These buttons toggle between human and computer control.  
	Both sides, either side, or neither side can be selected 
	to be computer or human controlled; Age of Rifles is 
	capable of playing both positions.

Difficulty Slide Bar
	Age of Rifles can be played at one of five difficulty 
	settings which determine the level of enhancement the 
	artificial intelligence is allowed.  At the highest setting, 
	any player should find the computer to be an extremely 
	difficult opponent.

Rules Options
	Clicking on this button opens the Rules Options window 
	where several options which can make the game simpler or 
	more complex can be selected. 

Rules Options
	The Rules Options are designed to allow for varying degrees of 
	realism in a scenario or campaign of Age of Rifles.  These 
	options can be selected individually; however, there are 
	also two predetermined sets of options for the sake of 
	convenience.

Basic Set
	The aim of the Basic option set is to emphasize flexibility 
	by activating the following options: Full Undo, Allow 
	Frantic Fire, Automatic Formations, and Automatic Vitality 
	Recovery.  All other options are turned off. 

Advanced Set
	The Advanced option set emphasizes realism by activating 
	the following options: Full Morale Effect, Full Command Effect, 
	Full Supply Effect, Full Environmental Effects, Variable 
	Scenario Length, Variable Turn Initiative, Fog of War, Allow 
	Skirmishers, and Allow Reaction Fire.

	Full Morale Effect
		Full Morale Effect means that all morale rules and 
		checks take place as normal. With this option off, the 
		circumstances under which morale checks are taken are 
		reduced.

	Full Command Effect
		With the Full Command Effect option turned on, commands 
		are under the control of a leader, who may or may not 
		have subleaders to aid him.  Units that move beyond a 
		leader's radius of influence may become isolated and 
		unable to move normally, being restricted to one hex of 
		movement.

	Full Supply Effect
		With this option on, supply are in effect.  With this 
		option turned off, units never need worry about 
		ammunition supply.

	Full Environment Effects
		When active, this option imposes movement and 
		visibility penalties if the weather is inclement.  The 
		weather is always perfect and the ground is always firm 
		when this option is off.

	Full Undo
		Any action just completed can be taken back with the 
		Full Undo option turned on.  When off, only three types 
		of actions can be taken back: movement which does not 
		reveal an unseen unit or result in fire or melee 
		combat, formation changes, and facing changes.

	Variable Scenario Length
		If Variable Scenario Length is active, scenarios may 
		end sooner or later than specified, since battles did 
		not always start or stop on schedule. 

	Fog of War
		The Fog of War option limits the ability to see enemy 
		units to those within a unit's field of view.  When Fog 
		of War is off, all enemy units are visible. 

	Allow Skirmishers
		This option allows the employment of a type of scouting 
		or screening force known as skirmishers.  These troops 
		deploy some distance in front of their parent unit to 
		harass enemy units by fire and screen the main body of 
		their unit from enemy small arms fire.  Having 
		skirmishers deployed slows movement in any formation by 
		one point per hex. 

	Allow Straggler Recovery
		When units take casualties or suffer morale results, 
		such as retreat or rout, there are always some soldiers 
		that "straggle."  That is, they become lost, confused, 
		desert, or panic.  With this option on, some stragglers 
		will return to their unit over time.  With this option 
		off, stragglers are permanent losses.

	Allow Reaction Fire 
		This option enables the selection of specific orders 
		regarding a unit's reaction to enemy fire or movement.  
		Reaction Orders must be active in order to use the 
		Frantic Fire option discussed in the following section. 

	Allow Frantic Fire
		With this option turned on, units which are attacked 
		will fire back if they are able to do so. 

	Automatic Formations
		Nineteenth-century armies used specific formations to 
		achieve specific ends in fire and melee combat.  This 
		option enables Age of Rifles to place a unit or command 
		in what it deems is the most appropriate formation for 
		the situation.  If this option is turned off, all 
		formations, except those determined by morale or combat 
		results, are chosen by the player. 

	Automatic Vitality Recovery
		With this option turned on, the effects of vitality 	
		loss cease at the end of every turn. With this option 
		turned off, units and commands are subject to vitality 
		loss and becoming winded from movement.  Units can also 
		become winded as a result of combat. 

	Variable Turn Initiative
		Rather than the typical "Side A then Side B" phased 
		movement, turn initiative is determined from turn to 
		turn if this option is active.  Age of Rifles compares 
		the capability of units and the strategic situation to 
		determine which side is the initial phasing side, if 
		one has not been pre-selected.  Thus, either side could 
		move twice in a row, but both sides get a phase in 
		every turn.

General Play Options
	This button opens the General Play Options window where 
	many "look-and-feel" options such as Mouse Control, Sound, 
	Music, Movement Path Display, Move Limit Display, and Map 
	Scrolling can be altered. 

Play-by-Email
	Not supported in the demo.

Start
	The Start button begins the game using the current option 
	settings.

Main Screen
	Left-click here to return to the Main screen.


MAIN PLAY SCREEN
----------------

Once a scenario has been selected, the Main Play screen appears. 
This screen is where 90% of the game happens. The main feature of 
this screen is the Map window, where units are displayed and 
maneuvered.  Across the top are three menu options, File, Play, 
and Info, next to them is the Time / Turn indicator.  Along the 
right screen edge are sixteen buttons which control various game 
functions.  When the pointer is over a hex, the Information bar, 
just below the Map panel, contains information about terrain and 
current options for the mouse at that location.  Along the bottom 
of the screen are the Active Unit controls, the Command controls 
and the Microview Map respectively.

Map window
	The Map window is the main area of activity for an Age of 
	Rifles scenario.  Within the Map window, terrain features such 
	as built-up areas, supply points, fortifications, roads, 
	trenches, forests, rivers, and streams are represented.  
	Elevation is represented using contour lines where elevation 
	changes to form slopes or escarpments.  Victory objectives are 
	displayed as a flag of the appropriate nation which changes 
	based on the last unit to control that hex.  Supply points 
	appear as encampments and also change status based on 
	occupation unless on the map edge. 

Using the Mouse
	The mouse pointer is the primary means of controlling the 
	action in Age of Rifles.  To click on a button or hex, move 
	the pointer to that area of the screen and left-click.  In some 
	cases, the right or left mouse buttons have different effects 
	which can be chosen using the General Play Options menu. Just 
	left-click on a hex to select a new active unit.  Issue 
	movement orders using the "drag-and-drop" method described 
	below.  Fire orders can be given when the pointer becomes a 
	set of cross-hairs.  The right mouse button can be configured 
	using the General Play Options menu.  

The Mouse Pointer
	The mouse pointer is also a very important source of 
	information. Notice that the pointer changes shape as it moves 
	around the screen. When the pointer is over a hex, the 
	Information bar, just below the Map panel, contains information 
	about terrain and current options for the mouse at that 
	location. If a unit is there, the Unit and Formation panels 
	display important information about that unit. Off map, the 
	pointer changes into a pointing finger or a bronze arrow icon. 
	The pointing finger is used to activate the various buttons and 
	panels. The bronze arrow scrolls the map when the pointer is 
	moved to the edge of the screen, the arrow points the same 
	direction the map scrolls. Within the map window, the pointer 
	takes one of the following forms:

	Crosshair Pointer
		This indicates that the active unit can fire into the 
		hex under the pointer. As with movement, the color of 
		the pointer is significant. Green crosshairs indicate 
		the weakest fire; yellow-green, yellow, orange, and red 
		crosshairs indicate increasing levels of lethality of 
		fire.

	Movement Pointer
		Standard movement is controlled using the left mouse 
		button and a technique called "drag-and-drop." Basic 
		drag-and-drop movement works by clicking on a unit to 
		select it, then with the pointer over the unit, press 
		and hold down the left mouse button. Move the pointer 
		until the destination hex is reached and release the 
		left mouse button to have the unit move to the target 
		hex. While dragging the Movement pointer with a unit 
		selected, the pointer changes color indicating the 
		exertion level required for movement. A red pointer 
		means the hex is out of reach, green means the hex can 
		be reached without risking the unit becoming "winded." 
		A pointer which changes to yellow means the hex is in 
		range, but requires effort to reach and may result in 
		the unit becoming "winded." 

Buttons, Panels, and Menus
	There are two or three large information displays available 
	from the Active Unit controls depending upon the number of 
	weapons assigned to the unit. 

	The name of the active unit appears on the brass plate just 
	below the Information bar. Below that, in the lower left-hand 
	corner, is a unit picture showing troops in uniform. This is 
	the Unit Info display, where a maximum of eight figures can 
	appear. Each figure represents 100, 200, or 400 soldiers 
	depending on the scale; 100 soldiers in a 100 yard / 10 minute 
	turn scale scenario, 200 soldiers in a 200 yard / 20 minute 
	turn scale scenario, and so on. For example, a unit with seven 
	figures displayed would have 700 men in it in the 100 yard 
	scale, 1400 men in the 200 yard scale, and 2800 men in the 400 
	yard scale. The maximum effective size of a unit is also 
	limited by the scale of the scenario since only a certain 
	number of soldiers using the formations employed could be 
	brought to bear in the area represented by a hex.

	This picture is actually a large button. Left-clicking on it 
	opens a window which displays detailed information on the unit 
	including: complement, leaders, armament, ammunition supply, 
	weapon effectiveness, morale, capability, and vitality. Other 
	important information about the unit's participation in the 
	battle, such as whether or not the unit is under fire, winded, 
	or "digging in" (creating hasty defensive works), is displayed 
	at the bottom of the window.

Weapons
	Next to the unit info button there is a button for each of the 
	weapon types assigned to the unit. Left-click on these buttons 
	for detailed information on the weapons including weapon type, 
	crew status (if any), effectiveness at specific ranges, point 
	value, and any specific details about the weapon.

Movement
	Beneath the Weapons button(s) is the word Move followed 
	by a number in parenthesis and a colored bar. The number 
	represents the remaining movement points allotted to that 
	particular unit. The bar is a graphical representation of 
	the same information; the amount of the bar that is green 
	represents how much the unit may move without becoming 
	"winded." 

Winded Units
	A unit which repeatedly moves into a yellow shaded hex, or 
	than is represented by a yellow arrow or a yellow movement 
	pointer becomes "winded." Winded units fight less effectively, 
	losing 10% of their melee value, and do not recover vitality 
	during the rest period of the turn. A unit's strength and 
	movement rate also begins to drop as it becomes exhausted. 
	Units may also become winded as a result of some forms of 
	combat, particularly if they are on the losing end. 

	Recovery from winded status requires that the unit remain 
	static for at least one turn, preferably resting in Disordered 
	formation. Once a unit recovers from being winded, it may start 
	recovering vitality normally during the "periodic checks" phase 
	of the turn.

Status Icons
	Beneath the word Move are three icons, representing the unit's 
	capability, supply status, and whether or not the unit can fire 
	this turn. 

	Condition Icon
		The condition icon displays the current effectiveness 
		of a unit in terms of its vitality and morale. The 
		condition icon indicates the unit's current condition 
		by the color of the icon, ranging from dark green 
		meaning excellent to orange meaning poor. Some units' 
		condition will occasionally go as far as red, but by 
		the time a unit's icon is red, it is usually routing 
		and thus out of control. The unit's overall capability 
		can be determined by moving the mouse pointer over 
		the icon and looking at the status bar. If a unit is 
		routing or otherwise not available for orders, the 
		condition icon has a slash through it.

	Supply Icon
		If a unit is out of supply the supply icon has a slash 
		through it.

	Fire Icon 
		Units who are able to fire, but have not yet done so 
		have a fire Icon displayed. If the unit cannot fire 
		this turn the icon is not displayed.

	Reaction Orders 
		Maneuvering of units and engaging in combat can happen 
		both by conscious choice or by issuing reaction orders. 
		Units can be under automatic reaction orders, which 
		permits them to fire on, or charge and assault, enemy 
		units which move or fire nearby during the enemy phase 
		of the turn. The types of automatic orders that a unit 
		can accept are based on the type of unit. Mounted 
		cavalry units can be given "reaction move" orders, and 
		others can be given "reaction fire" orders. By giving 
		"Hold Move" or "Hold Fire" orders, units are directed 
		not to automatically respond to the actions of enemy 
		units nearby during the enemy phase. When Free, Near, 
		or Wait orders are issued, the maximum range at which 
		a unit can react is established. For example: when 
		playing a small scale scenario, a Near Fire order 
		directs the unit to fire on enemy units that move or 
		fire within 3 hexes.
		
		Reaction Distances Table
		------------------------
		Order		  100 yd       200 yd        400 yd 
		Free Fire/Move	    3		 2	   1 (adjacent)
		Near Fire/Move      2  		 1	       1
		Wait Fire/Move      1		 1	       1
		Counter Fire	  Wpn Range    Wpn Range    Wpn Range
		Hold Fire/Move	  No reaction  No reaction  No reaction

		There is no cost for changing reaction orders, and the 
		range for the selected order is shown in the 
		Information bar, below the Map window, when a 
		change is made.

		Regardless of the orders units are given, they may 
		automatically react if enemy units enter an adjacent 
		hex or fire upon them. Units that are poorly-trained or 
		have high morale may "Fire Frantically" because their 
		urge for self-preservation or their desire for combat 
		overcomes their willingness to obey their orders. This 
		is less likely to happen to well-trained or low-morale 
		units for different reasons. Well-trained soldiers 
		keep their wits, while those with low morale either 
		panic or freeze.

	National Flag 
		This indicates the national affiliation of the 
		currently selected unit or the unit under the mouse 
		pointer.

	Deploy Skirmishers
		Some units can detach a portion of their troop 
		strength to form skirmishers. These troops deploy some 
		distance in front of their parent unit to harass enemy 
		units by fire and screen the main body of their unit 
		from enemy small arms fire. Skirmishers can only be 
		deployed by units in Attack Column, Supported Line, and 
		Line formations. Skirmishers have a significant effect 
		on the unit's performance in fire combat, but have no 
		effect on melee and are automatically recalled 
		immediately when adjacent to an enemy unit or prior 
		to the first round of any melee combat. Having 
		skirmishers deployed slows movement in any formation 
		by one point per hex.

	Change Formation
		The formation of any non-naval, non-artillery unit can 
		change at any time as long as the unit has sufficient 
		movement allowance remaining. The cost to change 
		formation depends on the type of unit, its level of 
		training, and the nearness of enemy units. Most 
		formations require a minimum level of training, and 
		some or all units may be limited in their selection of 
		available formations. If the formation can be changed, 
		the Formation button appears raised in the Active Unit 
		panel. Left-click on the button to change the unit's 
		formation. 

		Depending upon unit's level of training, the following 
		formations may be allowed:

		Tactical       Fire           Melee	
		Formation      Efficacy       Efficacy       Mobility
		----------     --------       --------       --------
		Disordered	 Poor		Poor	       Good
		March Column	 Poor		Very Poor      Excellent
		Attack Column	 Poor		Good	       Fair
		Supported Line	 Fair		Fair	       Fair
		Line		 Good		Poor	       Poor
		Defensive	 Excellent	Excellent      Zero
		Square		 Poor		Excellent      Poor
		Engineering*	 Poor		Poor	       Good

			Note on Engineering: Units can stop to create 
			breastworks or remove abatis if this button is 
			available. Abatis are improvised barricades 
			with little defensive value, but slow movement 
			across them. Left-clicking this button causes 
			a unit ending its movement in a hex with an 
			abatis and movement points left to destroy the 
			abatis as soon as it passes a capability check.
			This process uses all remaining movement. 
			Breastworks are hasty defensive works 
			constructed from any available material. Left-
			clicking this button causes a unit ending its 
			movement in an appropriate hex with movement 
			points left to throw up a breastwork as soon 
			as it passes a capability check. 

	Change Facing (Rules Option)
		The facing of any unit in any formation other than 
		Disordered, Square, or Defensive Order can be changed 
		at any time, for no cost, as long as the unit has at 
		least one movement point left. The unit changes facing 
		when it moves and it faces in its direction of travel. 
		If the facing can change, a facing button also appears 
		in the active unit panel. Left-click on the button to 
		change the unit's facing. 

		As a default setting, a unit's facing can also be 
		changed using a configurable mouse button by right-
		clicking in a hex that the unit should face. This 
		option can be changed by selecting the Right Mouse 
		Button option under General Play Options in the Play 
		menu. 

		Each unit "faces" or points in a particular direction 
		on the map. In general, units can react more 
		effectively to things that happen in front of them. 
		Facing has no effect on naval units and those in 
		Disorder, Defensive Order, or Square formations, 
		but it does have a strong effect on movement and 
		combat for other units. This is particularly true 
		for units equipped with crew-served weapons such 
		as cannon or machine guns.

		For each unit, the map is divided into four zones. 
		Hexes within 60 degrees of a line extending from 
		the front of the unit are within the unit's forward 
		zone. Anything within 60 degrees of a line extending 
		from the rear of the unit are in the unit's rear 
		zone. The remaining hexes on each side are within 
		the unit's flank zones. 

	Mounting or Dismounting
		Units can change mount status (mount / dismount for 
		horse mounted troops or limber / unlimber for 
		artillery) if it has mounts and has sufficient 
		remaining movement allowance for this turn. 
		Artillery units must also have sufficient crew 
		to be able to limber or unlimber. If a unit's mount 
		status can change, the horse head icon in the active 
		unit panel becomes a button. Left-click here to 
		change the unit's mount status. 

	Exit from Map Edge
		If the unit is on a map edge, an Exit or Flee button 
		may appear. Left-click this button if the unit 
		should leave the map. In some cases there may be 
		victory points awarded for exiting units from the map. 
		There is no penalty for exiting units, although they 
		can never be brought back into play once removed.

Command Panel
	This panel displays the name of the Active Unit's command, 
	and that command's status.

	Others in Hex Panel
		This display is shown below the Command panel. It 
		lists any other unit in the same hex as the active 
		unit with a steel-colored button; left-clicking on 
		that button makes that unit the active unit. Any 
		leader attached to the active unit is listed using a 
		bronze button with the command's icon appearing on 
		the right. Any attached sub-leader's name appears as 
		a steel button. If a name is shown as a raised button, 
		it can be selected.

	Leaders
		Selecting a leader's name by right-clicking on it 
		brings up a display of information on that leader 
		including the command, the unit to which he is 
		attached, his command radius, and reveals the leader's 
		bravery, charisma and competence ratings. Buttons on 
		this display show the leader's actual command radius 
		on the Map screen, and allow his assignment to be 
		changed. Units which have leaders attached to them are 
		indicated on the game map by small national flags 
		next to the Wallop Factor bar. 

		Reassigning or Detaching Leaders
			From the leader information display leaders 
			can be reassigned to another unit of the same 
			command, if the conditions are right, or 
			detached with a bodyguard. If so, buttons 
			appear indicating these options. Leaders may 
			only be reassigned to units of their command. 
			The transfer distance may be no greater than 
			the command radius of the leader, and there 
			must be a path of hexes free of enemy 
			influence and impassable terrain between the 
			original and new unit. A leader may only be 
			reassigned once per turn. Left-click on the 
			button to see which units are eligible to 
			receive the leader. Then left-click on an 
			eligible unit to complete the reassignment. 

			Detaching a leader with a bodyguard actually 
			creates a new, small unit (with 12, 25, or 
			50 men depending on scenario scale). Click on 
			the Detach with Bodyguard button, then click 
			anywhere or press any key to complete the 
			process. Organizing the bodyguard expends 
			the new unit's movement, so the bodyguard 
			cannot move the turn it is created. This 
			bodyguard unit is part of that leader's 
			command, but moves and fights independently. 
			If the leader is reassigned to another unit, 
			the bodyguard is absorbed into that unit.

Microview Map
	The Microview is a smaller version of the Overview Map. It 
	is a miniature view of the battlefield, with the each side's 
	units visible as either brass or steel colored dots, depending 
	on the color of their Wallop Factor bar. The current Map 
	window is represented as a yellow frame which can be dragged 
	using the mouse pointer to scroll the Map window. All units in 
	the command of the active unit flash yellow to indicate their 
	location. Visible enemy units appear as dots of the color of 
	their Wallop Factor bar. The Microview map can be used to 
	quickly move around the battlefield, by left-clicking directly 
	on it.

Buttons
	On the right edge of the screen is a row of buttons which 
	display information about or alter control of units and 
	commands on the Map window.


GAME PLAY
---------

COMBAT

Depending upon the weapons assigned to them, most units have the 
ability to fire at enemy units at a distance. Whenever a crosshair 
cursor appears on the map the unit can be ordered to fire on an 
enemy unit under the crosshair. Unless the selected unit is in Square, 
Disordered, or Defensive formation it is less effective when firing 
into hexes in the flank or rear-facing arcs. The color of the 
crosshair indicates the relative effectiveness of the fire:

	Fire Cursor Color	Weapons Effectiveness
        -----------------	---------------------
	      Red		     81% - 100%
	     Orange		     61% - 80%
	     Yellow		     41% - 60%
	  Yellow Green		     21% - 40%
	     Green		      1% - 20%

Reaction fire is actually divided into four, quarter-turn "volleys." 
Whenever a unit is ordered to fire by left-clicking on an enemy unit, 
the unit fires all remaining volleys at the enemy unit thus expending 
its remaining movement. 

Fire Strength

The fire strength that a unit can direct at any particular target is 
dependent upon the unit's formation, facing, troop strength, weapons, 
troop capability, range to target, environmental conditions, and 
available frontage. Age of Rifles calculates this, but there are 
several things that can be done to maximize a unit's fire strength:
        * Assume a Line or Supported Line formation 
        * Dismount or unlimber units 
        * Recall skirmishers

There are also several ways to minimize a unit's exposure to enemy 
fire:
        * Dismount or unlimber units 
        * Deploy skirmishers if possible. While this has no effect on 
	  enemy artillery fire, it significantly improves a unit's 
	  resistance to small arms fire 
        * Enter a defensive posture by assuming Disordered or 
	  Defensive Order formation in a town, redoubt, or trench hex 

Units are most effective when firing at enemy units which:
        * Are mounted 
        * Are nearby 
        * Are in March or Attack Column 
        * Are in Square formation
        * Do not have skirmishers deployed (except for artillery, 
	  which is unaffected by skirmishers) 


Unit Capability

The capability of a unit is checked frequently during the game. 
Capability is a general indicator of the performance of a unit, and 
is based on the unit's training, experience, morale, and vitality 
compared with the national average. The unit's capability rating is 
used when a unit is forced to make a capability check. Unit capability 
is displayed at the bottom center of the Unit Information panel as a 
"capability light." The color of the light can range from dark green 
to red, and indicates the general condition of the unit. Moving the 
mouse pointer over the capability light will cause a capability 
statement to appear in the Information bar. 

Training represents the unit's general level of military education 
and practice. In addition to its contribution to the unit's overall
 capability, this ability determines which formations the unit can 
assume.

Experience is a relative measure of a unit's previous exposure to 
battle. Units that progress from one scenario to another in a campaign 
will gain experience factored against the percentage of casualties 
suffered in the previous scenario.

Morale represents the level of motivation of the soldiers assigned 
to the unit. This figure can go up or down depending upon combat 
results and rest. Morale counts for twice as much as any other factor 
when considering a unit's capability.

Each unit has a vitality rating. Fresh units have an excellent 
vitality, troops with a poor vitality are essentially asleep on 
their feet. Units with a vitality of fair or less have reduced 
movement rates. Whenever a unit moves or engages in combat, it 
suffers some loss of vitality which is usually recovered at the 
beginning of each turn. Vitality losses are greater at night. Forced 
march movement and melee combat cause a unit to become winded, an 
effect which inhibits rest for one full turn. Resting units using the 
Disordered formation recover vitality more quickly.

Units' training and supply ratings are fixed from the beginning of 
the scenario, but the overall capability of your units can be 
maximized by avoiding unnecessary movement, particularly at night.

Retreat, Rout, and Panic
	Any time a unit suffers losses due to combat, it must pass a 
	capability check or retreat. A unit's capability can be 
	modified by its formation and by the presence of a leader. 
	Units failing a capability check must make a second check. 
	
	If a unit fails the second check, the retreat becomes a rout. 
	Routed units may drop some of their weapons when retreating, 
	and if they remain routed, attempt to retire from the 
	battlefield. Routed units which fail a third capability check 
	may partially or completely disband, with all of their 
	assigned troops becoming casualties, stragglers, or prisoners.

	If a unit is required to retreat, but cannot comply, it panics 
	instead. Panicked units remain in place, but they become 
	winded, suffer dramatic losses in morale and vitality, and 
	are considered to have routed. Units in Defensive Order are 
	less susceptible to retreats and routs.

Communications Traces 
	Communications traces are required whenever a unit checks 
	for resupply or isolation from command leaders, and whenever 
	a leader reassignment is ordered. The unit is in communication 
	if it can trace a path of hexes free of water obstacles and 
	escarpments, and not adjacent to enemy units (unless occupied 
	by friendly units). If the trace fails, the unit is not in 
	communication with the supply point or leader.

Leader Capability
	A leader's capability is based on three characteristics: 
	charisma, bravery, and competence. Left-click on the leader 
	button in the Others in Hex panel (if present) to view the 
	characteristics of the leader or to reassign the leader to 
	another unit.

	If a leader is attached to a unit, that unit's capability is 
	averaged with the leader's capability for all game checks. 
	Like most unit characteristics, leaders' charisma, bravery, 
	and competence are fixed at the beginning of the scenario.

Incapacitated Leaders 
	Unfortunately, leaders are not supermen. They can be 
	incapacitated by enemy action or friendly fire. Whenever a 
	unit takes any losses there is a chance, based on the severity 
	of the losses, that any attached leader may become a casualty. 
	If this happens, a "brevet leader" is promoted from the ranks. 
	Brevet leaders' characteristics are randomly determined, based 
	on the standard national characteristics of the unit of 
	assignment. If the affected leader is the overall formation 
	leader, all existing leaders are promoted to the next highest 
	position in the formation while remaining with their unit of 
	assignment. It is not possible for a brevet leader to become 
	the overall formation leader unless all original leaders in 
	the formation have been replaced.





Miscellaneous Definitions

Battalion: A group of soldiers ranging from one hundred to 
over a thousand.  Several battalions make up a regiment (or 
a brigade in some armies).

Battery: An artillery unit made up of canon, rockets, 
howitzers, or mortars, usually six to twelve.

Brigade: Two or more regiments with associated support 
units such as cavalry or artillery.  Brigades were organized 
into divisions.

Charge: Currently, units are assumed to be "charging" into 
combat if they enter melee combat while not disorganized. 

Company: A body of men from 50 to 250.  Several companies 
make up a battalion.

Division: A division generally consists of two to four 
brigades.

Leader: Leaders represent Regimental through Corps level 
officers.  Subleaders represent the chain of command supporting 
higher ranking officers and controlling other units in a 
command.  Leaders are used to control and direct units forming 
larger bodies called commands.  They add their capability to 
units' under their command, and can function to prevent or 
recover from rout.  Units out of the control radius of their 
leader are isolated and suffer limited movement.

Limber: Crew-served weapons of the nineteenth century could 
be in one of two states: limbered or unlimbered.  Limbered 
weapons were ready for transport, with guns and ammunition 
caissons in train behind teams of horses.  In this state the 
weapons were unable to fire, and several minutes were required 
to prepare the weapons for action.  An unlimbered weapon is ready 
to fire, with its crew deployed, caissons open, and horse teams 
tethered nearby.  In this state, the weapon can only be moved 
if it is light enough and has an appropriate carriage to be 
pushed by the crew.  This is called "movement by prolong," and 
is only useful for traversing short distances.

Mount: If a unit has horses, it is capable of mounting up.  This 
is the individual trooper's equivalent to limbering. Mounted troops 
can move very rapidly and have significant advantages in melee 
combat, but they are also quite vulnerable to enemy fire.

Regiment: Two to five battalions that form the foundation for a 
brigade.

Section: A portion of an artillery battery consisting of two 
guns, limbers, and caissons.



Credits
Developed by		Norm Koger, Jr. and 
                                SSI Special Projects Group 
Producer                John Eberhardt
Associate Producer	Brandon Chamberlain 
Art Director		Steve Burke
Lead Artist             Gennady Krakovsky
Artists			Maurie Manning, Ben Rush, Mike Filippoff, 
                        Dave Jensen, John Xu, Donald Wang, Sean Tsai
Additional Art		Miki Morris, Strategy First, Inc. 
Programming             Norm Koger, Jr. 
Lead Scenario Designer	Mike Simpson
Additional Scenarios	James Young, Dick Wagenet, Dave Merrick, 
                        Novastar, Inc. 
Audio Director 		Ralph Thomas 
Audio Technician        Ron Calonje
Multimedia Production	Maurice Jackson
Music Composed & 
	Performed by	Rick Rhodes and Danny Pelfrey
American Theme Music	Tom Carns
Manual Author           Mark Whisler 
Manual Editor		Jonathan Kromrey
Data Manager		Caron White
Install Programmer 	Ben Cooley
Test Manager		Glen Cureton 
Test Supervisor         Jason Ray
Lead Tester             John Cloud 
SSI Testers             Bill White, Lance Page, Osiris Roman, 
                        Mike Hawkins, Kelly Calabro, Sean Wyman, 
                        Jason Loney, Jeff Powell
Beta Testers		Paul Winner, Bill Lott, Lee Jordan, 
                        Greg Doyle, Vince Alonso, Judith Weller, 
                        John Taylor, Jim Fink
Executive Producer 	Bret Berry

Special Thanks to 	Kevin Klemme, Jan Lindner, Joel Billings, 
                        Chuck Kroegel, Dan Cermak, Lee Crawford,  
                        Carl Norman, John Hudson, John Ross, 
                        Tom Wahl, Bob Burke, Al Revere, and 
                        Andy Preziosi
