JSS Site Admin

Joined: 01 Oct 2003 Posts: 2462 Location: Washington D.C.
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Posted: Mon Mar 24, 2008 10:47 am Post subject: |
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Here's a copy of my list:
q Rollover Help/Alert Status/Victory/Dice Stats/ No Lower Display
w' Front line on Strategic Map On/Off
e Strongpoints Displayed/Hidden
r Highlight hexes containing units that can take Replacements
t Show/Hide supply radius for selected Supply Truck
y Reserved for debug routines
u Units Displayed/Hidden
i Town Indicators On/Off
o Combat Advisor On/Off
p Show/Hide movement penalties in hex
a Artillery Radius On/Off
s Show supplied hexes On/Off
d Division Indicators On/Off
f Front Line On/Off
h Hex Grid On/Off
k KIA Units Displayed/Hidden
l Leave Unit (deselect current unit)
x Show Moved Units Normal/Darkened
c Highlight hexes containing units that can take transport
n Town Names On/Important Only/Off
m Mines Displayed/Hidden
b Show/Hide Interdiction markers
space Selects/Deselects all units (main and combat displays)
Control A Show/Hide AI display
Control U Shows/Hides supply and reinforcement symbols on map edge
Control P Dumps map to disk
Control D Turn highlighting of movement area On/Off
Control S Saves game (unless email game is being played)
Control Z Undo last action
F1 Undo last action
F2 Entrench currently selected stack
F3 Extend movement of selected stack
F4 Drop detachment from selected stack
F5 Display AA zone.
Cyan hex = active AA unit
Orange = Town AA range
Yellow = Unit AA unit range
F6 Display attack and shock values.
Total attack strength of all attack capable units in hex
Gold arrow = Elite unit in stack
Red Arrow = No Elite unit in stack
F7 Display defense, shock and entrench values
Green hex with dark blue defence bar = all possible units entrenched
Yellow hex.with cyan depressed defence bar = some entrenched and some possible entrenchments
Red hex with cyan raised defence bar = no entrenchments but some possible entrenchments
Gray hex with gray defence bar = no units can entrench
F8 Display vulnerability
Gray combat marker = no overrun possible
Green combat marker = overrun possible
Orange marker = no combat units in hex therefore vulnerable
F9 Display VPs for each objective during the current turn
Green number = VPs being gained for controlled objective
Yellow number = VPs that could be gained (enemy controls objective)
F10 Shows railways and rail bridges
Yellow = friendly control, red = enemy control
F11 Shows roads and road bridges
Blue = Major Road, Brown = Minor Road
Yellow = friendly control, red = enemy control
F12 Show all bridges
Yellow = friendly control, red = enemy control |
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