In order to preserve the combat record in a format for playback, the sequence of events to perform combat is very rigid. If the user is unsure of how to perform combat, the "Prompts On" option should be selected from the Project menu. This will help the user step through the procedure, explaining every step and describing the next action required of the user. To initiate combat, the "Movement/Combat" button should be depressed. It should then read "Combat." This is a special mode of operation. As combats are being declared, units may only be moved from the map into either the attack or defend boxes. To return a unit to the map, it must be picked up and the "undo" button pressed. This will return the unit to the hex it started this combat sequence in. To declare a combat, the attacking units are moved into the attack box, and the defending units are moved into the defend box. This is a way of designating who is involved in the combat and what their role is. It's up to the user to determine the odds and terrain effects to be applied. If you are pre-declaring combat and the unit names of your module does not include combat factors, you may want to make a note of what the odds of each attack are. There are two modes of declaring combat, depending on what the requirements of a particular game are. When the "Movement/Combat" button is in the "Combat" mode, the button beside it will say either "Pre-Declare" or "One by One." One by One means that each combat is declared and resolved before moving on. Pre-declare means that each combat will be declared first, and then resolved only after all declarations are made. This allows you, for instance, to declare all combats, then fly air support, then resolve combats. If the combat is in pre-declare mode, combat is declared by moving units to the combat box. Once all the units involved in a particular combat have been designated, press the "next" button. Units in the combat boxes will be returned to their hexes, and the player will then be able to designate the next combat by moving it's units into the combat boxes. Once all the com- bats have been declared, the player may either return to the movement mode, or press the "Resolve" button next to the "Movement/Combat" button. Note that this button does not work if there are still units in the combat boxes. If the player returns to the movement mode, when he returns to the combat mode, he MUST resolve all previously declared attacks before designating more. Attacks declared in pre-declare mode will be resolved in the order in which they're declared. A comment window will be opened, and details of the combat, who took part, and what the dice roll was, will be recorded in the comment box. The user may enter any additional comments, such as odds and results, before saving the comment. Cancelling a comment box after a combat is not possible. Once the comment box is closed, the map will be redrawn with only those units which actually took part in the combat shown. These units, and only these units, may now be moved. Other units may still be viewed at this time by clicking on their hex and the hex roster examined on the right of the screen. Once post-combat movement is completed, the player presses the "Done" button above the defender's box, and the next combat will be re- solved. Unfortunately, if a unit must be substituted after combat, it can only be done after all combats are resolved and the play is returned to the movement mode. Attack in the One by One mode are resolved in much the same way, except that after combat is declared, the "Roll" button above the defender's box is pressed, and the resolution is performed immediately.