Parameter Data

General Data

Title: the title of the Parameter Data file.

First Side: the first side of each turn.


Time Parameters

Dawn: the time of first light.

Dusk: the time of last light.

Day Turn: the length of one game turn in minutes during the day.

Night Turn: the length of one game turn in minutes during the night.

Hours of Twilight: the number of hours of reduced visibility after dawn and before dusk.

Twilight Visibility: the distance that can be seen during twilight turns.


Stacking Parameters

Max Stacking: the maximum number of men, or equivalent strength, that can be placed in a single hex.

Max Counters: the maximum number of unit counters that can be placed in a single hex.

Strength Point: the conversion factor between number of artillery guns and equivalent strength in men.


Per-Side Command Distances

Brigade: the maximum distance that a unit can be from its Brigade commander and still be in command and not Detached.

Division: the maximum distance that a Brigade leader can be from his Division leader and still be in command and not Detached.

Corps: the maximum distance that a Division leader can be from his Corps leader and still be in command and not Detached.

Army: the maximum distance that a Corps leader can be from his Army leader and still be in command and not Detached.

Note: distances of 0 in this section mean that the command range is infinite.


Fatigue Parameters

Max Fatigue: the maximum Fatigue value that a unit can have.

Day Recovery: the percentage chance that a unit will recover a fatigue point during day turns.

Night Recovery: the percentage chance that a unit will recover a fatigue point during night turns.

Night Attack Penalty: this value is added to the fatigue accumulation of a unit that attacks at night.


Movement Parameters

Infantry Allow: the movement allowance of infantry units.

Cavalry Allow: the movement allowance of cavalry and leaders.

Artillery Allow: the movement allowance of limbered artillery.

Supply Allow: the movement allowance of supply wagons.

Skirmisher Cost: the movement cost to deploy Skirmishers.

Rear Move: the additional cost to move in a direction that the unit is not facing.


Movement Costs

The movement cost for each unit in the corresponding terrain. Leaders move according to Mounted Cavalry. Dismounted Cavalry moves according to Line Infantry costs.


Change Facing Costs

The movement cost for each unit to change its facing one hexside.


About Face Costs

The movement cost for each unit to change its facing 180 degrees.


Per-Side Ammo Loss

The probability that a unit which fires will suffer a reduction in ammo level, either to Low Ammo, or from Low Ammo to No Ammo state. The artillery reduction probability only applies to artillery which is Isolated.


Fire Modifiers

Enfiladed: the increase in effect of fire directed against a target unit which is not facing the firing unit.

Cavalry: the increase in effect of fire directed against mounted cavalry.

Gunboat: the fire modifier applied to fire against Gunboat units.

Crew Kill: determines the probability that infantry fire against a battery will kill the crew.

Fatigue Fire: determines how artillery crew fatigue will reduce its fire value.


Terrain Combat Modifiers

For each terrain type, the value is the percentage effect that terrain has on fire which is directed into the terrain or across the terrain hexside. The Elevation modifier is the fire modifier for fire directed against targets on higher elevations. The modifier is multiplied by the number of elevation increments difference between the firing unit and target unit. Elevation increments are indicated on the map by different shading and coloring.


Per-Side Leader Loss Values

Fire Wound: the percentage chance that a loss check will result in a leader in the target hex being wounded. When there is a loss of x against a unit, a loss check will occur relative to every leader in the hex with the probability of:

x / (x + 10)

Fire Kill: the percentage chance that a fire result check will result in a leader in the target hex being killed.

Melee Wound: when a leader is involve in a melee that results in losses for his side, then the percentage given is the probability that the leader will be wounded as a result of the melee.

Melee Kill: when a leader is involve in a melee that results in losses for his side, then the percentage given is the probability that the leader will be killed as a result of the melee.

Melee Captured: when a leader is involve in a melee that results in losses for his side, then the percentage given is the probability that the leader will be captured as a result of the melee.


Height Values

The height of each terrain type and the height of a man for purposes of computing Line-Of-Sight.


Breastworks Values

Movement: the additional movement cost to cross Breastworks.

Combat: the combat modifier applied to fire and assault against units behind Breastworks.

Building: the per-turn probability used to determine when Breastworks are constructed.


Abatis Values

Movement: the additional movement cost to enter hexes containing Abatis.

Combat: the combat modifier applied to fire against units in Abatis.


Trench Values

Movement: the additional movement cost to enter hexes containing Trenches.

Combat: the combat modifier applied to fire against units in Trenches.

Construction: the trench value that must be reached in order to build a Trench in a given hex.


Artillery Resupply Values

When artillery units arrive as reinforcements, the value given is the number of additional artillery ammunition points added to the artillery supply for that side for each gun in the unit.


Bridge Values

When the optional Bridge Limit and Repair rule is in effect, these values apply.

Maximum: the maximum bridge strength that can be achieved through repair.

Repair; the number of strength points recovered per turn per 100 men repairing the bridge.


Weapon Data

For each weapon type, the data indicates the firing effectiveness of that weapon at each of the ranges given. In particular, the last range indicated is the maximum range for that weapon.