BATTLEGROUND SHILOH readme

VERSION 1.11  5/97

Fixed "bases-off" highlighting bug.

Fixed AI reporting bug when artillery limbered.

Fixed crash caused by accessing the toolbox while the Leader Dialog is 
active.

Fixed melee bug that resulted in double losses when the defending unit(s) 
could not retreat.

Added the correct default Melee Table and all Optional Parameter Data to 
the Scenario Notes.

Changed leader losses in an automatic-victory melee from "Killed" to 
"Captured".

Changed the maximum range of the "L" cannon type from 13 to 10 hexes.

Changed the height of the woods in the Prairie Grove module from 30 feet 
to 50 feet.

In the Wilson's Creek Scenario Notes Parameter Data, the height of "Forest" 
and "Blocked" terrain should be listed as 50 feet.



VERSION 1.1  4/97

Fixed melee bug that could sometimes eliminate defending units.

Fixed melee bug that allowed a single leader to generate a flanking-attack 
bonus.

Fixed bug that resulted in higher leader losses when firing on a leader 
alone in a hex.

Fixed the Windows 95 white hex outline problem.

Fixed the Help button in the Leader Casualty Dialog.

Added a new scenario ("04h."; sl_a_h.scn), the full two-day battle with 
historical arrival times for reinforcements. Also made minor adjustments 
in several other scenarios.

Added weapon type "S" (for Shotgun) in Prairie Grove module. Various 
Confederate units in this module now use this weapon type, which has a 
range of one hex.

Set the strengths of the regiments in Garfield's Brigade at "500" each.

Improved the A/I movement of supply wagons.

Improved A/I multi-hex melee capability.

Increased the effectiveness of infantry ranged fire vs. artillery crews.

The Enfilade modifier now applies when firing on limbered artillery.

Uncrewed artillery units are now labeled as "Uncrewed" in the Unit List.

Arriving artillery batteries now add to the ammo pool of their side by a 
fixed amount determined by the parameter data for that module.

A unit at maximum ("9") fatigue that suffers another gain in fatigue does
not rout immediately, but must take a morale check the next time morale is
checked.

A unit at maximum ("9") fatigue has a -4 morale modifier and a +4 modifier
when firing (other high fatigue units have -2 and +2).

When a unit is eliminated by fire, one other unit (chosen at random) in that 
same hex undergoes a rout check and has its fatigue increased by one. 

The attacker in a melee can now cause no more casualties than his own total 
attacking strength if he fails to win the melee.

If every unit attacking in a melee is eliminated, none of the units defending 
in that melee become disrupted.

If every unit defending in a melee is a leader or supply wagon, none of the 
units attacking in that melee become disrupted.

If a defending unit in a melee is forced to retreat, and is attacked again 
that phase in a subsequent melee, it defends at half strength.

Rally is now possible at night. For rally purposes, the morale of a unit at
night is half the normal morale of the unit, fractions rounded up.

A unit moving in line formation at night automatically becomes disrupted.

A unit's movement allowance does not drop to zero when it moves next to a 
"?" (Unknown-Unit) marker *if* that marker represents only an enemy leader 
or any other unit that does not exert a Zone of Control into the hex. If 
the "?" does represent an enemy leader, the moving unit can even enter its 
hex and capture it.

Except at night, the rally bonus of leaders at the Corps level or above
extends into adjacent hexes.

Added yellow highlighting of Command values of leaders who have failed their
command check.

The "D" Disruption icon now appears in the Target and Selection Dialogs to 
indicate such units.

Clicking on an entry in the Release Dialog causes that organization to 
become highlighted on the map. Double-clicking or selecting OK causes the 
Release Dialog to be closed and the organization to remain highlighted. 
Selecting Cancel causes the organization to become unhighlighted.

Double-clicking on a unit in the Search Results list of the Find Dialog
closes the dialog and causes the map to scroll to that unit.

Double-clicking on an entry in the Scheduled Dialog displays a dialog 
showing the individual units in the reinforcement.

Right-clicking on a unit in the Unit List displays that unit's normal 
full-strength value in the game, if it is currently below full strength.

The jump map now shows units that are Unknown.

No leader, supply wagon or routed unit can change the control of an 
objective hex.

A scenario will now end if all units from one side have been eliminated 
and the other side controls all objectives.

Added a "Rules..." button in the A/I Selection Dialog. Selecting this button 
allows the player to use one or more of the following optional rules:
	OPTIONAL FIRE-RESULTS TABLE: This causes the optional fire results 
table to be used for all fire results in the scenario. See "Optional 
Parameter Data" the end of the v1.1 section of this file for the optional 
table.
	OPTIONAL MELEE-RESULTS TABLE: This causes the optional melee results 
table to be used for all melee results in the scenario. See "Optional 
Parameter Data" the end of the v1.1 section of this file for the optional 
table.
	QUALITY-BASED FIRE MODIFIERS: Each ranged-fire attack by a 
non-artillery unit whose Quality is "A" or "B" receives a +1 modifier. If 
its Quality is "E" or "F", it receives a -1 instead. (Note that this rule, 
which was introduced as standard in v1.22, is now optional - but is "on" 
by default.)
	HIGHER FATIGUE-RECOVERY RATES: This applies a higher fatigue 
recovery rate. Given the default fatigue recovery rate R, this rule will 
apply a fatigue recovery rate of three times R for units having a medium 
(4-6) level of fatigue, and a recovery rate of five times R for units with 
a low (1-3) level of fatigue. The default recovery rate still applies to 
units suffering from high (7-9) fatigue.
	VICTORY POINTS FOR LEADER CASUALTIES: This causes points to be 
awarded for the loss of leaders. The number of points awarded for a leader 
casualty is nominally (C + L) x F, where C is the default command value of 
the leader (A=6, B=5, etc.), L is the leadership rating of the leader (A=6, 
B=5, etc.) and F is "1" for brigade leaders, "2" for division leaders, "3" 
for corps leaders and "4" for army leaders. This value is then halved if 
the leader was only wounded, or doubled if he was captured. Leader casualty 
points are displayed in the Victory Dialog.
	ROUT LIMITING: This applies a morale modifier when determining the 
spread of unit routing in order to reduce the frequency of multiple-hex 
routing.
	QUALITY MELEE MODIFIERS: This causes additional modifiers to be 
applied to melees. If the minimum quality of all units attacking in a melee 
is A or B, "1" is added to the melee differential; if their minimum quality 
is E or F, "1" is subtracted from the melee differential. If the minimum 
quality of all units defending in a melee is A or B, "1" is subtracted from 
the melee differential; if their minimum quality is E or F, "1" is added to 
the melee differential.
	ISOLATION RULES: Isolation is now optional, but is "on" by default.
When a unit is Isolated, a red rectangle appears behind its Strength value 
in the Unit List. An Isolated artillery unit can run low on or out of 
ammunition in the same manner and with the same effects as infantry. (The 
artillery unit becomes resupplied when no longer Isolated, provided its 
side's ammo pool is greater than zero.) An Isolated leader receives no 
benefits from his superiors during command checks. Isolated cavalry can be 
melee-attacked by infantry even if mounted. The strength of an Isolated
unit in melee is normal when attacking and quartered when defending. 
	EXTREME FOG-OF-WAR: This hides each unit's name, quality, exact 
strength (including weapon type and range), organizational info and current 
movement allowance, plus each leader's command and leadership ratings, from 
the opponent. [Exception: the strength of unlimbered artillery is not 
hidden.] The unit's name and organizational info re-appear whenever it is 
within an enemy unit's Zone of Control. Note that Extreme Fog-Of-War effects 
can apply only when normal FOW is also in effect for a side.
	PARTIAL RETREATS: This allows a unit forced to retreat from a melee 
into an overstacking situation to lose a portion of its strength in order 
to allow it to retreat into the hex instead of being completely eliminated 
due to overstacking.

Added a "Highlight" menu item in the Display Menu. This opens a submenu 
that allows the player to highlight units of the selected type. The items 
in the submenu are as follows:
* FIXED UNITS
* SPOTTED UNITS
* LOW ON OR OUT OF AMMO, OR UNCREWED
* FIRED/FOUGHT UNITS
* MOVED UNITS
* DISRUPTED UNITS
* DETACHED UNITS
* HIGH-FATIGUE UNITS (all units on the map that currently have a Fatigue 
  level of "7" or more)
* ISOLATED UNITS
* NON-FULL-STRENGTH UNITS (all units on the map that are currently at less 
  than their normal full strength in the game)
* SUPPLY WAGONS
* ORGANIZATION

Added the following new menu items in The Options Menu:
	GRAPHICS BUFFERING: This menu item causes a double-buffering 
graphics technique to be used when drawing the 3D graphics. This greatly 
reduces the amount of screen flicker caused by screen updates, but will 
reduce the speed of the graphics. Players should use this option as they 
prefer.
	INITIAL VIEW: This menu item is used to define the initial view of 
the map shown when the main program is started. This may be set to any of 
the standard 2D or 3D map views, or may be set so that it is always the 
view that existed when the program was last closed.
	OPTIONAL RULES: This menu item is used to display the Optional 
Rules so that those (if any) in effect for the current scenario can be 
viewed.

Added a Leader Casualty Dialog (accessible via the Status Menu) to display 
a running list of both sides' leader losses. A "K" indicates the leader was 
killed, a "W" indicates he was wounded, and a "C" indicates he was captured. 
Clicking on a leader's name in the dialog causes the map to scroll to the 
location where he became a casualty.

Added new Accelerator keys:
	Ctrl-X - moves the Hot Spot to the Next Stack
	F5 - slows down A/I Action Dialog processing
	F6 - returns A/I Action Dialog processing to normal speed
	F7 - speeds up A/I Action Dialog processing


TCP/IP INTERNET PLAY 

Internet play is now supported. Prior to beginning TCP/IP Internet play, 
both players should ensure that they have a valid TCP/IP connection 
established on their computers. Typically this is a service of your Internet 
Service Provider.
1. Select "Modem Host" or "Modem Caller" from the Menu screen.
2. Select "Internet Connection".
3. The Modem Host should select a new scenario or resume a previously saved 
   game. The Modem Caller should select the corresponding module for the 
   chosen scenario or battle.
4. A dialog on the Modem Host system will appear, containing the Internet 
   address for the Modem Host. Note: Typically this address is changed by 
   your Internet Service Provider each time an Internet Connection is 
   established.
5. The Modem Host should then provide the Caller with this address. This 
   can be done by calling the Caller on a separate line, by sending the 
   address through E-Mail, or by using an Internet "chat" program. The 
   Modem Caller will then type this address into his Internet connection 
   dialog. He can also specify an encryption key at this time. He should 
   then choose Connect on the Connection dialog.
6. At this point, both players will have a Communication Dialog, and play 
   will start or continue similar to standard Dial Up Modem Play (see 
   section 7.1 in the Players Guide).

Added an "Internet Connection" menu item to the Special Menu. Normally you 
will initiate Internet play after choosing either "Modem Host" or "Modem 
Caller" from the main Menu Screen. However, if you wish to initiate it from 
within the main program, you should select the "Internet Connection" menu 
item prior to selecting "Modem Host" or "Modem Caller" in the Special Menu.


OPTIONAL PARAMETER DATA

Optional Fire Results Table

Factor/Roll	1	2	3	4	5	6	7	8	9	10	11	12	13	14	15	16	17	18
	1	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0
	2	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0
	3	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0
	4	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	F	F	F
	5	0	0	0	0	0	0	0	0	0	0	0	0	0	F	F	F	F	F
	6	0	0	0	0	0	0	0	0	0	0	0	F	F	F	F	F	F	F
	7	0	0	0	0	0	0	0	0	F	F	F	F	F	F	F	F	F	F
	8	0	0	0	0	0	F	F	F	F	F	F	F	F	F	F	F	F	F
	9	0	0	0	F	F	F	F	F	F	F	F	F	F	F	F	F	F	F
	10	0	F	F	F	F	F	F	F	F	F	F	F	F	F	F	F	F	F
	11	F	F	F	F	F	F	F	F	F	F	F	F	F	F	F	F	F	F
	12	F	F	F	F	F	F	F	F	F	F	F	F	F	F	F	F	F	F
	13	F	F	F	F	F	F	F	F	F	F	F	F	F	F	F	F	F	F
	14	F	F	F	F	F	F	F	F	F	F	F	F	F	F	F	F	1	1
	15	F	F	F	F	F	F	F	F	F	F	F	F	F	F	F	1	1	1
	16	F	F	F	F	F	F	F	F	F	F	F	F	1	1	1	1	1	1
	17	F	F	F	F	F	F	F	F	F	F	F	1	1	1	1	1	1	1
	18	F	F	F	F	F	F	F	F	F	F	1	1	1	1	1	1	1	1
	19	F	F	F	F	F	F	F	F	F	1	1	1	1	1	1	1	1	1
	20	F	F	F	F	F	F	F	F	1	1	1	1	1	1	1	1	1	1
	21	F	F	F	F	F	F	F	1	1	1	1	1	1	1	1	1	1	1
	22	F	F	F	F	F	F	1	1	1	1	1	1	1	1	1	1	1	1
	23	F	F	F	F	F	1	1	1	1	1	1	1	1	1	1	1	1	1
	24	F	F	F	F	1	1	1	1	1	1	1	1	1	1	1	1	1	1
	25	F	F	F	1	1	1	1	1	1	1	1	1	1	1	1	1	1	1
	26	F	F	1	1	1	1	1	1	1	1	1	1	1	1	1	1	1	1
	27	F	1	1	1	1	1	1	1	1	1	1	1	1	1	1	1	1	1
	28	1	1	1	1	1	1	1	1	1	1	1	1	1	1	1	1	1	1
	29	1	1	1	1	1	1	1	1	1	1	1	1	1	1	1	1	1	1
	30	1	1	1	1	1	1	1	1	1	1	1	1	1	1	1	1	1	2
	31	1	1	1	1	1	1	1	1	1	1	1	1	1	1	1	1	2	2
	32	1	1	1	1	1	1	1	1	1	1	1	1	1	1	1	2	2	2
	33	1	1	1	1	1	1	1	1	1	1	1	1	1	1	2	2	2	2
	34	1	1	1	1	1	1	1	1	1	1	1	1	1	2	2	2	2	2
	35	1	1	1	1	1	1	1	1	1	1	1	1	2	2	2	2	2	2
	36	1	1	1	1	1	1	1	1	1	1	1	2	2	2	2	2	2	2
	37	1	1	1	1	1	1	1	1	1	2	2	2	2	2	2	2	2	2
	38	1	1	1	1	1	1	1	1	2	2	2	2	2	2	2	2	2	2
	39	2	1	1	1	1	1	1	2	2	2	2	2	2	2	2	2	2	3
	40	2	1	1	1	1	1	2	2	2	2	2	2	2	2	2	2	3	3
	41	2	1	1	1	1	2	2	2	2	2	2	2	2	2	2	3	3	3
	42	2	1	1	1	2	2	2	2	2	2	2	2	2	2	3	3	3	3
	43	2	1	1	2	2	2	2	2	2	2	2	2	2	3	3	3	3	3
	44	2	1	2	2	2	2	2	2	2	2	2	2	3	3	3	3	3	3
	45	2	2	2	2	2	2	2	2	2	2	2	3	3	3	3	3	3	3
	46	2	2	2	2	2	2	2	2	2	2	3	3	3	3	3	3	3	3
	47	2	2	2	2	2	2	2	2	2	3	3	3	3	3	3	3	3	3
	48	2	2	2	2	2	2	2	2	3	3	3	3	3	3	3	3	3	4
	49	2	2	2	2	2	2	2	3	3	3	3	3	3	3	3	3	4	4
	50	2	2	2	2	2	2	3	3	3	3	3	3	3	3	3	4	4	4
	51	2	2	2	2	2	3	3	3	3	3	3	3	3	3	4	4	4	4
	52	2	2	2	2	3	3	3	3	3	3	3	3	3	4	4	4	4	4
	53	2	2	2	3	3	3	3	3	3	3	3	3	4	4	4	4	4	4
	54	2	2	3	3	3	3	3	3	3	3	3	4	4	4	4	4	4	4
	55	2	3	3	3	3	3	3	3	3	3	4	4	4	4	4	4	4	4
	56	3	3	3	3	3	3	3	3	3	4	4	4	4	4	4	4	4	4
	57	3	3	3	3	3	3	3	3	4	4	4	4	4	4	4	4	4	5
	58	3	3	3	3	3	3	3	4	4	4	4	4	4	4	4	4	5	5
	59	3	3	3	3	3	3	4	4	4	4	4	4	4	4	4	5	5	5
	60	3	3	3	3	3	4	4	4	4	4	4	4	4	4	5	5	5	5
	61	3	3	3	3	4	4	4	4	4	4	4	4	4	5	5	5	5	5
	62	3	3	3	4	4	4	4	4	4	4	4	4	5	5	5	5	5	5
	63	3	3	4	4	4	4	4	4	4	4	4	5	5	5	5	5	5	5
	64	3	4	4	4	4	4	4	4	4	4	5	5	5	5	5	5	5	5
	65	4	4	4	4	4	4	4	4	4	5	5	5	5	5	5	5	5	5
	66	4	4	4	4	4	4	4	4	4	5	5	5	5	5	5	5	5	6
	67	4	4	4	4	4	4	4	5	5	5	5	5	5	5	5	5	6	6
	68	4	4	4	4	4	4	5	5	5	5	5	5	5	5	5	6	6	6
	69	4	4	4	4	4	5	5	5	5	5	5	5	5	5	6	6	6	6
	70	4	4	4	4	5	5	5	5	5	5	5	5	5	6	6	6	6	6
	71	4	4	4	5	5	5	5	5	5	5	5	5	6	6	6	6	6	6
	72	4	4	5	5	5	5	5	5	5	5	5	6	6	6	6	6	6	6

Factor/Roll	19	20	21	22	23	24	25	26	27	28	29	30	31	32	33	34	35	36
	1	0	0	0	0	0	F	F	F	F	F	F	F	F	F	F	F	F	1
	2	0	0	0	0	F	F	F	F	F	F	F	F	F	F	F	1	1	1
	3	F	F	F	F	F	F	F	F	F	F	F	F	F	F	1	1	1	1
	4	F	F	F	F	F	F	F	F	F	F	F	F	1	1	1	1	1	1
	5	F	F	F	F	F	F	F	F	F	F	F	1	1	1	1	1	1	1
	6	F	F	F	F	F	F	F	F	F	F	1	1	1	1	1	1	1	1
	7	F	F	F	F	F	F	F	F	1	1	1	1	1	1	1	1	1	1
	8	F	F	F	F	F	F	1	1	1	1	1	1	1	1	1	1	1	1
	9	F	F	F	F	F	1	1	1	1	1	1	1	1	1	1	1	1	1
	10	F	F	F	F	1	1	1	1	1	1	1	1	1	1	1	1	1	1
	11	F	F	F	1	1	1	1	1	1	1	1	1	1	1	1	1	1	1
	12	F	F	1	1	1	1	1	1	1	1	1	1	1	1	1	1	1	1
	13	F	1	1	1	1	1	1	1	1	1	1	1	1	1	1	1	1	2
	14	1	1	1	1	1	1	1	1	1	1	1	1	1	1	1	1	2	2
	15	1	1	1	1	1	1	1	1	1	1	1	1	1	1	1	2	2	2
	16	1	1	1	1	1	1	1	1	1	1	1	1	1	1	2	2	2	2
	17	1	1	1	1	1	1	1	1	1	1	1	1	1	2	2	2	2	2
	18	1	1	1	1	1	1	1	1	1	1	1	1	2	2	2	2	2	2
	19	1	1	1	1	1	1	1	1	1	1	1	2	2	2	2	2	2	2
	20	1	1	1	1	1	1	1	1	1	1	2	2	2	2	2	2	2	2
	21	1	1	1	1	1	1	1	1	1	2	2	2	2	2	2	2	2	3
	22	1	1	1	1	1	1	1	1	2	2	2	2	2	2	2	2	3	3
	23	1	1	1	1	1	1	1	2	2	2	2	2	2	2	2	3	3	3
	24	1	1	1	1	1	1	2	2	2	2	2	2	2	2	3	3	3	3
	25	1	1	1	1	1	2	2	2	2	2	2	2	2	3	3	3	3	3
	26	1	1	1	1	2	2	2	2	2	2	2	2	3	3	3	3	3	3
	27	1	1	1	2	2	2	2	2	2	2	2	3	3	3	3	3	3	3
	28	1	1	2	2	2	2	2	2	2	2	3	3	3	3	3	3	3	3
	29	1	2	2	2	2	2	2	2	2	3	3	3	3	3	3	3	3	3
	30	2	2	2	2	2	2	2	2	3	3	3	3	3	3	3	3	3	4
	31	2	2	2	2	2	2	2	3	3	3	3	3	3	3	3	3	4	4
	32	2	2	2	2	2	2	3	3	3	3	3	3	3	3	3	4	4	4
	33	2	2	2	2	2	3	3	3	3	3	3	3	3	3	4	4	4	4
	34	2	2	2	2	3	3	3	3	3	3	3	3	3	4	4	4	4	4
	35	2	2	2	3	3	3	3	3	3	3	3	3	4	4	4	4	4	4
	36	2	2	3	3	3	3	3	3	3	3	3	4	4	4	4	4	4	4
	37	2	3	3	3	3	3	3	3	3	3	4	4	4	4	4	4	4	4
	38	3	3	3	3	3	3	3	3	3	4	4	4	4	4	4	4	4	4
	39	3	3	3	3	3	3	3	3	4	4	4	4	4	4	4	4	4	5
	40	3	3	3	3	3	3	3	4	4	4	4	4	4	4	4	4	5	5
	41	3	3	3	3	3	3	4	4	4	4	4	4	4	4	4	5	5	5
	42	3	3	3	3	3	4	4	4	4	4	4	4	4	4	5	5	5	5
	43	3	3	3	3	4	4	4	4	4	4	4	4	4	5	5	5	5	5
	44	3	3	3	4	4	4	4	4	4	4	4	4	5	5	5	5	5	5
	45	3	3	4	4	4	4	4	4	4	4	4	5	5	5	5	5	5	5
	46	3	4	4	4	4	4	4	4	4	4	5	5	5	5	5	5	5	5
	47	4	4	4	4	4	4	4	4	4	5	5	5	5	5	5	5	5	5
	48	4	4	4	4	4	4	4	4	5	5	5	5	5	5	5	5	5	6
	49	4	4	4	4	4	4	4	5	5	5	5	5	5	5	5	5	6	6
	50	4	4	4	4	4	4	5	5	5	5	5	5	5	5	5	6	6	6
	51	4	4	4	4	4	5	5	5	5	5	5	5	5	5	6	6	6	6
	52	4	4	4	4	5	5	5	5	5	5	5	5	5	6	6	6	6	6
	53	4	4	4	5	5	5	5	5	5	5	5	5	6	6	6	6	6	6
	54	4	4	5	5	5	5	5	5	5	5	5	6	6	6	6	6	6	6
	55	4	5	5	5	5	5	5	5	5	5	6	6	6	6	6	6	6	6
	56	5	5	5	5	5	5	5	5	5	6	6	6	6	6	6	6	6	6
	57	5	5	5	5	5	5	5	5	6	6	6	6	6	6	6	6	6	7
	58	5	5	5	5	5	5	5	6	6	6	6	6	6	6	6	6	7	7
	59	5	5	5	5	5	5	6	6	6	6	6	6	6	6	6	7	7	7
	60	5	5	5	5	5	6	6	6	6	6	6	6	6	6	7	7	7	7
	61	5	5	5	5	6	6	6	6	6	6	6	6	6	7	7	7	7	7
	62	5	5	5	6	6	6	6	6	6	6	6	6	7	7	7	7	7	7
	63	5	5	6	6	6	6	6	6	6	6	6	7	7	7	7	7	7	7
	64	5	6	6	6	6	6	6	6	6	6	7	7	7	7	7	7	7	7
	65	6	6	6	6	6	6	6	6	6	7	7	7	7	7	7	7	7	7
	66	6	6	6	6	6	6	6	6	7	7	7	7	7	7	7	7	7	8
	67	6	6	6	6	6	6	6	7	7	7	7	7	7	7	7	7	8	8
	68	6	6	6	6	6	6	7	7	7	7	7	7	7	7	7	8	8	8
	69	6	6	6	6	6	7	7	7	7	7	7	7	7	7	8	8	8	8
	70	6	6	6	6	7	7	7	7	7	7	7	7	7	8	8	8	8	8
	71	6	6	6	7	7	7	7	7	7	7	7	7	8	8	8	8	8	8
	72	6	6	7	7	7	7	7	7	7	7	7	8	8	8	8	8	8	8
Numeric result indicates strength loss.
"F" indicates increase in fatigue only.
Note: All fire modifiers are multiplied by 3 when using this Table.

Optional Melee Table

Diff	2	3	4	5	6	7	8	9	10	11	12
-3	4/-9	4/-8	3/-7	2/-6	1/-5	1/-5	1/-5	2/-6	3/-7	4/-8	4/-9
-2	-4/8	3/-7	2/-6	1/-5	1/-4	1/-4	1/-4	1/-5	2/-6	3/-7	4/-8
-1	-3/7	-2/6	1/-5	1/-4	1/-3	1/-3	1/-3	1/-4	1/-5	2/-6	3/-7
0	2/-6	1/-5	-1/4	-1/3	-1/2	1/-2	1/-2	1/-3	1/-4	1/-5	2/-6
1	1/-5	1/-4	-1/3	-1/2	-1/1	-1/1	1/-1	1/-2	1/-3	1/-4	1/-5
2	-6/1	-5/1	-4/1	-3/1	2/-1	-2/1	2/-1	2/-1	-4/1	-5/1	-6/1
3	-7/2	-6/1	-5/1	-4/1	-3/1	-3/1	2/-1	3/-1	-5/1	-6/1	3/-2
4	-8/3	-7/2	-6/1	-5/1	-4/1	-4/1	-4/1	-5/1	2/-1	3/-2	4/-3
5	-9/4	-8/3	-7/2	-6/1	-5/1	-5/1	-5/1	-6/1	-7/2	4/-3	5/-4
6	-10/4	-9/3	-8/3	-7/2	-6/1	-6/1	-6/1	-7/2	-8/3	-9/3	-10/4
Absolute value are: defender-losses/attacker-losses.
Negative result indicates losing side.

Note: "Dice rolls" on this Melee Table use two 6-sided dice. 



VERSION 1.05  1/97

Fixed PBEM replay bug that caused crashes and hangs due to inadvertant 
word-wrap in .bte file.

Fixed melee bug related to automatic victory vs. routed units.

Made minor corrections to road and path art on \sl and \hn 2D maps.



VERSION 1.04  12/96

A unit's Fixed status is not revealed to the opponent when Fog of War is in 
effect for its side.

Fixed corruption of battle file caused by choosing Cancel in Two-Player 
Hot-Seat Replay option.



VERSION 1.03  9/96

The Scheduled and Release Dialogs now show the per-turn probability of 
entry/release for each unit listed.

Each ranged-fire attack by a non-artillery unit whose Quality is "A" or 
"B" receives a +1 modifier. If its Quality is "E" or "F", it receives a -1 
instead.

The ranged-fire modifier for attacking a unit at a higher elevation is now 
limited to a maximum of -2.

A unit taking a loss from a ranged-fire attack now suffers only a one-level 
increase in fatigue.

The strength of each routed unit in melee is quartered (not halved).

A +2 melee modifier now applies if no attacking unit advanced into that hex 
from within the Field of Fire of any unit defending in that melee.

VACANT HEX: When a hex becomes devoid of defending units as the result of an 
Offensive Fire Phase attack, it becomes a Vacant Hex. (A red triangle icon 
appears in the hex to mark it as such.) A Vacant Hex may be advanced into 
during the next Melee Phase, and the advancing unit(s) will automatically 
occupy the hex.

An Isolated unit *can* initiate melee (contrary to what it says in the 
definition of "Isolated" on p.40 of the Players Guide).

Breastworks now appear even when "Units Off" is in effect.

Fixed units are no longer released when attacked by their own forces.

Units can no longer attempt to melee into Water or Blocked hexes.

Revised the Ranged-Fire and Melee tables.

Revised the ranges of Napoleon and Parrott cannons.

Added new 3D unit icons with Zouave, etc., uniforms.



VERSION 1.02  8/96

Fixed large-stack highlighting bug.

Removed leader-handbook button from Leader Selection dialog box.

Corrected the explanation in the parameter data of how to read the Melee 
Table.



VERSION 1.01  7/96

Fixed crash caused by second-in-command casualties.

Fixed artillery overstacking bug.

Fixed PBEM file corruption.


	
VERSION 1.0  7/96

The Combat Effect modifier for Rough terrain is -1 (not 0 as stated in the 
Players Guide).

Units cannot become Fixed *during* play. Fixed status can occur only 
automatically at the start of play.

If a unit expends any part of its movement allowance during its Movement 
Phase, any attack it makes in the Offensive Fire Phase is halved.

When a subordinate leader is determined to be "in command", his Command 
Rating changes in the Unit List for the current turn to reflect the Command 
Rating modifier he received.

Certain reinforcement entry hexes are "protected" in the sense that enemy 
units within a particular range of them will be automatically eliminated 
or routed when the reinforcements appear. More details on this can be 
found by Selecting "Scenario Notes" in the game's Help menu, then Selecting 
"8.0 Arrival Schedule".

The "Undo Last Movement" (Ctrl-U) command cannot be used for a unit that 
has just captured a battery or leader.



Below are listed the scenario titles, their corresponding file names, and 
the "module" each is found in. The "module" is important to know when you 
re-open a saved game; therefore you might find it handy to print a hard 
copy of this file for easy reference.

SCENARIO TITLE			   FILE NAME       MODULE

01. The Battle of Wilson's Creek   wc_a.scn	   Wilson's Creek
02. The Lyons' Roar		   wc_b.scn	   Wilson's Creek
03. Hold On, Hold Out		   sl_c.scn	   Shiloh
04. The Battle of Shiloh 	   sl_a.scn	   Shiloh
04h. The Battle of Shiloh 	   sl_a_h.scn	   Shiloh
05. Wallace Takes the Shunpike	   sl_d.scn	   Shiloh
06. Johnston's Attack		   sl_b.scn	   Shiloh
07. The Devil's Own Day		   sl_0740.scn	   Shiloh
08. Sherman's First Line	   as_1.scn	   Assault on Sherman
09. The Purdy Road Line		   as_2.scn	   Assault on Sherman
10. A Brief Respite		   sl_1100.scn	   Shiloh
11. Stirring Up the Hornets	   hn_1.scn	   The Hornet's Nest
12. Smashing the Nest		   hn_2.scn	   The Hornet's Nest
13. Last Chance for Glory	   pl_1.scn	   Pittsburg Landing
14. No Rest for the Weary	   pl_2.scn	   Pittsburg Landing
15. Yankees Resurgent		   apr7_8am.scn	   Shiloh
16. The Battle of Prairie Grove	   pg_a.scn	   Prairie Grove
