Sample Infantry Squad Configuration - WyldFurr/Bolt-Action-Platoon-Builder GitHub Wiki
There are many different types of team/squad that can be added to a platoon, all of these teams use a similar interface to configure the squad. The following is an example of how to configure a basic infantry squad.
The user can get to the configuation screen for a particular unit by ether clicking on the unit slot on the Platoon Configuration Screen, or as the last step when adding a unit to a platoon.
Let us assume that the user is configuring a Heer Infantry Squad from the German Army list. The basic screen the user will first see is as follows:
This screen reflects the basic configuration of a Heer Infantry Squad:
Cost: Regular Infantry 50pts.
Composition: 1 NCO and 4 men.
Weapons: Rifles.
Options:
- Add up to 5 additional men with rifles at +10pts each.
- The NCO can have a sub-machine gun for +3pts.
- Up to 1 man can have a light machine gun for +20pts (another man becomes the loader).
- The entire squad may be mounted upon bicycles for +1pt per man.
- The squad can be given anti-tank grenades for +2pts per man.
Let us assume the user wants to make the following changes: Add an extra rifleman, give one rifleman a light machine gun, and give the NCO a sub-machine gun. With these changes, the screen would end up looking like this:
But how did the user make these changes? The following diagram displays how each piece functions:
A: The points value window automatically calculates the current cost of the squad. This points value is also displayed on the Platoon Configuration screen.
B: These three buttons display the available and selected experience/moral rating of the squad (inexperienced, regular, veteran). The option that is selected defines the Troop Quality for the squad as a whole. Some units (such as the Heer Infantry Squad used in this example) can only be purchased with a certain troop rating, eg: Regular only.
C: Some options are selected for the entire squad. This panel displays options that apply to the entire squad and are selected by the use of a toggling bullet point.
D: The first "slot" in all infantry squads belongs to the squad Non-Commissioned Officer (NCO).
E: The second and subsequent slots belong to squad rifleman. Slots that have a blank tab on the left of the slot, are slots that come as a standard component of the squad and can not be removed. In this example, the squad starts with 1 NCO and 4 riflemen as a starting composition.
F: Each slot may contain a number of weapon options. This depicts the weapons available to the slot. The weapon that is selected by placing a pip in the option box, displays that the soldier belonging to that slot is equipped with that weapon. For example, all rifleman are equipped with a rifle but may be equipped with other weapons.
G: The slot above has been togged to equip the slot with a Light Machine Gun, but the squad may only have one rifleman equipped with a Light Machine Gun. This is why the option to select a Light Machine Gun is faded out and non-select-able in the other slots.
H: Slots that have a minus sign in the tab on the left of the slot, can be removed from the squad by clicking on the minus symbol.
I: The last slot displays a plus symbol in the tab, plus the words: Add Rifleman. This slot is clicked on to add extra rifleman slots to the squad. Once the maximum has been added this slot will disapear until excess slots are deleted.